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Patch 1.4 PTR Notes (updated 9/8) - Page 63

Forum Index > Closed
9040 CommentsPost a Reply
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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
_Search_
Profile Joined February 2011
Canada180 Posts
August 25 2011 04:36 GMT
#1241
On August 25 2011 13:32 cHaNg-sTa wrote:
Show nested quote +
On August 25 2011 13:22 _Search_ wrote:
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.


So....you agree with me. Ultras should get a buff, but not a build time buff. That's what I said. I suggested a pathing buff instead.
D1pstick
Profile Joined October 2010
United States106 Posts
August 25 2011 04:36 GMT
#1242
-Sentry Guardian Shield now correctly reduces damage from Hellion, Void ray, and Colossus attacks as well as the Siege Tank’s sieged attack."

So does that mean it wasn't working correctly in the first place? Regardless I'm pretty excited to start playing some games with these changes.
akalarry
Profile Joined January 2011
United States1978 Posts
August 25 2011 04:36 GMT
#1243
bfh got nerfed to oblivion. they should've reduced the cost to it or something.

also

"Repeated control group and selection commands will no longer count as unique actions for APM calculation purposes."

LOL everyone's apm, especially the pros, are gonna go down SO much. that's how most pros get their mass apm, by spamming control groups
Shinespark
Profile Joined June 2011
Chile843 Posts
August 25 2011 04:36 GMT
#1244
Will these changes be in effect at this weekend's MLG or is this a kind of "let's try it this way and if it's good, we'll keep it" sorta thing?

At the very least I would expect the changes in private messaging to stick, so morons/trolls/cheaters stop bothering pros at events.
"I, for one, welcome our new Korean overlords."
Empirimancer
Profile Joined July 2011
Canada1024 Posts
August 25 2011 04:37 GMT
#1245
This might seem a bit strange, but I'm disappointed with the Protoss changes because they're missing the one thing that would give Protoss players something almost approaching build flexibility: A (limited) way to detect cloaked/burrowed units without having to make a robo facility so they can go air or templar tech without having to be scared of auto-losing.

Some people have proposed giving the sentry the ability to hallucinate an observer for 5 or 10 seconds, to act as a kind of weak, defensive scan, which would work well.

FabledIntegral
Profile Blog Joined November 2008
United States9232 Posts
August 25 2011 04:37 GMT
#1246
lol this completely ruins me as a Terran, if it ever happens I will switch back to Zerg, never was too reliant on infestors anyways.
Hybris
Profile Joined August 2010
United States185 Posts
August 25 2011 04:37 GMT
#1247
On August 25 2011 13:27 Whole wrote:
Show nested quote +
On August 25 2011 13:22 _Search_ wrote:
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.

No one masses Ultras though. You get 5 at the very most to tank some hits to move in. And you can't do anything when a Protoss or Terran is containing your bases without Ultralisks to tank hits. The change will attempt to fix a problem where Protoss and Terran can break a Zerg easily while Zerg cannot do the same.

Idk man, Broodlords are a pretty good unit at breaking things rofl...
justin.tv/hybriss
Condor Hero
Profile Blog Joined August 2009
United States2931 Posts
August 25 2011 04:37 GMT
#1248
On August 25 2011 13:33 DizzyDrone wrote:
Show nested quote +
On August 25 2011 13:04 zJayy962 wrote:
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.

Ravens are already good though. Even though it costs a ton of gas people should realize that its a Terran unit and the current metagame has almost every Terran going bio and that leaves a huge surplus of gas in the late game, which makes Ravens almost free and its already a terrific spellcaster.

Ever seen 4-5 Ravens throw down tons of PDDs?
Its basically Dark Swarm for Terran.
Paragleiber
Profile Joined June 2009
413 Posts
August 25 2011 04:37 GMT
#1249
On August 25 2011 10:14 awu25 wrote:
Interesting contaminate change, didn't think many people used it, let alone thought it needed a change.


Well, they probably want people to make more Overseers but not to use them for contaminate, so they reduce the morph cost while increasing the energy cost at the same time.
http://www.twitter.com/Paragleiber
Sea_Food
Profile Blog Joined May 2011
Finland1612 Posts
August 25 2011 04:37 GMT
#1250
what an terrible patch. blue flame was not changed against zerg ( still kill zerglings in 2 shots, but useless against other races ( kills workes in 3 shots like red flame. also its funny how after the patch raven will be the countter to every unit in the game. flying caster with psi storm that is undodgeable by most units and deal twise the dmg + pdd.
Pirat6662001
Profile Joined January 2011
Russian Federation949 Posts
August 25 2011 04:38 GMT
#1251
Why did they increased racks build time? Watching GSL i have not seen any issue at high levels with early 2 racks or mass racks. and 1/1/1 is solved by other buffs
So.. this Earth, nice planet you might say- WRONG!!
Whole
Profile Blog Joined May 2010
United States6046 Posts
Last Edited: 2011-08-25 04:39:25
August 25 2011 04:38 GMT
#1252
On August 25 2011 13:37 Hybris wrote:
Show nested quote +
On August 25 2011 13:27 Whole wrote:
On August 25 2011 13:22 _Search_ wrote:
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.

No one masses Ultras though. You get 5 at the very most to tank some hits to move in. And you can't do anything when a Protoss or Terran is containing your bases without Ultralisks to tank hits. The change will attempt to fix a problem where Protoss and Terran can break a Zerg easily while Zerg cannot do the same.

Idk man, Broodlords are a pretty good unit at breaking things rofl...

Well they didn't buff the Broodlord, so it isn't an issue.


On August 25 2011 13:33 DizzyDrone wrote:
Show nested quote +
On August 25 2011 13:04 zJayy962 wrote:
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.


I don't think we need a "counter" to the Raven, we just need to micro.
Cloud9157
Profile Joined December 2010
United States2968 Posts
August 25 2011 04:38 GMT
#1253
Stalkers don't need a nerf to damage, Artosis is a moron.

They do 10/14 vs armored, and scale like shit. Honestly, I would 10 times rather have an army of like 10 Immortals, some sentrys, 3 Colossi, and Stalkers thrown in as well, but since getting that many Immortals+Colossi together would require like 3 base and 3 robos, that isn't happening.
"Are you absolutely sure that armor only affects the health portion of a protoss army??? That doesn't sound right to me. source?" -Some idiot
EnderCraft
Profile Joined December 2010
United States1746 Posts
August 25 2011 04:38 GMT
#1254
I only have one thing to say.... Momma ship I love you!
SC:BW has a higher skill ceiling than SC2? SC 64 is where it's at brah.
delchuu
Profile Joined April 2011
Germany166 Posts
August 25 2011 04:39 GMT
#1255
Well if i look at the Patchnotes i cant complain at all it's for me just another "sligth" move to the next Step of "Balancing" and of course there will be always some complaining about some Stuff but thats also one Part of Balancing Games.
Victory Loves Preparation
Jimmy Raynor
Profile Blog Joined March 2010
902 Posts
August 25 2011 04:39 GMT
#1256
The Barracks nerf doesn't make sense to me. I think that at the beginning stages, especially TvP now a bunker would be needed almost every game.
SxYSpAz
Profile Joined February 2011
United States1451 Posts
August 25 2011 04:39 GMT
#1257
On August 25 2011 13:27 Whole wrote:
Show nested quote +
On August 25 2011 13:22 _Search_ wrote:
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.

No one masses Ultras though. You get 5 at the very most to tank some hits to move in. And you can't do anything when a Protoss or Terran is containing your bases without Ultralisks to tank hits. The change will attempt to fix a problem where Protoss and Terran can break a Zerg easily while Zerg cannot do the same.

i agree with that for the most part, although when you kill a zergs whole army in the middle of the map, they can remaz easier, for a zerg to break a protoss or terran it means they've basically killed there whole army and have the immediate momentum to win.

I'm just being scared for problems that probably won't be a huge deal. A lot of arguments could be made with potential problems with toss to i guess, and all in all i'm really impressed with this patch and have no reason to bitch ^^
HydraLF
Profile Blog Joined January 2011
Hong Kong626 Posts
August 25 2011 04:39 GMT
#1258
On August 25 2011 13:36 Shinespark wrote:
Will these changes be in effect at this weekend's MLG or is this a kind of "let's try it this way and if it's good, we'll keep it" sorta thing?

At the very least I would expect the changes in private messaging to stick, so morons/trolls/cheaters stop bothering pros at events.


It would be highly unlikely that the 2 days old ptr is going to affect Raleigh at all.
Sure.
SetStndbySmn
Profile Joined August 2010
United States657 Posts
August 25 2011 04:39 GMT
#1259
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.


do you... do you realize carriers arn't aoe? things like this make people think you really only have a good understanding of your own race, and your opinion is meaningless bias.
"He doesn't operate under some divine shroud that lets him determine what is or is not valid culture. He cannot rob you, retroactively, of wholly valid experiences; he cannot transform them into worthless things." - Tycho
bokeevboke
Profile Blog Joined May 2010
Singapore1674 Posts
August 25 2011 04:39 GMT
#1260
Is PTR available for EU?
Its grack
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