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Patch 1.4 PTR Notes (updated 9/8) - Page 62

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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
babylon
Profile Blog Joined April 2011
8765 Posts
August 25 2011 04:27 GMT
#1221
On August 25 2011 13:23 _Search_ wrote:
Show nested quote +
On August 25 2011 13:19 Ashes wrote:
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).


well duh.

I random quite frequently as well (though I've admittedly started to race-pick Terran more often due to the blue flame craze and 1/1/1 build on the ladder), and I agree with you on the barracks and BFH changes. I like mech, and I think the BFH nerf will make it less viable. I dunno. And just as we were seeing Sky Terran become more popular as a mech counter as well. I enjoyed the Bio > Sky > Mech > Bio thing TvT had going, and I really hope it doesn't fade out.
DeaTH.1914
Profile Joined November 2010
Canada79 Posts
Last Edited: 2011-08-25 04:28:54
August 25 2011 04:27 GMT
#1222
On August 25 2011 13:09 _Search_ wrote:

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.


Please specify which early pressure the new rax build time is vulnerable to? At the moment Marines are not only the most cost efficient unit early game, they are also the most easily accessible. Terran has the best early pressure in my opinion and if you don't agree with that you can't argue that they don't have the best early/mid/late game defense.
OrChard
Profile Joined February 2011
Hong Kong1119 Posts
August 25 2011 04:28 GMT
#1223
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.

mass stalker vs Z?
Do you know there is a unit call "infestor" own stalker?
Protosser
las91
Profile Blog Joined May 2011
United States5080 Posts
August 25 2011 04:28 GMT
#1224
As a protoss player, this is such a huge patch. It looks like warp prisms will be better than flying pylons now and can actually be used to drop and not just sac all the units you dropped. The immortal change is a bit bizarre, i guess to help with pathing issues while defending the 1-1-1?
In Inca we trust
xSixGeneralHan
Profile Joined April 2011
United States528 Posts
August 25 2011 04:29 GMT
#1225
I LOVE THIS PATCH SO MUCH
Team Operations Director for CheckSix Gaming
Quotidian
Profile Joined August 2010
Norway1937 Posts
August 25 2011 04:29 GMT
#1226
On August 25 2011 13:22 Cloud9157 wrote:
Show nested quote +
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.


It makes it more durable vs Marines. 10 extra shots from a Marine to kill it off, and an additional 3 volleys from Vikings.



that's a pretty big deal right there.. cheesy things like sentry drop/warp in on the high ground when you've FE'd was already infuriating and hard to deal with (though thankfully uncommon)

Protoss players will probably be less afraid of harassing with it - I suspect the warp prism change will actually be huge
thoradycus
Profile Joined August 2010
Malaysia3262 Posts
August 25 2011 04:29 GMT
#1227
Seeker buff is quite useless...... as long as it is casted from a max range, even slower units can still run away from it.

Hellions no longer counter rines that well i guess, so biomech can finally be viable again?

Rax nerf sux cock.
ddrddrddrddr
Profile Joined August 2010
1344 Posts
August 25 2011 04:29 GMT
#1228
Why buff hsm? Terran does not lack aoe in the slightest. Terran has aoe against both air and ground as is, now this gives the aoe extra mobility. I can see terran using hsm to pop baneling before battle.
TimeFlighT
Profile Joined August 2011
Australia257 Posts
August 25 2011 04:29 GMT
#1229
On August 25 2011 13:27 _Search_ wrote:
Show nested quote +
On August 25 2011 13:24 TimeFlighT wrote:
On August 25 2011 13:09 _Search_ wrote:

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.



I stopped reading there. you're obviously biased towards your race, which is terran.

Hey did you also know that Hellions cost no gas?

Lol, good try though.


Did you know that Hellions also allow you to create units on the spot? And they fly?

Different units are different. And I definitely had neutral-ish comments regarding the hellion nerf.


Nice sarcastic post, biased terran. Stop crying.

I also play terran btw.

For the cost of hellion, the nerf is fine.

Your comment was neutral? That's not what others and myself think. You need to re-read the replies about your post lmao.


ELlminator1
Profile Joined June 2011
Australia344 Posts
August 25 2011 04:30 GMT
#1230
Holy Protoss Buff/Terran Nerf Batman!
¯\_(ツ)_/¯
DystopiaX
Profile Joined October 2010
United States16236 Posts
August 25 2011 04:31 GMT
#1231
On August 25 2011 13:29 ddrddrddrddr wrote:
Why buff hsm? Terran does not lack aoe in the slightest. Terran has aoe against both air and ground as is, now this gives the aoe extra mobility. I can see terran using hsm to pop baneling before battle.

Prolly for super late game all air TvT, that or Blizz likes for players to use all their toys and so want more HSM in games.
_Search_
Profile Joined February 2011
Canada180 Posts
August 25 2011 04:31 GMT
#1232
On August 25 2011 13:24 L3g3nd_ wrote:
Show nested quote +
On August 25 2011 13:19 Ashes wrote:
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!!

yeah basically he says:

protoss buff = bad
protoss nerf = good
zerg buf = bad
zerg nerf = good
terran buff = good
terran nerf = WTF BLIZZARD


Except I praised 2 of the 3 Toss buffs, offered alternative nerfs for the Terran nerfs and offered an alternative buff to the Ultra buff.

Good try though.
cHaNg-sTa
Profile Blog Joined March 2008
United States1058 Posts
August 25 2011 04:32 GMT
#1233
On August 25 2011 13:22 _Search_ wrote:
Show nested quote +
On August 25 2011 13:18 Whole wrote:
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.


In all fairness Ultras should NOT be a reinforcing unit. The Zerg 300 food army is difficult enough to face without adding in Ultras. Can you imagine if they made the same buff to Thors? They're even MORE deserving of that buff since they're much more difficult to mass.


Even if Ultras were 55 second build time, no one would build them to reinforce because they're still bad and who the hell reinforces something that comes a minute later? Battle would be already over. You never played Zerg obviously as even if you were sane enough to go Ultras, they took absolutely forever to build for a unit that isn't even all that great. And it's not like you can "mass" them. You would have needed to stockpile a ton of money and gas to even make half a dozen of ultras.

Thors are more deserving of that buff? I don't know if you know, but Thors are actually much better than Ultras, and I don't think many people would disagree with that.

Obviously I'm a Zerg player that thinks that Ultras needed to be buffed. But all Zerg players can tell you that the build time wasn't really the thing that needed buffing.. not that it doesn't help you get ultras faster, but it really doesn't solve them getting countered by many units in the game.
Jaedong <3 HOOK'EM HORNS!
Yoshi Kirishima
Profile Blog Joined July 2009
United States10381 Posts
August 25 2011 04:32 GMT
#1234
On August 25 2011 13:28 OrChard wrote:
Show nested quote +
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.

mass stalker vs Z?
Do you know there is a unit call "infestor" own stalker?


and/or Roaches They get +2 damage bonus per upgrade while stalkers only get +1, and are much cheaper despite being supply heavy. But hey usually you don't see someone going 200/200 mass stalkers.
Mid-master streaming MECH ONLY + commentary www.twitch.tv/yoshikirishima +++ "If all-in fails, all-in again."
Condor Hero
Profile Blog Joined August 2009
United States2931 Posts
August 25 2011 04:32 GMT
#1235
On August 25 2011 13:29 ddrddrddrddr wrote:
Why buff hsm? Terran does not lack aoe in the slightest. Terran has aoe against both air and ground as is, now this gives the aoe extra mobility. I can see terran using hsm to pop baneling before battle.

It's part of Dustin Browder's plan to make every single unit "interesting."
Angry.Zerg
Profile Blog Joined October 2010
Mexico305 Posts
August 25 2011 04:32 GMT
#1236
Probably Rob Pardo watched MVP vs NesTea and said to Kim and Browder "enough is enough, nerf bunker rush and bfhellion, right now!"
You play to win
Pyre
Profile Joined July 2010
United States1940 Posts
August 25 2011 04:33 GMT
#1237
Really minor changes, 6 less damage on fungal wont matter. Immortals will be better in PvP that is about it. Patch might slow down Terran's early pressure, which is a nice change. I can see HSM being the standard in TvZ vs mutas now. Added ravins will make bane bombs rare again. This patch might change TvZ more then P's match ups.
DizzyDrone
Profile Joined August 2010
Netherlands629 Posts
August 25 2011 04:33 GMT
#1238
On August 25 2011 13:04 zJayy962 wrote:
Show nested quote +
On August 25 2011 12:51 DizzyDrone wrote:
On August 25 2011 12:50 BLinD-RawR wrote:
what?did you notice the speed change?Its now faster than every unit other than hellions and speed lings,(0.0001 fasterthan stalkers and ultras on creep)


So instead of running away your entire army, try seperating the targetted unit from the rest of your army. That's how Zerg players dealt with Irradiate in BroodWar.


Zergs don't have a unit in the game to deal with ravens.

I don't like this buff to HSM. Obviously the Raven is underused but they must realize that Zerg has no answer at all to the Raven.

Every single Zerg anti-air can be nullified by PDD (hydra, queen, mutalisk, corruptor, spore crawler). Only thing wrong with this PTR is Raven buff IMO.

If they want to implement this buff they should let hydra attack not be affected by PDD IMO.


I'll agree that Zerg would have a hard time dealing with Raven, but I disagree that it's a problem with the Raven itself. If anything, it's a problem with Zerg and it's ability to deal with caster units. Perhaps increasing Hydralisk's damage against Psionic units at the cost of overall damage, and allowing it's damage to pierce Point Defense Drone and Guardian Shield would allow the underused Hydralisk to fill that role.
stk01001
Profile Joined September 2007
United States786 Posts
August 25 2011 04:34 GMT
#1239
hellion nerf is needed.. the more terran players start to figure out just how good spamming blue flame hellions into people's mineral lines is the worse it will get.. and I'm talking 8+ not the lower numbers u see early game.. and u continue doing it the whole game out of at least two factories.. a lot of terran players stop after initial blue flames. with good APM its too devastating, this is part of the reason why terrans dominate in korea... it's too easy to just do like a multi prong drop/attack and take out a crippling number of workers..
a.k.a reLapSe ---
TheWalls
Profile Joined August 2011
United States15 Posts
August 25 2011 04:35 GMT
#1240
Like the patches, but i just feel as if i will never use a mothership im PvZ becuase it can get nearul parasited but great changes... feel like the balance team really thought about this and it shud work.... anyone know realease date?
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