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Patch 1.4 PTR Notes (updated 9/8) - Page 76

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
JoeAWESOME
Profile Joined February 2011
Sweden1080 Posts
August 25 2011 05:56 GMT
#1501
How will "Repeated control group and selection commands will no longer count as unique actions for APM calculation purposes." work? Does it mean that if you spam 4/5 in the start it wont count as apm?
Simply Awesome! - Liquid'Ret - NSHoSeo_Seal - coLMVP_DRG - EG_Idra - Fnatic.NightEnd
shadymmj
Profile Joined June 2010
1906 Posts
August 25 2011 05:56 GMT
#1502
this patch gotta be a joke. hellion and rax nerfed terran again and what do they give us in return - a token speed increase on what is still the biggest dud spell in the history of the game. it's right next to infest command centre in power. i don't see what is so hard about making this spell actually strong, it is 125 mana and end tier research, it should be able to hit mutas hard so that we have something like irradiate back again as a solution to mutas. looks like blizz is not serious about making this spell viable.

meanwhile overseers 50 gas, you only need to make a couple of em in the first place, i see no reason why they should be so cheap on the gas.

looks like only protoss changes had some thought going into them.
There is no such thing is "e-sports". There is Brood War, and then there is crap for nerds.
nbMifu
Profile Joined January 2010
Brazil170 Posts
August 25 2011 05:56 GMT
#1503
On August 25 2011 14:53 EternaL_9 wrote:
Show nested quote +
Repeated control group and selection commands will no longer count as unique actions for APM calculation purposes.



NOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.com

my apm!


Hahahhaha! Dont´t worry we prob. can still spam by alternating control grouping and selecting.
Be kind, for everyone you meet is fighting a hard battle - Plato
Dingobloo
Profile Blog Joined September 2010
Australia1903 Posts
August 25 2011 05:57 GMT
#1504
On August 25 2011 14:52 Tzunami wrote:
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.



It's not a 50% reduction, it's much closer to a 20% reduction, it goes from 24 vs Light to 19 vs Light.
Ripper41
Profile Joined July 2011
284 Posts
August 25 2011 05:57 GMT
#1505
Does anyone know how this will affect PvP warping in on the ramp?
MurderFace
Profile Joined August 2010
1 Post
August 25 2011 05:57 GMT
#1506
On August 25 2011 14:47 Fleebenworth wrote:
I'm really not understanding the blink nerf, how is destroying yet another protoss aggression build the solution to anything?


I have to agree with this. Besides that good changes.
TeveT
Profile Joined November 2010
Sweden148 Posts
August 25 2011 05:58 GMT
#1507
I wonder if they'll make shield upgrade for toss viable any time soon... With the increase of archon use (and now immortals as well probably) it kind of feels like its time for that.. Make it a shorter research time and/or just a little bit cheaper?
DH_Remorse
Profile Joined August 2011
Denmark139 Posts
August 25 2011 05:58 GMT
#1508
Ya the (here unlsited) ramp vision buff/nerf will REALLY help vs early aggresion , but i cant help but feel that its sentry favored =0
So what ,i just walk up to security and go: "Whats up bitches i'm huk!" or what... - HuK
HardlyNever
Profile Blog Joined July 2011
United States1258 Posts
August 25 2011 05:59 GMT
#1509
I see a lot of people that seem to think that fungal growth is doing MORE damage now to armored, and I'm 99% sure that isn't the case. Old fungal growth was:

36 +(36*0.3)=46.8 (or probably just 46 in game)

new fungal growth is 30 to non-armored, 40 to armored. It is a 6 damage decrease to both.
Out there, the Kid learned to fend for himself. Learned to build. Learned to break.
gurrpp
Profile Blog Joined October 2009
United States437 Posts
August 25 2011 05:59 GMT
#1510
On August 25 2011 14:52 Tzunami wrote:
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.



Read the patch notes. 19 damage to light with bf, as opposed to 24 damage to light with bf. NOT 50% NERF
hot fuh days
firehand101
Profile Blog Joined March 2011
Australia3152 Posts
August 25 2011 05:59 GMT
#1511
I love ultra decrease, but they should have adressed the actual unit itself. They could have it pop in 5 seconds, it is still too big and relatively slow for what it is supposed to do . But this is a step in the right direction. Good patch blizz!
The opinions expressed by our users do not reflect the official position of TeamLiquid.net or its staff.
FrostedMiniWeet
Profile Joined July 2009
United States636 Posts
August 25 2011 06:00 GMT
#1512
On August 25 2011 14:56 shadymmj wrote:
this patch gotta be a joke. hellion and rax nerfed terran again and what do they give us in return - a token speed increase on what is still the biggest dud spell in the history of the game. it's right next to infest command centre in power. i don't see what is so hard about making this spell actually strong, it is 125 mana and end tier research, it should be able to hit mutas hard so that we have something like irradiate back again as a solution to mutas. looks like blizz is not serious about making this spell viable.

meanwhile overseers 50 gas, you only need to make a couple of em in the first place, i see no reason why they should be so cheap on the gas.

looks like only protoss changes had some thought going into them.


BF Hellions were frigging amazing units for their cost (no gas), and were frequently responsible for insta-losses. This nerfs one of the 24312531432 early game ending Terran strategies, you'll be fine.
DH_Remorse
Profile Joined August 2011
Denmark139 Posts
August 25 2011 06:00 GMT
#1513
On August 25 2011 14:56 JoeAWESOME wrote:
How will "Repeated control group and selection commands will no longer count as unique actions for APM calculation purposes." work? Does it mean that if you spam 4/5 in the start it wont count as apm?



...why would you do that in the first place ? O.o. When casters like HD / Husky say "apm spam" they mean quickly scroling ur Ctrl. groups , as to make sure as T for example all ur buildings are working and not idle'ing. .
So what ,i just walk up to security and go: "Whats up bitches i'm huk!" or what... - HuK
FrostedMiniWheats
Profile Joined August 2010
United States30730 Posts
August 25 2011 06:00 GMT
#1514
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.


From the man himself. Quit the crying, blizzard actually seems to have got it right this time.
NesTea | Mvp | MC | Leenock | Losira | Gumiho | DRG | Taeja | Jinro | Stephano | Thorzain | Sen | Idra |Polt | Bomber | Symbol | Squirtle | Fantasy | Jaedong | Maru | sOs | Seed | ByuN | ByuL | Neeb| Scarlett | Rogue | IM forever
Jomer
Profile Joined August 2010
United States32 Posts
August 25 2011 06:00 GMT
#1515
General
Unit vision up ramps has been reduced by 1.


Interesting to see how this will affect Siege Tanks camping mineral lines from below cliffs.

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.


Seems like Blizzard wants people to use this. Huh? Waste of bandwidth to include in patch notes.

Barracks
Build time increased from 60 to 65.


My guess is that the sole reason for this change is to increase the window for harvester scouting, before the first Marine slams the door shut. Slowing down the bunker rush against Zerg is even better, but it doesn't pull the teeth from that strategy entirely.

Hellion
Infernal Pre-Igniter damage upgrade decreased from 10 to 5


And? Hellion harrass is so cost-effective with or without blue flames that there's no downside to throwing away Hellions in completely failed attempts (which are rare enough, given their efficiency). The Pre-Igniter isn't an upgrade that makes a ton of sense, since it obviates the need for mech damage upgrades if all you want to do is produce Hellions to bolster whatever non-mech strategy you're pursuing. What really needed to happen is a gas cost needed to be introduced to Hellions - bring some risk when using them.
hitpoint
Profile Joined October 2010
United States1511 Posts
August 25 2011 06:01 GMT
#1516
Sentry Guardian Shield now correctly reduces damage from Hellion, Void ray, and Colossus attacks as well as the Siege Tank’s sieged attack.


Does anyone have info on this? Was guardian shield not working against these units before? Sounds like a really awesome change if so, and it's getting very little attention.
It's spelled LOSE not LOOSE.
Emporio
Profile Blog Joined December 2010
United States3069 Posts
August 25 2011 06:02 GMT
#1517
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'm more interested in what fungal can do to marines that are being healed by a medivac. Will 2 fungals still kill them?
How does it feel knowing you wasted another 3 seconds of your life reading this again?
nOondn
Profile Joined March 2011
564 Posts
August 25 2011 06:02 GMT
#1518
so far so good love blizzard
Mid Master Terran @ kr server fighting !!!
Joseph123
Profile Joined October 2010
Bulgaria1144 Posts
August 25 2011 06:02 GMT
#1519
wow my blink I don't like that ffs
guess pvp is going to be turtle now
RedMosquito
Profile Joined September 2010
United States280 Posts
August 25 2011 06:03 GMT
#1520
Ya because the spawning pool doesn't need to be nerfed. This sucks for Terran but having your early aggression hurt is not the end of the world...



It hurts everything not just early agression. If you make a rax at any point in the game it is naturally going to be weaker because it takes longer to build. All your tech is delayed and denying scouting will be slower. i dont even do much early agression as a terran player but it was nice that terran had an option to punish a hatch first. and that only worked on small maps with good micro
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