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Patch 1.4 PTR Notes (updated 9/8) - Page 77

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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
Doraemon
Profile Blog Joined January 2010
Australia14949 Posts
August 25 2011 06:03 GMT
#1521
the rax nerf will help zergs immensely
Do yourself a favour and just STFU
Chaosvuistje
Profile Joined April 2010
Netherlands2581 Posts
August 25 2011 06:03 GMT
#1522
'Yay'

So they attempt to fix PvT with an immortal range buff and nerfing the barracks again. At the same time, the infestor nerf did not do anything so noobs will continiue to complain about the spell.

They should have kept it the same damage and just made it a slowing effect rather than a freezing effect.

Oh, and these nerfs won't help versus protoss midgame at all. They will all still get crushed by roach/ling and blame it on the infestor that is added into the mix. Meanwhile, the buff to the immortal will only strengthen their lategame while a nerf to damage harms the possibility to combat that strong lategame as zerg. Protoss midgame is still shit and zvp lategame is still favoured for protoss.

Terran versus Zerg has gotten a buff though, which in my opinion was needed. The infestor broodlord composition was very hard to deal with, and now with a 4 shotted viking they will have a more easier time ( or not, you know, I'll just fungal your viking again, because its stationary ).

And freaking finally a hunterseeker buff. I still think for excitement sake their movementspeed needs to go up as time goes by ( but have a longer turn time ) while the attack is based on a cooldown like the corruptor.

Oh and drone buff, sweet. I will be pleased further refining my drone micro when I fast expand against protoss.
archbounds
Profile Joined July 2011
17 Posts
Last Edited: 2011-08-25 06:04:25
August 25 2011 06:03 GMT
#1523
So now the Warp Prism is the fastest (equal without Gravatic), cheapest and strongest (and can benefit from 2 different armor upgrades), which can warp in units once it lands? DID I MENTION IT ALSO COSTS NO GAS?

Perfect balance blizzard. Perfect.
Chronald
Profile Joined December 2009
United States619 Posts
August 25 2011 06:04 GMT
#1524
So the death of 1/1/1 all-in has come?

I'm not sure on that, but I do know that the changes all seem to be pretty good.

Not sure how 5 seconds on Rax will really affect the game, idk why they don't just tweak Marines...

Hopefully we will see more Ultras and Seeker Missiles now, Seeker Missile is gonna be SICK in Air TvT now I bet.
Got that.
teh_longinator
Profile Joined March 2010
Canada725 Posts
August 25 2011 06:04 GMT
#1525
On August 25 2011 15:00 DH_Remorse wrote:
Show nested quote +
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. .


Good thing I don't listen to HD or Husky. I APM Spam in the beginning... 22 (cam to ovie 1) 33 (cam to ovie 2) 22, 33, 5sd (self explanitory), 22,33,22,33,22,33 (15 seconds gone?) 5sd

Also, I can`t complain about a damn part of these patch notes..... The infestors were in need of a nerf... saddened to see that, but not completely surprised.
JiPrime
Profile Joined June 2011
Canada688 Posts
August 25 2011 06:05 GMT
#1526
On August 25 2011 15:00 Jomer wrote:
What really needed to happen is a gas cost needed to be introduced to Hellions - bring some risk when using them.


There is already a huge risk of using Hellions.

One misclick with micromanagement, half the hellion clump is gone.
JediGamer
Profile Joined August 2010
United States656 Posts
Last Edited: 2011-08-25 06:08:50
August 25 2011 06:05 GMT
#1527
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.



Don't be fooled the patch is a series of nerfs to terran. I don't even beleive the fungal growth damage is the bad part of infestors. I think the fact they are the only unit in the game with an instant AOE damage move that does guaranteed value. Maybe remove 1 range from fungal. Maybe give fungal a cooldown, maybe make fungal cost 85 mana, maybe make neural parasite cost 120 mana, maybe when an infestor casts neural parasite it loses all its remaining mana (like dark archons, which cost a lot more to boot), maybe make infested terrans "egg' area smaller. Maybe make fungal have a maximum amount of units it can hit, maybe make Fungal stun different times based on if they are on creep or not, maybe make infested terrans a 100-100 research (And snipe as well), maybe make infestors take 15 seconds longer to spawn, maybe make infestors have a 175 mana cap.


Any one of those mentioned earlier makes a lot more sense and most of my Z friends have agreed one of those would be fine.
http://www.z33k.com/starcraft2/coach/sc2coaching Tastosis Approved Coaching
hydrar
Profile Joined July 2010
Greece18 Posts
August 25 2011 06:05 GMT
#1528
ty blizzard :')
Corvette
Profile Blog Joined October 2010
United States433 Posts
August 25 2011 06:06 GMT
#1529
holy fuck yes

i think the immortal buff and ramp changes will help fix pvp tooo
Jacobs Ladder
Profile Joined May 2010
United States1705 Posts
August 25 2011 06:06 GMT
#1530
On August 25 2011 14:36 Bleak wrote:
Is -1 range only effective when you are going up the ramp and shooting up ramp, or is it also effective when you're shooting up high ground with vision?

I think the most important part is you can't warp up FF'd ramps anymore!
cheesemaster
Profile Joined February 2011
Canada1975 Posts
August 25 2011 06:07 GMT
#1531
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.


Uhmm i think alot of people are looking at this objectively. Alot of terrans have come out and said that either a "blue flame nerf was inevitable" or b " they agree it was a bit overpowered" or c "what the hell this sucks"

If you want to look at it in an unbiased way go check out these stats.

This is the reason terran got some nerfs: http://www.teamliquid.net/forum/viewmessage.php?topic_id=252090

These are the matchup statistics starting from the begining of the game until now, it has both korean stats and foreigner stats. It includes all tournaments that are in the TLDP (THIS ISNT LADDER STATS) and the TLDP pretty much has 90% of hosted tournaments except for maybe really small ones.
Slayers_MMA The terran who beats terrans
tdt
Profile Joined October 2010
United States3179 Posts
Last Edited: 2011-08-25 06:10:45
August 25 2011 06:08 GMT
#1532
This is a shitty patch can't believe so many like it.


BFH were fun as shit to watch and were dealt with as long as opponets were not greedy and built some roaches or stalkers. I like having scary units like that as long as there is easy counters, half the units in BW were scary as hell.

Blink. WG nerf was to make other options open such as robo and blink. Well I guess they just made 4g vs 4g all that more likely.

Infestors problem is not damage but lock down which totally removes ability to micro, not to mention damage is infinite anyways with chain fungel so +-10 damage doesnt matter in slightest. Really crappy way to address Infestor complaints. Will change nothing.

Mothership - who cares.

zerg buff with ultra time. I guess that's more they didnt like them being not used so much and brood lords too much. Still Broods are way way better.

Bunker nerf is only 5 seconds but I guess they don't like Terran being able to put any pressure on Zerg, like protoss today. Oh well. Prepare to get overrun. Massive Zerg Buff.

Did absolutely nothing about 1/1/1 which has a 90% win rate. Maybe immortals will do something with thier +1 range, it's not rangethat's the problem, it's no DPS at 8 min, vs terran's massive DPS and that tanks invalidate senties, sentries which are protoss's crutch to having a slower DPS ramp with all AoE being tier 3.


Warp prism is only decent change.
MC for president
OrChard
Profile Joined February 2011
Hong Kong1119 Posts
August 25 2011 06:08 GMT
#1533
On August 25 2011 15:01 hitpoint wrote:
Show nested quote +
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.

Yes
i am sure that guardian shield cant decreases the damage from Siege tank and Colossus.
But i am not sure about helion and voidray.
That's a great buff for protoss too!
You can defend 111 little bit easier by reducing the tank damage now. :D
Protosser
kusto
Profile Joined November 2010
Russian Federation823 Posts
August 25 2011 06:08 GMT
#1534
On August 25 2011 10:14 awu25 wrote:
General
Unit vision up ramps has been reduced by 1.


I love the direction this is going - this is actually ground-breaking to nerf CHEESE.
Also, to all people balance whining: You see, Blizzard knows what they're doing. I told you!

Also, i'm so glad they patched hellions, the better player doesn't lose anymore instantaneously after a hellion bust (in TvT and n ZvT).

<3 Blizzard
the game is the game
Tofugrinder
Profile Joined September 2010
Austria899 Posts
August 25 2011 06:08 GMT
#1535
I actually like all the changes they made. I'm not quite sure if it's necesary though
Nightrain
Profile Joined August 2010
481 Posts
August 25 2011 06:08 GMT
#1536
lol +5sec rax build time is calling for "proxy gateway into chrono zealots AAAAALLL DAAAY PVT", you are sure to be ahead of terran if you do it
If at first you don't succeed, you fail.
JiPrime
Profile Joined June 2011
Canada688 Posts
August 25 2011 06:09 GMT
#1537
On August 25 2011 15:03 archbounds wrote:
So now the Warp Prism is the fastest (equal without Gravatic), cheapest and strongest (and can benefit from 2 different armor upgrades), which can warp in units once it lands? DID I MENTION IT ALSO COSTS NO GAS?

Perfect balance blizzard. Perfect.


Warp Prism is built from robo, which means while you're building warp prisms, you can't make colossi, or immortals, which are important units that make up the protoss deathball.

It's a very fair tradeoff, IMO.

This gives more choice of strategies for protoss, which the protoss seriously lack as of now.
Drake
Profile Joined October 2010
Germany6146 Posts
Last Edited: 2011-08-25 06:12:26
August 25 2011 06:09 GMT
#1538
dont see this as huge buff but see problems, first of all blink isnt as good anymore in pvp against 4gate but immortel are, makes perhaps games even longer or way shorter we have to see,

mothership Acceleration does it mean it fly faster at the start ?

warp prism nice buff but when i see this patch this is not rly a buff for any race i really hoped for a protoss patch make p stronger but this seems just a "fix here a bit and here a bit" and i dont think it will help much in pvt

but nice see fungal and blueflame nerved


but i cant really understand why all say "huge buff for protoss" can anyone explain me where the huge buff is ?
Nb.Drake / CoL_Drake / Original Joined TL.net Tuesday, 15th of March 2005
Jacobs Ladder
Profile Joined May 2010
United States1705 Posts
August 25 2011 06:10 GMT
#1539
On August 25 2011 15:08 tdt wrote:
This is a shitty patch can't believe so many like it.

Blink. WG nerf was to make other options open such as robo and blink. Well I guess they just made 4g vs 4g all that more likely.
Wrong, the ramp change was a huge nerf to 4 gate.
drooL
Profile Blog Joined May 2010
United Kingdom2108 Posts
August 25 2011 06:10 GMT
#1540
holy shit, this patch looks unbelievably reasonable... oh my god, i'm ridiculously happy right now o___o
@nowSimon
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