
Patch 1.4 PTR Notes (updated 9/8) - Page 76
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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 | ||
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JoeAWESOME
Sweden1080 Posts
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shadymmj
1906 Posts
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. | ||
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nbMifu
Brazil170 Posts
On August 25 2011 14:53 EternaL_9 wrote: NOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.com my apm! Hahahhaha! Dont´t worry we prob. can still spam by alternating control grouping and selecting. | ||
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Dingobloo
Australia1903 Posts
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. | ||
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Ripper41
284 Posts
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MurderFace
1 Post
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. | ||
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TeveT
Sweden148 Posts
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DH_Remorse
Denmark139 Posts
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HardlyNever
United States1258 Posts
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. | ||
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gurrpp
United States437 Posts
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 | ||
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firehand101
Australia3152 Posts
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FrostedMiniWeet
United States636 Posts
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. | ||
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DH_Remorse
Denmark139 Posts
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. . | ||
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FrostedMiniWheats
United States30730 Posts
On August 25 2011 14:50 Thorzain wrote: 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. | ||
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Jomer
United States32 Posts
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. | ||
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hitpoint
United States1511 Posts
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. | ||
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Emporio
United States3069 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'm more interested in what fungal can do to marines that are being healed by a medivac. Will 2 fungals still kill them? | ||
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nOondn
564 Posts
love blizzard | ||
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Joseph123
Bulgaria1144 Posts
guess pvp is going to be turtle now | ||
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RedMosquito
United States280 Posts
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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