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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 |
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.
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On August 25 2011 14:48 BLinD-RawR wrote:no they are not.
People are soooo dramatic, it's ridiculous, awesome balance changes, gg Blizz!
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Wow, I love the increesed dmg. to armored by festors :D. Protoss you bout to get some hurt! ^__^
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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.
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Sweden164 Posts
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.
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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.
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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 ^.^
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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.
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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.
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Repeated control group and selection commands will no longer count as unique actions for APM calculation purposes.
NOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.com
my apm!
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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.
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Does the vision change mean I can FF the bottom of my ramp and stop people from warping up?
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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.
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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
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I actually really like these changes. Especially the ramp vision
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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
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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.
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I like all the changes, though the bfh nerf was maybe a bit too much. Can't wait to try this out.
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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
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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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