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Patch 1.4 PTR Notes (updated 9/8) - Page 75

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
Quintum_
Profile Joined May 2011
United States669 Posts
Last Edited: 2011-08-25 05:49:22
August 25 2011 05:48 GMT
#1481
I dont think the infestor is all that big, here is the units you see fungal on the most

Right now fungal

2 shot rins without shilds
2 shot rins with shields
3 shot maruaders

5 shot zelots
4 shot stalkers
5 shot voids

Post patch if it changed like in the op

New fungal

2 shot rins without shields
2 shot rins with shields
4 shot maruaders

5 shot zelots
4 shot stalkers
7 shot voids

So post patch you are going to need 1 more fungal to a maruader and 2 more fungals for a void/ I think most zergs can live with that. And huge nerf for terrans and big buffs for protoss, blizz must of not of been happy with the state of GSL.

Rax nerf i think will give zerg those precious seconds to hold off a bunker rush.





♠ (╯°□°)╯︵ ┻━┻ ♠ ¯\_(ツ)_/¯ ♠ (ノಠ益ಠ)ノ彡┻━┻ ♠
spidii
Profile Joined October 2010
United States372 Posts
August 25 2011 05:49 GMT
#1482
On August 25 2011 14:48 BLinD-RawR wrote:
Show nested quote +
On August 25 2011 14:48 Benga wrote:
helions are totally waste now


no they are not.




People are soooo dramatic, it's ridiculous, awesome balance changes, gg Blizz!
DH_Remorse
Profile Joined August 2011
Denmark139 Posts
August 25 2011 05:50 GMT
#1483
Wow, I love the increesed dmg. to armored by festors :D. Protoss you bout to get some hurt! ^__^
So what ,i just walk up to security and go: "Whats up bitches i'm huk!" or what... - HuK
kofman
Profile Joined August 2011
Andorra698 Posts
August 25 2011 05:50 GMT
#1484
I don't understand the added time to the rax building time, I feel like it will completely mess up all of the Terran timings... Getting your orbital a bit later, not to mention marines later, will result in less minerals and kinda weaken the terran economy earlygame, so I don't like the rax construction time increase. I'm pretty sure the change was done to weaken the 2 rax vs zerg, but I'd much rather take an added 5 seconds of bunker construction or a slight marine build time increase instead of making the barracks build time longer, which hurt Terran's economy more than anything...

The infestor nerf was not what I really wanted. They still 2-shot marines with fungal growth, so I don't think it was that much of a nerf.
EG.Thorzain
Profile Joined May 2010
Sweden164 Posts
August 25 2011 05:50 GMT
#1485
On August 25 2011 14:48 Quintum_ wrote:
I dont think the infestor is all that big, here is the units you see fungal on the most

Right now fungal

2 shot rins without shilds
2 shot rins with shields
3 shot maruaders

5 shot zelots
4 shot stalkers
5 shot voids

Post patch if it changed like in the op

New fungal

2 shot rins without shields
2 shot rins with shields
4 shot maruaders

5 shot zelots
4 shot stalkers
7 shot voids

So post patch you are going to need 1 more fungal to a maruader and 2 more fungals for a void/ I think most zergs can live with that. And huge nerf for terrans and big buffs for protoss, blizz must of not of been happy with the state of GSL.

Rax nerf i think will give zerg those precious seconds to hold off a bunker rush.







I think a pretty huge change is that vikings now take 4 fungals to kill instead of 3. This helps a lot against the broodlord infestor combination.
Thanks to Roberi for taking care of my TL fanclub! Also a thanks to all my fans in and outside my TL fanclub :). Fighting~~!
nbMifu
Profile Joined January 2010
Brazil170 Posts
August 25 2011 05:51 GMT
#1486
Wow Blizzard addressed everything in the spotlight!

But remember guys, it´s only the PTR. It´s no big deal to test everything and then see which changes work. Don´t worry too much.
Be kind, for everyone you meet is fighting a hard battle - Plato
spidii
Profile Joined October 2010
United States372 Posts
August 25 2011 05:52 GMT
#1487
On August 25 2011 14:50 kofman wrote:
I don't understand the added time to the rax building time, I feel like it will completely mess up all of the Terran timings... Getting your orbital a bit later, not to mention marines later, will result in less minerals and kinda weaken the terran economy earlygame, so I don't like the rax construction time increase. I'm pretty sure the change was done to weaken the 2 rax vs zerg, but I'd much rather take an added 5 seconds of bunker construction or a slight marine build time increase instead of making the barracks build time longer, which hurt Terran's economy more than anything...

The infestor nerf was not what I really wanted. They still 2-shot marines with fungal growth, so I don't think it was that much of a nerf.




You would rather have additional build time on marines? That builds up throughout the whole game, extra 5 seconds per marine, thats a lot of time. I think they are trying to take Terran's ability to win the game in a few minutes which is a very welcome change for me ^.^
Tzunami
Profile Joined June 2011
Australia19 Posts
August 25 2011 05:52 GMT
#1488
Hellion damage reduced by 50%? Um...this is like the reaper update, they have redundified another Terran unit. Maybe if it was reduced by 20% or 30% the unit would still be useable. This update will probably cause most Terrans to transition. Ohsweet barracks time increased too, so now Terran can't rush at all...or defend rushes? I don't understand this update at all.

This isn't rage, it is confusion as to why they would release an update which destroys the game balancing completely. All the zergs and protoss will be saying "great update! Terran is OP!" but honestly, think about it in an unbiased way and this update is a terrible change to a great game.

"This is many tanks, yes?"
Dingobloo
Profile Blog Joined September 2010
Australia1903 Posts
August 25 2011 05:53 GMT
#1489
On August 25 2011 14:50 Thorzain wrote:
Show nested quote +
On August 25 2011 14:48 Quintum_ wrote:
I dont think the infestor is all that big, here is the units you see fungal on the most

Right now fungal

2 shot rins without shilds
2 shot rins with shields
3 shot maruaders

5 shot zelots
4 shot stalkers
5 shot voids

Post patch if it changed like in the op

New fungal

2 shot rins without shields
2 shot rins with shields
4 shot maruaders

5 shot zelots
4 shot stalkers
7 shot voids

So post patch you are going to need 1 more fungal to a maruader and 2 more fungals for a void/ I think most zergs can live with that. And huge nerf for terrans and big buffs for protoss, blizz must of not of been happy with the state of GSL.

Rax nerf i think will give zerg those precious seconds to hold off a bunker rush.







I think a pretty huge change is that vikings now take 4 fungals to kill instead of 3. This helps a lot against the broodlord infestor combination.


This was also what I thought was the bigger change, 4 fungals, especially when you're good at spreading your vikings is huge without breaking it against other stuff, we'll see how it plays out vs voidrays hopefully not too severe.
-Exalt-
Profile Blog Joined November 2010
United States972 Posts
August 25 2011 05:53 GMT
#1490
Repeated control group and selection commands will no longer count as unique actions for APM calculation purposes.



NOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.com

my apm!
SniXSniPe
Profile Blog Joined March 2010
United States1938 Posts
Last Edited: 2011-08-25 05:55:00
August 25 2011 05:54 GMT
#1491
The +5 seconds to barracks... seems kind of stupid just to do that to put back 2-rax pressure.

Should have just nerfed build time on bunker instead.
Wrongspeedy
Profile Blog Joined August 2010
United States1655 Posts
August 25 2011 05:54 GMT
#1492
Does the vision change mean I can FF the bottom of my ramp and stop people from warping up?
It is better to be a human dissatisfied than a pig satisfied; better to be Socrates dissatisfied than a fool satisfied.- John Stuart Mill
JediGamer
Profile Joined August 2010
United States656 Posts
Last Edited: 2011-08-25 05:55:54
August 25 2011 05:55 GMT
#1493
Eh some of the patch is good. I think if they are going to make warp prisms basically tanks for 200 minerals, they should be initially slower.

I think the blue flame nerf might've been extreme (1/2 effectiveness, compared to every single other nerf... none even close to 50%).

TBH the entire patchnotes feels like parents having favoritism towards a child who will bitch if his siblings get anything good. So while they "nerf" infestor for very small amounts of damage, they super buff all zerg openings (later marines, more time to harass barracks, later orbital benefit, harder to hit a better tank medivac timing) and make harassment techniques easier to handle.
http://www.z33k.com/starcraft2/coach/sc2coaching Tastosis Approved Coaching
spidii
Profile Joined October 2010
United States372 Posts
August 25 2011 05:55 GMT
#1494
On August 25 2011 14:54 Wrongspeedy wrote:
Does the vision change mean I can FF the bottom of my ramp and stop people from warping up?



It means the marines won't start shooting until they've maybe taken an additional shot, gonna be pretty big for the defenders advantage for sure :D
Clearout
Profile Blog Joined April 2010
Norway1060 Posts
August 25 2011 05:55 GMT
#1495
I actually really like these changes. Especially the ramp vision
really?
OrChard
Profile Joined February 2011
Hong Kong1119 Posts
August 25 2011 05:56 GMT
#1496
On August 25 2011 14:50 DH_Remorse wrote:
Wow, I love the increesed dmg. to armored by festors :D. Protoss you bout to get some hurt! ^__^

Isnt the damage reduced vs armor?
before is 46.8
now is 40
Protosser
Deleted User 183001
Profile Joined May 2011
2939 Posts
August 25 2011 05:56 GMT
#1497
I feel like this Immortal change is going be huge. Nevermind a Diamond noob like me, but I've seen plenty of pro players with Immortals doing a slick truffle shuffle behind a line of Stalkers. I hope this alleviates that a bit.
stratman
Profile Joined October 2010
Canada110 Posts
August 25 2011 05:56 GMT
#1498
I like all the changes, though the bfh nerf was maybe a bit too much. Can't wait to try this out.
Let it Raine
Profile Joined August 2010
Canada1245 Posts
August 25 2011 05:56 GMT
#1499
On August 25 2011 14:54 SniXSniPe wrote:
The +5 seconds to barracks... seems kind of stupid just to do that to put back 2-rax pressure.

Should have just nerfed build time on bunker instead.


the build time is completely fine as +5

11-11 rax rines start way too early

5 seconds isn't much but every second counts vs early game aggression

Grandmaster Zerg x14. Diamond 1 LoL. MLG 50, Halo 3. Raine.
Quintum_
Profile Joined May 2011
United States669 Posts
August 25 2011 05:56 GMT
#1500
On August 25 2011 14:50 Thorzain wrote:
Show nested quote +
On August 25 2011 14:48 Quintum_ wrote:
I dont think the infestor is all that big, here is the units you see fungal on the most

Right now fungal

2 shot rins without shilds
2 shot rins with shields
3 shot maruaders

5 shot zelots
4 shot stalkers
5 shot voids

Post patch if it changed like in the op

New fungal

2 shot rins without shields
2 shot rins with shields
4 shot maruaders

5 shot zelots
4 shot stalkers
7 shot voids

So post patch you are going to need 1 more fungal to a maruader and 2 more fungals for a void/ I think most zergs can live with that. And huge nerf for terrans and big buffs for protoss, blizz must of not of been happy with the state of GSL.

Rax nerf i think will give zerg those precious seconds to hold off a bunker rush.







I think a pretty huge change is that vikings now take 4 fungals to kill instead of 3. This helps a lot against the broodlord infestor combination.


The vikings totally slipped my mind, i knew i was forgetting a unit. The nerf was not making sense to me but now it is.


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