I shall not pay for next GSL season
(yeah, right) 
| Forum Index > Closed |
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 | ||
|
shadowy
Bulgaria305 Posts
August 25 2011 04:44 GMT
#1281
I shall not pay for next GSL season (yeah, right) ![]() | ||
|
Qxz
Canada189 Posts
August 25 2011 04:44 GMT
#1282
Yes! This was so unintuitive, for example when performing a double-extractor trick. Will be much easier now. | ||
|
Scarecrow
Korea (South)9172 Posts
August 25 2011 04:44 GMT
#1283
On August 25 2011 13:38 Pirat6662001 wrote: 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 5 second delay to everything might reduce Terran dominance in Korea to some extent. About time they had a decent nerf, they've been dominating pretty much since release with a few hiccups. | ||
|
HuggyBear
Australia377 Posts
August 25 2011 04:45 GMT
#1284
Favorite units get buffed and the unstable hellion becomes a little more bearable ![]() | ||
|
Cloud9157
United States2968 Posts
August 25 2011 04:45 GMT
#1285
On August 25 2011 13:42 Pirat6662001 wrote: Show nested quote + On August 25 2011 13:39 HinagikUx wrote: On August 25 2011 13:23 Soulish wrote: 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. You realize that warp prisms are now the most tank dropships in the game now right? A lot of stuff like Vikings already did reduced damage to prisms because it was light attribute yeah, and toss has the worst units to drop. no BFH, 8 lings, marine marauder, hell even 4 roaches with burrow is probably more cost effective than anything toss can drop.. WOW, have u never been droped with DTs? or with HT with storm on your mineral line? IMHO best mid-late game units to drop by far Late game we can give you, but Zerg and Terran drop much better than us at mid/early game. DTs are garbage once revealed+countered. 2 MTs at an expo and you're done. HTs are great, but guess what? Thats an expensive drop, and you better not lose it. | ||
|
Condor Hero
United States2931 Posts
August 25 2011 04:45 GMT
#1286
On August 25 2011 13:39 SetStndbySmn wrote: Show nested quote + 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. Stop responding to that guy. He's got horrible knowledge of the game and was obviously desperately craving attention with his bolded text. | ||
|
Doodsmack
United States7224 Posts
August 25 2011 04:45 GMT
#1287
| ||
|
lord_nibbler
Germany591 Posts
August 25 2011 04:46 GMT
#1288
If a unit provides power, that power is temporarily transferred to a player using Neural Parasite. What does this mean? Can you use Storm now if you take over an HT for example? Or maybe they only mean passive abilities like detection or heal? | ||
|
tyrless
United States485 Posts
August 25 2011 04:46 GMT
#1289
On August 25 2011 13:09 _Search_ wrote: 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. This is a GREAT point because it addresses a big flaw in Blizzard's design process with SC2 so far. | ||
|
McKTenor13
United States1383 Posts
August 25 2011 04:46 GMT
#1290
| ||
|
EnderCraft
United States1746 Posts
August 25 2011 04:46 GMT
#1291
On August 25 2011 13:42 On_Slaught wrote: The defense of BFH makes no sense to me. Just because it hasn't been around a long time doesn't mean it wasn't blatantly broken. Considering the cost of a hellion, how fast they are, the AOE aspect of their attacks and how fast you can get the upgrade weighed against the fact they could 2shot workers made them complete game-changer in a way no other unit in the game can compete with considering the above factors. The nerf was absolutely necessary for game balance. People usually drop 4 hellions anyways so you'll still 1shot lines most of the time anyways. BFH were getting out of hand... Doesn't matter if you dropped them 5 times; one drop is bound to decimate your opponents mineral line and cripple them for the rest of the game. Now they're actually a lot more manageable Don't disagree with any of the changes for the most part.However, WTF no bunker change??? | ||
|
aksfjh
United States4853 Posts
August 25 2011 04:46 GMT
#1292
On August 25 2011 13:46 lord_nibbler wrote: Show nested quote + If a unit provides power, that power is temporarily transferred to a player using Neural Parasite. What does this mean? Can you use Storm now if you take over an HT for example? It's talking about warp prisms. | ||
|
enemy2010
Germany1972 Posts
August 25 2011 04:46 GMT
#1293
Huge patch, fortunately not everything will appear in the real patch ![]() But these are quite some heavy changes. I wonder which ones really affects the game ![]() ALSO: Please, blizzard, make a PTR for europe ![]() | ||
|
Pirat6662001
Russian Federation949 Posts
August 25 2011 04:46 GMT
#1294
On August 25 2011 13:44 Scarecrow wrote: Show nested quote + On August 25 2011 13:38 Pirat6662001 wrote: 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 5 second delay to everything might reduce Terran dominance in Korea to some extent. About time they had a decent nerf, they've been dominating pretty much since release with a few hiccups. Thats true, but the super early game is already so fragile (early is 3-7 minutes), thing like 6 pool on maps with hard to wall off places and proxy gates become stronger cause u have a big delay in marine production+ a lot of early terran pressure is now now possible (i really dont want it to become a turtle race again, cause then i'll have to switch) | ||
|
MilesTeg
France1271 Posts
August 25 2011 04:46 GMT
#1295
The overseer change is nice, I might actually use them to scout instead of overlord speed in some situations. | ||
|
themikeman
United States8 Posts
August 25 2011 04:46 GMT
#1296
| ||
|
sJonny
United States3 Posts
August 25 2011 04:47 GMT
#1297
![]() | ||
|
Spectorials
558 Posts
August 25 2011 04:47 GMT
#1298
On August 25 2011 10:14 awu25 wrote: TERRAN Raven Seeker missile movement speed increased from 2.5 to 2.953. Infestor move speed OFF creep is 2.25. Creep gives 30% speed bonus. Infestor move speed ON creeps is 2.925 ![]() | ||
|
lorkac
United States2297 Posts
August 25 2011 04:48 GMT
#1299
I also wish they'd go right on and nerf marines instead of dicking around with the barracks so much. It's not like the marine isn't the reason that a barracks needs a supply depot and takes longer than a minute to build.... Not because I hate Terran--I play Terran--but simply because it'd be more elegant and direct. | ||
|
rave[wcr]
United States1166 Posts
August 25 2011 04:48 GMT
#1300
| ||
| ||
StarCraft 2 StarCraft: Brood War Dota 2 League of Legends Super Smash Bros Heroes of the Storm Other Games Organizations
StarCraft 2 • Hupsaiya StarCraft: Brood War• Sammyuel • AfreecaTV YouTube • intothetv • Kozan • IndyKCrew • LaughNgamezSOOP • Migwel • sooper7s League of Legends |
|
Replay Cast
RongYI Cup
Maru vs Cyan
Solar vs Krystianer
uThermal 2v2 Circuit
BSL 21
Replay Cast
Wardi Open
Monday Night Weeklies
OSC
Replay Cast
WardiTV Invitational
[ Show More ] Replay Cast
WardiTV Invitational
The PondCast
Korean StarCraft League
Replay Cast
|
|
|