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Patch 1.4 PTR Notes (updated 9/8) - Page 71

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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
Xation
Profile Blog Joined April 2011
Canada147 Posts
August 25 2011 05:21 GMT
#1401
I think Blue flame damage should be 6 or 7, instead of 5. The warpprism upgrade was TOTALLY necessary, but I don't understand the whole Blink thing.. Maybe for pvp? or pvz? And the Immortal range upgrade makes them viable in more scenarios, yaaaaaaaaaay!
Liquid HerO bonjwa. Stardust fighting! -Jester 1754
enemy2010
Profile Blog Joined October 2010
Germany1972 Posts
August 25 2011 05:21 GMT
#1402
On August 25 2011 14:17 Horse...falcon wrote:
What I want to know is will these changes be made before MLG Raleigh starts?

Show nested quote +
Added three privacy settings to the Options menu under the Battle.net section.
Only allow friends to send me invites.
Only allow friends to send me chat messages.


I really hope they implement at least these changes before the tournament but I'm somewhat uneasy about changing the game balance right before an MLG again. A lot of build orders might need revamping.

Dude, these are PTR patch changes.

I think first they'll be tested on the PTR, which will take a few weeks. Then SOME of them will be implemented into the game, which will take another few days.

And Raleigh is tomorrow. So no.
1on1 auf azze no he no flash no awp only holztor. | Ja, da meint der ich hätt' abgeschmatzt, aber dat is Quatsch, verstehste?
lxuzyl
Profile Joined March 2011
Australia4 Posts
August 25 2011 05:21 GMT
#1403
Raven will be the essential unit for tvz after this patch.

HSM speed buff with the aoe could do a lot of dmg to zerg.
PDD is good in general
Auto-turret is good at kill mineral line or even sniping hat etc.

Interesting patch imo. Would like to see more mass raven play from T.
jimbob615
Profile Blog Joined September 2006
Uruguay455 Posts
August 25 2011 05:22 GMT
#1404
On August 25 2011 10:46 Whitewing wrote:
Show nested quote +
On August 25 2011 10:43 MuteZephyr wrote:
Wut?

Blizz didn't even wait for the metagame to catch up with blue flame. QQ wins again. It showed up last MLG, and they're already nerfing it.

I think this is pretty silly.


To be fair, the nerf to blue flame hellions isn't that big, they can still clear your mineral line in a matter of seconds, it just takes them another shot to do it. It helps, but it's certainly not the end of blue flame hellions, they're still nasty.

yea but there's no point in researching blue flame now if its 3 shot kills on workers either way... =/
InvXXVII
Profile Joined March 2011
Canada242 Posts
August 25 2011 05:22 GMT
#1405
That is one fast mothership.
A good loser is still a loser.
SpiralFractureD
Profile Joined August 2011
Canada6 Posts
Last Edited: 2011-08-25 05:23:16
August 25 2011 05:22 GMT
#1406
For every 3 letter acronym used in this thread, god kills a kitten.

And the user ruins the community one more iota,
www.slatertek.com
raf3776
Profile Blog Joined August 2010
United States1904 Posts
August 25 2011 05:23 GMT
#1407
Also does the shorter vision range mean you cant warp up the ramp with 1 forcefield anymore? or does it just make it harder
WWJD (What Would Jaedong Do)
Belisarius
Profile Joined November 2010
Australia6233 Posts
August 25 2011 05:23 GMT
#1408
Surprisingly, I'm not such a fan of the BFH nerf. I hated those things with a passion, but +5 is barely anything at all. Has anyone sat down and worked out exactly what units that will affect?

If it kills marines, zerglings and workers in the same number of hits with or without... why does it even still exist?
JL_GG
Profile Joined March 2010
Canada249 Posts
August 25 2011 05:23 GMT
#1409
love the blue flame helion change as zerg
kinda expecting to see more immortals in zvp now
love the overseer and ultra change
kinda sad abt infestors but meh i mainly use them for NP anyways
Doc Daneeka
Profile Joined March 2010
United States577 Posts
Last Edited: 2011-08-25 05:25:12
August 25 2011 05:23 GMT
#1410
HAHA hellion nerf. sorry, that doesn't exactly contribute to this discussion, i just find the mlg to this patch sequence of events kind of funny.

good changes though. infestor nerf doesn't look as drastic as i was expecting. looks like it'll mostly affect using fungal to protect broodlords from vikings. if i'm reading that correctly. mothership speed is kind of encouraging, glad they're continuing to tinker with it slowly but surely.

also laughed a little that they nerfed APM.
payed off security
JL_GG
Profile Joined March 2010
Canada249 Posts
August 25 2011 05:24 GMT
#1411
On August 25 2011 14:23 Belisarius wrote:
Surprisingly, I'm not such a fan of the BFH nerf. I hated those things with a passion, but +5 is barely anything at all. Has anyone sat down and worked out exactly what units that will affect?

If it kills marines, zerglings and workers in the same number of hits with or without... why does it even still exist?

um with blue flame the mainly change is now they 3 shot workers instead of 2 same number of shots for zerglings and marines
Ghostcom
Profile Joined March 2010
Denmark4783 Posts
August 25 2011 05:25 GMT
#1412
On August 25 2011 14:11 geokilla wrote:
Pretty disappointed with the changes as a Terran player. Though the Hellion nerf was expected due to MLG and Hellion drops. As for the Rax nerf... Wow. The effect is going to be huge. Gotta wait 5 seconds more to build an Orbital, which also means I gotta wait 5 more seconds to create another SCV.

Infestors needed that nerf big time. They were getting so OP it wasn't even funny. I don't like the Ultralisk buff though. 15 seconds is a lot and it's a big game changer. They already do tons of splash damage.

Protoss needed some of the buffs and some of the nerfs. However it still looks like that Zerg is OP.


Unless your macro is compareable to that of Nada when back in BW, those 5 seconds are going to mean VERY little for your economy... It's 5 seconds...
babylon
Profile Blog Joined April 2011
8765 Posts
August 25 2011 05:25 GMT
#1413
On August 25 2011 14:15 castled wrote:
So from now on I'll just open reactor hellions instead of bf hellions? I just feel that change would make the bf upgrade boring and turn it into something like an engineering bay upgrade or one of those "extra" ups you get when you have a lot of money lategame. It would stop being interesting strategic decision to pursue.

Hellion busts a la Ganzi might be hilarious.
stormchaser
Profile Joined January 2011
Canada1009 Posts
Last Edited: 2011-08-25 05:29:24
August 25 2011 05:27 GMT
#1414
Hellion = next reaper?

Infestor = weak caster unit?

NOT liking this change.
Fenix
Profile Joined April 2007
Peru112 Posts
August 25 2011 05:27 GMT
#1415
Tvsz now will be are Mass marines + Raven?
IMFenix http://www.facebook.com/Fenix.sc2
doomed
Profile Joined May 2010
Australia420 Posts
August 25 2011 05:27 GMT
#1416
On August 25 2011 14:25 Ghostcom wrote:
Show nested quote +
On August 25 2011 14:11 geokilla wrote:
Pretty disappointed with the changes as a Terran player. Though the Hellion nerf was expected due to MLG and Hellion drops. As for the Rax nerf... Wow. The effect is going to be huge. Gotta wait 5 seconds more to build an Orbital, which also means I gotta wait 5 more seconds to create another SCV.

Infestors needed that nerf big time. They were getting so OP it wasn't even funny. I don't like the Ultralisk buff though. 15 seconds is a lot and it's a big game changer. They already do tons of splash damage.

Protoss needed some of the buffs and some of the nerfs. However it still looks like that Zerg is OP.


Unless your macro is compareable to that of Nada when back in BW, those 5 seconds are going to mean VERY little for your economy... It's 5 seconds...


And it's 5 realtime seconds.. which in SC2 on faster relates to what? 3.5 seconds?
Ghostcom
Profile Joined March 2010
Denmark4783 Posts
August 25 2011 05:29 GMT
#1417
On August 25 2011 14:27 doomed wrote:
Show nested quote +
On August 25 2011 14:25 Ghostcom wrote:
On August 25 2011 14:11 geokilla wrote:
Pretty disappointed with the changes as a Terran player. Though the Hellion nerf was expected due to MLG and Hellion drops. As for the Rax nerf... Wow. The effect is going to be huge. Gotta wait 5 seconds more to build an Orbital, which also means I gotta wait 5 more seconds to create another SCV.

Infestors needed that nerf big time. They were getting so OP it wasn't even funny. I don't like the Ultralisk buff though. 15 seconds is a lot and it's a big game changer. They already do tons of splash damage.

Protoss needed some of the buffs and some of the nerfs. However it still looks like that Zerg is OP.


Unless your macro is compareable to that of Nada when back in BW, those 5 seconds are going to mean VERY little for your economy... It's 5 seconds...


And it's 5 realtime seconds.. which in SC2 on faster relates to what? 3.5 seconds?


I think you meant gametime seconds... But yes...
synapse
Profile Blog Joined January 2009
China13814 Posts
August 25 2011 05:29 GMT
#1418
Considering that neural has greater range than seeker missile does... I'm okay with this :3

I like the fungal damage nerf, the number was so weird before... Hellion nerf yay ^^
:)
Petninja
Profile Joined June 2011
United States159 Posts
August 25 2011 05:29 GMT
#1419
On August 25 2011 14:12 _Search_ wrote:
Show nested quote +
On August 25 2011 14:09 Petninja wrote:
On August 25 2011 13:59 _Search_ wrote:
On August 25 2011 13:58 Petninja wrote:
On August 25 2011 13:52 BlindKill wrote:
Whats the point of researching Blues if they still 3 shots harvesters


Can't they still 2 shot zerglings with the BF upgrade? Can't they still decimate marine packs better with BF upgrade? Still useful.


Marine packs already beat BFH hellions, so long as they have combat shields, stim and medivacs. Light support from marauders/tanks only makes it more one-sided.


That's not fair. You gave marines help from marauders/tanks, but you didn't give the hellion pack anything. A pack of marines might beat an equally sized pack of hellions if the two just go at it, but if you're engaging in a battle there are probably other units shooting around. The hellions are going to get their shots in, and on a pack of marines that's a lot of damage.

Consider this: One BF hellion getting off one shot on 4 marines is 76 damage. I feel 4 marines is a modest enough number to be hit by a hellion in an engagement.



All I'm saying is in the marine v hellion conflict marines already have too much going for them. Since when should the all-around unit beat the specialized unit?


Most units are "specialized". Why does a Marauder beat a Stalker even though the stalker costs more and also has the armor type damage buff? Is it because it's faster? Hmm, seems we're getting into the same realm as the marine v hellion debate. Maybe this game isn't designed around 1v1 rock, paper, scissor counters like some people believe.

In a real battle BF hellions can still dish out tremendous damage to a pack of marines, especially when other things are drawing the marine fire.
lasermauser
Profile Joined April 2011
Germany16 Posts
August 25 2011 05:29 GMT
#1420
I think the Blink research increase will help nogas fe Terran's alot, but the Warp Prism Shield Inscrese seems a little bit to much for me 60 shields + 100 HP would have been ok in my eyes
your lg is nothink on the lan
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