Hellions had it coming like Ret Paladins had it coming in WoW 3.0
Patch 1.4 PTR Notes (updated 9/8) - Page 60
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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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Tyree
1508 Posts
Hellions had it coming like Ret Paladins had it coming in WoW 3.0 | ||
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eviltomahawk
United States11135 Posts
On August 25 2011 13:09 ZenithM wrote: Am I the only one disliking this change? No more 250 APM players? It's really hard to hit 250 SC2 APM average without tapping your buildings/units. So basically the left hand's speed is now completely ignored by the game? It's really only a change to the measure of APM. If all those left-hand APM tricks actually physically helped in improving a player's effective APM, then they will continue to help. The number is meaningless if the actions are meaningless, IMO. | ||
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mprs
Canada2933 Posts
![]() The black dot means HSM was faster than the stock speed of the unit. The double gray dot means HSM will be now faster (or the same) as this unit.
Note: The speeds of the "same speed" units are actually 2.9531, and the Raven buff is listed as 2.953. I'm not sure if this is a rounding problem or if they are meant to be faster by an incredibly small amount so that they could out run the HSM over a long period of time. It wouldn't make sense because if they were the same speed, the same effect would occur. I personally believe that they are both 2.9531, but obviously that could be subject to change. I guess most notably, Seeker missles can really REALLY decimate worker lines if you don't know react very quickly and know which worker is being targeted. I guess this will make up for some of the lost worker destruction from the BFH nerf. Being faster than vikings will be a huge deal in TvT, as you can ward off pesky vikings away from tanks and what not. Being faster than archons is pretty meaningless, since HSM radius is 2.0 and it will pretty much only hit one archon 99% of the time (correct me if I'm wrong). Ultralisks are in the same category of explanation. Zerglings, DTs, and Reapers are non-issue. HSM can now be used to ward off a group of stalkers now I guess, which could be some cool play. This can also apply to corrupters, but I have a hard time finding a reason for a Z to use corrupters vs T. Perhaps this will allow sky Terran to be viable and having an answer for mass corrupters? To conclude, this change is going to have only significant repercussions in worker harass, and Vs. Viking and combat. | ||
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QuoteSky
United States38 Posts
On August 25 2011 13:09 _Search_ wrote: Mothership Acceleration increased from 0.3 to 1.375. The Mothership’s Cloaking Field no longer cloaks all units instantaneously, but rather adds units to the cloak field over time (maximum of 25 per second). This should alleviate “Mothership Lag” issue when a Mothership comes online. I hope this promotes more Mothership play. It's such an interesting unit. At the same time though, Protoss late game definitely did NOT need any help. Colossus nerf please. Warp Prism Shields increased from 40 to 100. Not a particular fan of this one, mainly because Warp Prisms are such a powerful unit already, especially for such a cheap cost (no gas?!?!). The only reason tosses don't use them is because they're afraid of losing them, which speaks more to the lack of maturity in toss play than imbalance because, considering what the unit does, it's DEFINITELY worth the money. Assuming toss has both mothership out and colossi out... That's 2 polar tech paths. If the toss manages to pull out a 200/200 mothership/colossus army, assuming they are well upgraded both ways, then the toss deserves to win. The amount of time it would take and upgrade resource spent is outrageous! And while protoss are afraid of losing warp prisms, it's mostly the fact that they could pull out another robo unit out instead of a warp prism. 1 less colossus for a warp prism, which [was] extremely fragile rarely made sense. | ||
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Scarecrow
Korea (South)9172 Posts
On August 25 2011 12:50 0neder wrote: I still hope they take Artosis suggestion and change stalker dmg a bit so P can't just mass stalkers vs Z and have success. Awesome suggestion lol, PvZ is hard enough already. The immortal buff with help vs the irony that so many Z's just mass roach with great success | ||
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jarhead271
United States160 Posts
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Whole
United States6046 Posts
On August 25 2011 13:09 _Search_ wrote: Ultralisk Build time decreased from 70 to 55. Interesting, but I think Ultras were fine. It's not like Zerg was ever hampered by unit build times anyways. They can mass anything they have the money and larva for. I feel this is Blizzard's desire to bring an underused unit into the game, but build time is not the way to do it. They just need to let Ultra pathing be uninhibited by lings. Ultra build time was a pretty bad problem considering they couldn't be used to reinforce at all, and it wouldn't be worth waiting 70 seconds to defend anyway. Since this is the PTR, I hope they keep the HSM change. It will bring this game closer to being BW-like micro and help punish the 1A syndrome. Zerg and Toss have a punishment, but Terrans never did unless they made ridiculous amounts of siege tanks. | ||
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Kluey
Canada1197 Posts
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Ashes
United States362 Posts
On August 25 2011 13:09 _Search_ wrote: Now that I've had a good think here's my reaction to 1.4: (Rank 1 Master Terran perspective) General Unit vision up ramps has been reduced by 1. Defender's advantage!! Very necessary. This will stop Toss from saccing a unit up a ramp to warp stuff in past static defense. PROTOSS Immortal Attack range increased from 5 to 6. I first suggested this exact change a year ago. I knew back then that immortals were simply not effective enough for their cost, even if I was in gold league. Mothership Acceleration increased from 0.3 to 1.375. The Mothership’s Cloaking Field no longer cloaks all units instantaneously, but rather adds units to the cloak field over time (maximum of 25 per second). This should alleviate “Mothership Lag” issue when a Mothership comes online. I hope this promotes more Mothership play. It's such an interesting unit. At the same time though, Protoss late game definitely did NOT need any help. Colossus nerf please. Stalker Blink research time increased from 110 to 140. This is great because blink really should be a late game ability and not conducive to a timing attack. Terran is far too vulnerable to blink Stalkers on maps like Tal'Darim, though this change will likely have greater effect in the other matchups. Warp Prism Shields increased from 40 to 100. Not a particular fan of this one, mainly because Warp Prisms are such a powerful unit already, especially for such a cheap cost (no gas?!?!). The only reason tosses don't use them is because they're afraid of losing them, which speaks more to the lack of maturity in toss play than imbalance because, considering what the unit does, it's DEFINITELY worth the money. TERRAN Barracks Build time increased from 60 to 65. lolwut? Is this to help with 2 rax? I don't know how much effect it will have on that, but Terran has the hardest time producing units in the early game, especially against toss, and this will make Terran far too vulnerable to early pressure. I once suggested this very change, but coupled it with a marine time decrease and Orbital Command time decrease (5 secs). Terran is simply far too vulnerable in the early game to anything that can get around a bunker. Basically what this is doing is making any Terran non-bio build auto-lose to early pressure. Can this nerf not be accompanied by a reactor core build time buff? The Terran macro game already suffers as it is, without double-punishing Terrans for trying to tech. Hellion Infernal Pre-Igniter damage upgrade decreased from 10 to 5. Defense against hellions was already getting figured out. This nerf is totally unnecessary. Zergs have long learned to defend against them, Protosses have no fear of them and Terrans were learning to cope. 19 damage is still enough to 2-shot lings, just not workers until +2 mech weapons. Even worse, now zealots and marines are even MORE effective against hellions, when hellions should totally own both. This is the type of nerf that will remove the unit from the game, just like reapers, and Blizzard needs to be making Terran units less specialized and more cohesive, not the opposite. Either remove Pre-igniter altogether and give hellions a +3 damage buff (11 +6 v light) or raise the hellion rate of fire and add a pre-attack pause, like in the alpha, like Thors currently have. This will force hellions to stay stationary before they fire, which will make hellion raids less effective, but allow them to gel more easily into a greater army mix. Really Blizzard should be changing the Hellion to make it more effective in a general army and less effective in a raid. A straight-up nerf like this one will only remove it from the game, which is tragic, since the Hellion had essentially just entered the game. Raven Seeker missile movement speed increased from 2.5 to 2.953. FINALLY!!!! No more vikings escaping Seeker Missile scot-free! Options in the imba Brood Lord/Corruptor/Infestor v. Viking/Marine wars! And, most importantly, AOE FOR TERRANS!! (besides tanks, which were hardly the equivalent of psi storm, colossi, carriers and fungal growth, if not also banelings (no one's ever perfected a "tank bust")) ZERG Infestor Fungal Growth damage changed from 36 (+30% armored) to 30 (40 vs Armored). This won't effect PvZ too greatly, unless units recharge shields while under FG (if they do then it's a big nerf as Zealots and Stalkers will each require an extra FG), but this is a welcome nerf in the Brood Lord/Corruptor/Infestor v. Viking marine match. Marines with combat shields and adequate medivacs will mostly survive 2 fungals and Vikings will require 4 FGs instead of 3 to die. We all knew FG was too powerful. This nerf is well-deserved. Overseer Morph cost decreased from 50/100 to 50/50. Contaminate energy cost increased from 75 to 125. Still trying to help Zergs against cloaked units. This buff is unnecessary. Spore Crawler buff was enough. Ultralisk Build time decreased from 70 to 55. Interesting, but I think Ultras were fine. It's not like Zerg was ever hampered by unit build times anyways. They can mass anything they have the money and larva for. I feel this is Blizzard's desire to bring an underused unit into the game, but build time is not the way to do it. They just need to let Ultra pathing be uninhibited by lings. Sorry to ask you, but your opinion seems to be very much supportive towards your main race (terran). On a neutral perspective, (I have began randoming these days), I think that these changes are good. It would be interesting indeed to see the likes of Destiny handling this change. Also this makes the battle between the ghost and the high templar more interesting and micro intensive!! gg!! | ||
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HowellTime
United States32 Posts
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LazzarusKain
United States23 Posts
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cheesemaster
Canada1975 Posts
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najreteip
Belgium4158 Posts
Looking forward to playing :D | ||
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Yoshi Kirishima
United States10366 Posts
On August 25 2011 13:14 eviltomahawk wrote: It's really only a change to the measure of APM. If all those left-hand APM tricks actually physically helped in improving a player's effective APM, then they will continue to help. The number is meaningless if the actions are meaningless, IMO. Wow good point, didn't think of it that way. So tapping your buildings etc will still help xD After all, a player who is better at memorizing when he needs to build (and therefore doesn't need to tap) deserves to have higher [E] APM right? xD On August 25 2011 13:16 mprs wrote: The Raven Change: ![]() The black dot means HSM was faster than the stock speed of the unit. The double gray dot means HSM will be now faster (or the same) as this unit.
Note: The speeds of the "same speed" units are actually 2.9531, and the Raven buff is listed as 2.953. I'm not sure if this is a rounding problem or if they are meant to be faster by an incredibly small amount so that they could out run the HSM over a long period of time. It wouldn't make sense because if they were the same speed, the same effect would occur. I personally believe that they are both 2.9531, but obviously that could be subject to change. I guess most notably, Seeker missles can really REALLY decimate worker lines if you don't know react very quickly and know which worker is being targeted. I guess this will make up for some of the lost worker destruction from the BFH nerf. Being faster than vikings will be a huge deal in TvT, as you can ward off pesky vikings away from tanks and what not. Being faster than archons is pretty meaningless, since HSM radius is 2.0 and it will pretty much only hit one archon 99% of the time (correct me if I'm wrong). Ultralisks are in the same category of explanation. Zerglings, DTs, and Reapers are non-issue. HSM can now be used to ward off a group of stalkers now I guess, which could be some cool play. This can also apply to corrupters, but I have a hard time finding a reason for a Z to use corrupters vs T. Perhaps this will allow sky Terran to be viable and having an answer for mass corrupters? To conclude, this change is going to have only significant repercussions in worker harass, and Vs. Viking and combat. Nice chart. Also, people should note that although units like Archons and DTs are slower than the HSM, as long as the HSM is casted at 6 range, and Archon/DT runs the whole time (assuming the Terran doesn't have durable materials yet) the HSM will not be able to catch up. This goes for any unit that has 2.701 or higher movement speed. | ||
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SgtPepper
United States568 Posts
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ZenithM
France15952 Posts
On August 25 2011 13:14 eviltomahawk wrote: It's really only a change to the measure of APM. If all those left-hand APM tricks actually physically helped in improving a player's effective APM, then they will continue to help. The number is meaningless if the actions are meaningless, IMO. The thing is, it's not that meaningless (It's not the most majorest actions ever either, don't get me wrong, it would probably be more skillful to have in mind all the timings right like a robot, but it's also less realistic). But let's say I'm focusing on my scouting probe, and I tap my nexus to check my next probe, then go back to my scout. Did I do something useless, or was that an "action"? Plus, this APM "nerf" is inconsistent, because there are still plenty of tricks to artificially fake high APM (set/reset rally points on minerals, right click move 1337 times, etc..). Those don't seem much more meaningful than tapping your buildings and units imo. | ||
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JoeSchmoe
Canada2058 Posts
On August 25 2011 13:16 mprs wrote: + Show Spoiler + The Raven Change: ![]() The black dot means HSM was faster than the stock speed of the unit. The double gray dot means HSM will be now faster (or the same) as this unit.
Note: The speeds of the "same speed" units are actually 2.9531, and the Raven buff is listed as 2.953. I'm not sure if this is a rounding problem or if they are meant to be faster by an incredibly small amount so that they could out run the HSM over a long period of time. It wouldn't make sense because if they were the same speed, the same effect would occur. I personally believe that they are both 2.9531, but obviously that could be subject to change. I guess most notably, Seeker missles can really REALLY decimate worker lines if you don't know react very quickly and know which worker is being targeted. I guess this will make up for some of the lost worker destruction from the BFH nerf. Being faster than vikings will be a huge deal in TvT, as you can ward off pesky vikings away from tanks and what not. Being faster than archons is pretty meaningless, since HSM radius is 2.0 and it will pretty much only hit one archon 99% of the time (correct me if I'm wrong). Ultralisks are in the same category of explanation. Zerglings, DTs, and Reapers are non-issue. HSM can now be used to ward off a group of stalkers now I guess, which could be some cool play. This can also apply to corrupters, but I have a hard time finding a reason for a Z to use corrupters vs T. Perhaps this will allow sky Terran to be viable and having an answer for mass corrupters? To conclude, this change is going to have only significant repercussions in worker harass, and Vs. Viking and combat. Thanks for this. Very helpful. On a side note, I wonder how they came up with a movespeed of 2.9531 in the first place. o.O Seems completely arbitrary. | ||
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SpectraL
Norway31 Posts
On August 25 2011 13:10 Oceaniax wrote: Reducing the gas cost by 50% is a good change, but it would also make it A LOT easier to mass them up to deny production via contaminate. It's not a big deal now since the cost is so high, but I could definitely see late game Z strategies incorporating that in a big way if it was twice as easy to mass, hence the bump up in the energy cost. Would also have an impact on early game, shutting down key structures for a lot less cost. | ||
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ETisME
12676 Posts
On August 25 2011 13:18 Kluey wrote: The warp prism change isn't really that great. It's like what they did with the Ghost. They just tweak it a little bit and people go crazy and try experimenting with it. 60 extra shield won't save you from viking fire or it won't make it invincible. but now it is more usable in PvZ I think this is what most protoss are forgetting. They always complain about PvT and therefore not use warp prism in PvZ. | ||
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HinagikUx
United States178 Posts
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