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Patch 1.4 PTR Notes (updated 9/8) - Page 80

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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
Dingobloo
Profile Blog Joined September 2010
Australia1903 Posts
August 25 2011 06:25 GMT
#1581
On August 25 2011 15:24 supdubdup wrote:
In before raven gets energy upgrade or energy needed to use HSM is 100?


http://wiki.teamliquid.net/starcraft2/Corvid_Reactor

I'm not even sure if people are trolling anymore...
archbounds
Profile Joined July 2011
17 Posts
August 25 2011 06:25 GMT
#1582
On August 25 2011 15:18 Petninja wrote:
Show nested quote +
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.


Medivacs can heal, and you get them anyway for your main army comp. Warp prisms need to be upgraded with expensive upgrades to make them what you make of them, and Medivacs can carry Marines. Your argument is invalid.



My argument is invalid.

[image loading]

User was temp banned for this post.
RedTerror
Profile Blog Joined December 2008
New Zealand742 Posts
August 25 2011 06:26 GMT
#1583
As a diamond random player (NA + oceania) this is a very good patch for balance for all 3 races
Xanatoss
Profile Joined May 2010
Germany539 Posts
Last Edited: 2011-08-25 06:27:18
August 25 2011 06:26 GMT
#1584
My favourite Unit in the Game FINALLY gets +1 Range? Awesome :D
Prepare for endless Immortal-Spam pesky Zergs!

In addition Warpprism Buff? Prepare for endless Immortal-Drops pesky Zergs! ^^
The chair slowly turns around. You see his face, but it can't be. He's not supposed to be here. Not him. Not a Protoss. Not THAT Protoss. MC says, "Hi Greg, long time no see." You back slowly out of the booth. But you can't. It's already forcefielded.
Melancholia
Profile Joined March 2010
United States717 Posts
August 25 2011 06:27 GMT
#1585
On August 25 2011 15:12 EternaL_9 wrote:
Show nested quote +
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.


Overlords are free, can drop, and are very fast.

Warp prism comes out of the robo which wants to make colossus not warp prisms. It's very inconvenient to get a warp prism if you're going colossus play.

Overlords are many things, but they are not fast. I do agree with you about the robo bay though.
JiPrime
Profile Joined June 2011
Canada688 Posts
August 25 2011 06:27 GMT
#1586
On August 25 2011 15:26 Xanatoss wrote:
My favourite Unit in the Game FINALLY gets +1 Range? Awesome :D
Prepare for endless Immortal-Spam pesky Zergs!


Only works until Gold League.

Bronze League if playing on KR. ;_;
SaroVati
Profile Joined November 2010
Canada280 Posts
August 25 2011 06:27 GMT
#1587
Am I the only seeing the subtle nerf for the future blizzard put in?

NP'd units now switch the power transfer over to the zerg player.

Since the warp prism is getting a buff in hp, it will likely be used for toss to do their late game push with. Because of zerg's macro mechanic, they are still in theory the strongest in a very late game situation (build time decrease on ultras also reflects this) because of the fact they can remax with MONEY units (such as the infestor / ultra etc.) whereas terran and protoss late game can only really mash out gateway/barracks units quickly after a huge battle.

Because of this, the warp prism is necessary to instantly reinforce the P's army so he can crush the zerg before this remax hits instantly. Because of this subtle change, a GOOD zerg player can now NP your warp prism AS your units warp in (cancelling them) and then turn your warp-prism back into transport mode or even kill it. Seems like a fun micro battle that would happen in the late game instead of broodlord/ultra/roach/infestor vs. colossus/immortal/stalker/high templar a-moves with 1 spell casted on each side (fungal and storm)
Daimai
Profile Blog Joined July 2010
Sweden762 Posts
August 25 2011 06:27 GMT
#1588
Protoss getting some love, hell, its about dayum time.
To pray is to accept defeat.
shadymmj
Profile Joined June 2010
1906 Posts
August 25 2011 06:28 GMT
#1589
On August 25 2011 15:17 Thorzain wrote:
I think that they should have added range to the seeker missile instead of the speed bonus (or both) if they wanted to see it used more. I think that the biggest problem with seeker missile is that whenever you use it, you practically sacrifice your raven as well, because it has an extremely short range.


u should look at it this way

if your opponent is good at splitting you pay 200 gas to take one muta down to red health, not a great bargain. it should not be expected that the raven will be used for something other than detection past launching the seeker missile.

if you are going to invest into this upgrade then you should have at least 4-5 ravens if not more to make it worthwhile...then there is the question of whether the raven is re-usable like science vessels are. chances are that in the endgame stage is zerg is able to remax then they will roll over your army because 125 mana is simply quite prohibitive after the first cast.
There is no such thing is "e-sports". There is Brood War, and then there is crap for nerds.
Thrombozyt
Profile Blog Joined June 2010
Germany1269 Posts
August 25 2011 06:29 GMT
#1590
On August 25 2011 15:17 Thorzain wrote:
I think that they should have added range to the seeker missile instead of the speed bonus (or both) if they wanted to see it used more. I think that the biggest problem with seeker missile is that whenever you use it, you practically sacrifice your raven as well, because it has an extremely short range.


Amen! Though I still fail to see a realistic scenario that a) wants me to get more than 1-2 raven for detection, b) provides good targets without c) having me kill my own units with the splash and d) getting my raven killed before it can launch the missile. Maybe in TvT if the opponent is light on vikings and has much bio.
facemelterr
Profile Joined July 2011
Canada58 Posts
August 25 2011 06:29 GMT
#1591
On August 25 2011 15:27 SaroVati wrote:
Am I the only seeing the subtle nerf for the future blizzard put in?

NP'd units now switch the power transfer over to the zerg player.

Since the warp prism is getting a buff in hp, it will likely be used for toss to do their late game push with. Because of zerg's macro mechanic, they are still in theory the strongest in a very late game situation (build time decrease on ultras also reflects this) because of the fact they can remax with MONEY units (such as the infestor / ultra etc.) whereas terran and protoss late game can only really mash out gateway/barracks units quickly after a huge battle.

Because of this, the warp prism is necessary to instantly reinforce the P's army so he can crush the zerg before this remax hits instantly. Because of this subtle change, a GOOD zerg player can now NP your warp prism AS your units warp in (cancelling them) and then turn your warp-prism back into transport mode or even kill it. Seems like a fun micro battle that would happen in the late game instead of broodlord/ultra/roach/infestor vs. colossus/immortal/stalker/high templar a-moves with 1 spell casted on each side (fungal and storm)


pretty sure u cant NP shuttles that have units in them
Hellbourne
Profile Joined January 2011
Germany63 Posts
August 25 2011 06:30 GMT
#1592
What? WHAT? This patch can't be a serious attempt at balancing the game. Why would anyone increase the barracks build time? Why buff protoss like that? It's not like they were UP... and nerfing fungal, well, saw it coming after all the protoss qqing about it.
I will... never be a memory.
AzureD
Profile Joined September 2010
United States320 Posts
Last Edited: 2011-08-25 06:31:55
August 25 2011 06:30 GMT
#1593
The OP did not mention it but there are several other major balance changes not listed.

Protoss:

Issuing new orders to charging zealots will cause them to lose the charge buff.

Sentry Guardian Shield now correctly reduces damage from Hellion, Void ray, and Colossus attacks as well as the Siege Tank’s sieged attack.

Fixed an issue where Colossus thermal lance beams would track a unit much further than the range of the weapon.


Terran

SCVs can no longer repair themselves while inside a Bunker or Medivac.


Zerg

Baneling's Attack Structure ability is now a toggle to Enable/Disable Attack Structure. The toggle will determine whether structures are valid targets for auto-attack. This change fixes an issue which caused Banelings to prioritize buildings over hostile units.

Attack upgrades are now retained by units controlled by Neural Parasite.

Canceling more than one of the same structure at the same time as Zerg will add all Drones to the selection.

Improved Larva placement when the bottom edge of a hatchery is on a cliff edge to prevent Larva from getting killed.

Fixed an issue where Drone attacks could be more easily dodged than SCV or Probes.



This basically buffs the Sentry quite a lot. As the Sentry ignored all other AoE attacks before. It now reduces AoE damage. Time to change the wiki. This also makes Sentry + Immortal a potentially very powerful strategy as it might now reduce shield damage to 8 per shot. A big deal vs Colossi and Siege Tanks.

Also Drones can more easily fight off SCV and Probes blocking the natural.

Although it is now possible to screw up the Chargelots and they can no longer preemptively charge into battle if my guess is right.
YoungNeil
Profile Joined October 2010
Canada328 Posts
August 25 2011 06:31 GMT
#1594
Issuing new orders to charging zealots will cause them to lose the charge buff.


This actually makes me very sad. I was hoping to see more players experiment with chargelot micro, but now it can't be done.
Lobotomist
Profile Joined May 2010
United States1541 Posts
August 25 2011 06:31 GMT
#1595
Well, it looks pretty solid. I can't say I like the fungal nerf, but I play zerg so there you go. It seems pretty small, but that will actually be pretty big for quite a few scenarios where infestors will need another fungal to kill clumped units.

I like pretty much everything here, but am sad about 3 things: contaminate nerf, which seems a bit overkill, no bunker change (should be 68 minerals back, 75 is too much) and no 1/1/1 addressing (which MAY need more time to look at. Maybe not, but maybe.)
Teching to hive too quickly isn't just a risk: it's an ultrarisk
pedduck
Profile Blog Joined August 2004
Thailand468 Posts
Last Edited: 2011-08-25 06:32:51
August 25 2011 06:31 GMT
#1596
On August 25 2011 15:17 Thorzain wrote:
I think that they should have added range to the seeker missile instead of the speed bonus (or both) if they wanted to see it used more. I think that the biggest problem with seeker missile is that whenever you use it, you practically sacrifice your raven as well, because it has an extremely short range.



+1
LicH.
Profile Blog Joined April 2011
China235 Posts
August 25 2011 06:32 GMT
#1597
good to know its a legitimate Blizzard patch: 3+ nerfs to terran everytime all the time
LicH.
Profile Blog Joined April 2011
China235 Posts
August 25 2011 06:32 GMT
#1598
and accel on seeker missle needs to change not the speed
Petninja
Profile Joined June 2011
United States159 Posts
August 25 2011 06:32 GMT
#1599
On August 25 2011 15:25 archbounds wrote:
Show nested quote +
On August 25 2011 15:18 Petninja wrote:
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.


Medivacs can heal, and you get them anyway for your main army comp. Warp prisms need to be upgraded with expensive upgrades to make them what you make of them, and Medivacs can carry Marines. Your argument is invalid.



My argument is invalid.


Fix'd


You're comparing apples to oranges. Stop comparing single units vs other single units. I can do this too. Marines beat Zealots. Marauders beat Stalkers. None of that matters because we play Starcraft, not Pokemon.
ToastieNL
Profile Blog Joined July 2010
Netherlands845 Posts
August 25 2011 06:33 GMT
#1600
GENIUS PATCH! 2Rax nerf, 1/1/1 Nerf (sorta), MOTHERSHIP! ULTRALISK! <3<3<3!
Zerg lategame is imbalanced as shit. Also: "Protoss is really strong recently. Perhaps, it's time for there to be some changes for Terran." -MMA. Even MMA asks for buffs. Srsly Blizzard. Srsly.
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