
Patch 1.4 PTR Notes (updated 9/8) - Page 52
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Since this whole topic degenerated into the usual balance flamefest where every topic ends up if unmoderated it's time for it to clean up. Locking this down for a while. Any posts made after my post [page 233] not addressing the changes in this patch directly and containting flames or general balance whine will get banned for at least a week. ~Nyovne There is way too much flaming in this thread right now. Calm down before you post! (Page 271) ~iamke55 | ||
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Ryalnos
United States1946 Posts
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n.DieJokes
United States3443 Posts
On August 25 2011 12:06 Blacklizard wrote: My predictions: -Infestor nerf will help Terran a ton, no affect on Protoss. Also, I think it's the wrong nerf on infestor... should have been anti-chain fungal. The infestor nerf does diddly squat for us. 6 damage is nothing, fungal still freezes and rapes all of my marines/scvs. -Immortal nerf will have little affect on 1/1/1. -Blink Stalker research The range boost will make them even better bunker busters, I never 1/1/1 so I can't comment on how effective it will be. Blink stalker is okay I guess, won't be a game changer for me. -Hellion Stuff- Barracks build time is to slightly nerf the build on the10 billion page thread on the 3 brx all in and various other early all ins with marines and SCVs. Still I don't think if it will matter much. The barrack nerf is a nerf to the entire race. The oc is five seconds later, any fastest possible tech is five seconds slower and it makes my 12/14 even less threatening although I could probably make it 12/13 with the extra bit of money. The point is we need to pressure the zerg to stay close economically or we get rofl'd over. The later the game gets the harder it is to win (did they really need the ultra buff -.-) Oh and every cheese and allin against us is a tiny bit stronger | ||
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SxYSpAz
United States1451 Posts
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Warpath
Canada1242 Posts
The hellion change, as a terran player, im kinda iffy on. BFH taking 3 hits to kill a worker is fine with me, i understand that completely. But now using hellions against marines and zealots will be a lot worse, and probably slightly affecting zerglings as well. The immortal change had me gaping for a second, but then i realized that it wasn't a massively huge buff, at worst it'll make them stronger against marauders (I don't use the 1/1/1 so I'm largely unaffected.) Infestor change is great, they won't be huge obstacles against every single one of my units now.. but im still not convinced the Seeker Missile change will have me using it. The only thing i could think of is using it against Muta balls but the missiles are energy expensive and i still see ghosts or thors being a stronger, more reasonable solution. And the vision up ramp change/Blink nerf are both fantastic for me. I hated blink stalkers just hopping into my main past my bunkers on the ramp. | ||
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DivinitySC2
United States244 Posts
On August 25 2011 12:25 Kavas wrote: You've never been proxy-gated before have you? No offence but unless you have MKP-like marine micro you can die pretty easily Very very true, its said that terran is the easiest race with the least micro, but in battles its the complete opposite, in the upper leagues you must micro like a god to maintain bio against zealots/banes/infestors etc... | ||
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epikAnglory
United States1120 Posts
Hunter Seeker Current Speed- 2.953 Stalker Speed-2.9531 (wtf lol, let's just say that it usually will hit the Stalker assuming there is no Blink and that the Missile was fired while the Stalkers were not moving away from it beforehand/idle). Zealots w/ Leg Enhacements-2.75 (now able to get hit) Sentries and Void Rays-2.25 Marauders- 2.25 (+1.125 with stim) Corruptor: 2.95 Looks like Corruptors, Speedlots, and Stalkers are mainly affected. | ||
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Bashion
Cook Islands2612 Posts
And nerfing blink wtf Right now when pvp was getting way better. It will turn into a colossus war again. Im pretty sad. | ||
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Psychobabas
2531 Posts
But still, 1. If you get 3-4 hellions in your mineral line, say goodbye to your workers, as before. So basically, if you manage to dispatch 2 hellions of the initial 4 of the drop, the drop is A LOT less effective. 2 hellions will not cut it any more. 2. TvZ mech is almost completely unaffected. Hellions still 2 shot lings, and that is it really. Attack upgrades will make hellions as effective as before prepatch. 3. TvP hellions rendered almost completely useless apart from drops. Zealots hp is too much for the slow-firing hellion. (Not that you really saw a hellion based TvP style anyway )4. TvT. Makes bio not suck so badly now vs mech, but mech is still in my opinion a very good option and superior to bio. You just cant fuck up your opponent so quickly any more, which is good for us macro terrans. | ||
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da_head
Canada3350 Posts
On August 25 2011 12:30 ZeromuS wrote: Didnt even think of that. So true such a bad idea >.< now wtf? i dont think you guys get this.. the resources show only on top of the building that gets cancelled. so both you, your opponent (and casters) can tell if the building died or was cancelled. its not like your opponent will get a message or would be able to see it through the fog of war... lmfao guys. | ||
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zarinax
Norway4 Posts
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kunstderfugue
Mexico375 Posts
![]() I like the protoss patches, more viability for immortal counters to collossi in pvp and a bit better handling of the 1/1/1. | ||
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epikAnglory
United States1120 Posts
On August 25 2011 12:32 da_head wrote: wtf? i dont think you guys get this.. the resources show only on top of the building that gets cancelled. so both you, your opponent (and casters) can tell if the building died or was cancelled. its not like your opponent will get a message or would be able to see it through the fog of war... lmfao guys. I am pretty sure we were all thinking of when a player cancels a building when they see a scout/overlord coming into their base... | ||
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Puph
Canada635 Posts
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Mrvoodoochild1
United States1439 Posts
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da_head
Canada3350 Posts
On August 25 2011 12:31 Bashion wrote: Still no patch to fix the 111 build. And nerfing blink wtf Right now when pvp was getting way better. It will turn into a colossus war again. Im pretty sad. with +6 immortals? i dont think so son. | ||
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DeaTH.1914
Canada79 Posts
On August 25 2011 12:21 _Search_ wrote: Great patch!! The only thing that totally puzzles me is the rax nerf. Since when was anyone complaining about rax build time? Besides Terran NEEDS that first rax to hold off early pressure. Terran has the hardest time building army in the early game. There's no reason to make it even more difficult. But my favourite change is that APM spammers can no longer hold their fake APM over me as some indication of superiority. What are you talking about? Terran has numerous openings that can outright kill any race of opponent solely based around getting more units, more quickly than your opponent. The rax nerf is very well needed. | ||
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Yoshi Kirishima
United States10366 Posts
On August 25 2011 12:26 IPA wrote: Can a high level terran talk about the implications of the HSM buff? Do you think this will lead to a rise in Raven play within any particular match up? I've already been using air terran style vs protoss, and marine tank vs zerg, and both have worked well (i'm rank 35 ish masters, and i have 95%+ winrate vs Protoss) this HSM buff might actually be too strong, but I don't play at the pro level so things can be quite different Anyways, I think it will be fine, you can still split up your units and only 1 will take 100 damage. Usually when I engage, my HSM connects anyways ( you can surround or back stab with a raven so that a HSM is going both ways so they can't just run from 1). It will definitely help Marine Raven TvZ however, as it will now work roaches and infestors ON creep. Amazing. No longer will it be as important to clear creep during a turret push, though it will still be needed against ling/bling of course, but not if you have enough turrets/seeker missile. This will definitely help air style TvT however, I think this may be too strong but air terran TvT has not been seen too much in pro level (but is making a rise). Anyways, since if it's a air terran vs air terran fight, obviously they both have seeker missile so that's fine. Now if it's air vs mech, mech usually ends up getting thor/viking, so really the seeker missile will just be for vikings (which can't outrun), but you don't even need that much micro playing mech in such a fight as you just a click with thors and vikings, so it's fine now that the mech player will need to spend some effort splitting his vikings to separate the seeker missile. As the air terran you have to spread your units so they don't get splashed, use raven spells, cloak/unloak banshees, use yamato, land vikings possibly, etc. | ||
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Jampackedeon
United States2053 Posts
Other than that, fungal changes could be a bit annoying since it will no longer kill banes with one fungal and will be even more useless vs mutas than before> I don't mind the damage output change but it would be nice if it stunned units longer in exchange. Blue flame hellion changes and immortal changes could be HUGE though, I think immortals at 6 make NO sense as the biggest problems I see are not getting them to the front (rather like zealots are also frequently found at the back of a group rather than the front). Zergs barely have one ranged unit at 6 (hydra w/upgrade), much less 2.... Imagine how useless roaches become when they get outranged even without forcefields, its going to be a massacre. | ||
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ETisME
12676 Posts
On August 25 2011 12:17 Omnipresent wrote: I literally can't think of a single reason to increase barracks build time. Is there really anyone left who's having problems holding barracks openers? I know it's only 5 seconds, but still... maybe it isn't only about the rax, but more on the factory that could switch tech lab/reactor with the first rax | ||
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BLinD-RawR
ALLEYCAT BLUES50607 Posts
On August 25 2011 12:30 eviltomahawk wrote: Pondering the change to Fungal in relation to its overall DPS... pre-1.4, Fungals deal 36 base damage over 4 in-game seconds, or about 9 DPS. 1.4 PTR, Fungals deal 30 base damage over 4 in-game seconds, or about 7.5 DPS. It is especially interesting to note that Medivacs heal at a rate of about 9 health per in-game second. Therefore, Fungal DPS is now less than a Medivac's heal rate, which may be one of the important factors influencing this change. I guess it is a nerf vs T. especially f you are investing in the big drop play and then transitioning to mech,which is something I'm having ironed out ATM. | ||
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