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Patch 1.4 PTR Notes (updated 9/8) - Page 85

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
samd
Profile Joined July 2011
United States77 Posts
August 25 2011 07:07 GMT
#1681
On August 25 2011 16:03 Ventor wrote:
Show nested quote +
On August 25 2011 15:59 samd wrote:
Oh man, the hellion nerf is going to make late game TvP even more of a headache. How are heavy chargelot numbers going to be countered now? Not looking forward to that. IMO its just going to make terran rely on timing pushes even more. late game TvP is near unwinnable for the terran.


How often do you see pros getting mass hellions to counter charglot archon? Never. If you are not familiar with high level play, there is no need to post such nonsense.


Do you understand how metagaming works? The reason no one went heavy chargelots in pro play is because the threat of BFH shutting it down was always there. Now that its not that way anymore there is literally no cost effective counter to chargelots, and i guarantee you if these changes stick we'll be seeing it a LOT more
wat
vademecum
Profile Joined July 2011
Sweden3 Posts
August 25 2011 07:07 GMT
#1682
I am worried that the hellion change is going to change the tvt matchup back to only bio.
RaiKageRyu
Profile Joined August 2009
Canada4773 Posts
August 25 2011 07:08 GMT
#1683
On August 25 2011 16:03 Xorphene wrote:
Show nested quote +
On August 25 2011 10:56 Flying_Cake wrote:
Blink Nerf

This nerf isn't going to change much since you can only get blink past early game. 20 seconds won't change much at this stage since you'll still have the same number of stalkers.


Could make a huge difference in ZvP, slower 6 gate and with the cost reduction, no reason a Z can't invest in 4 overseers to corrupt your blink research for a long time while they smash your standing army.


Hmmm... maybe that's what they foresaw as well and preemptively nerfed contaminate.
Someone call down the Thunder?
USApwn
Profile Joined August 2010
United States81 Posts
August 25 2011 07:08 GMT
#1684
On August 25 2011 16:05 Jawmare wrote:
so PvP will be even more boring after 1.4, when you are forced to do a 3/4 gate into robo tech.



Chargelot/Archon annihilate robo tech

This patch makes PvP much more dynamic if anything. Stargate tech stands a chance with blink nerf and the massive buff to defenders advantage on ramps.
"The beginning of wisdom in human as well as international affairs was knowing when to stop." Henry Kissinger
dooraven
Profile Joined December 2010
Australia2820 Posts
August 25 2011 07:09 GMT
#1685
On August 25 2011 16:08 USApwn wrote:
Show nested quote +
On August 25 2011 16:05 Jawmare wrote:
so PvP will be even more boring after 1.4, when you are forced to do a 3/4 gate into robo tech.



Chargelot/Archon annihilate robo tech

This patch makes PvP much more dynamic if anything. Stargate tech stands a chance with blink nerf and the massive buff to defenders advantage on ramps.


Small numbers yeah. Not when the have 6 colossi lol.
Go go Alliance.
Mysticesper
Profile Joined January 2011
United States1183 Posts
August 25 2011 07:10 GMT
#1686
On August 25 2011 16:08 RaiKageRyu wrote:
Show nested quote +
On August 25 2011 16:03 Xorphene wrote:
On August 25 2011 10:56 Flying_Cake wrote:
Blink Nerf

This nerf isn't going to change much since you can only get blink past early game. 20 seconds won't change much at this stage since you'll still have the same number of stalkers.


Could make a huge difference in ZvP, slower 6 gate and with the cost reduction, no reason a Z can't invest in 4 overseers to corrupt your blink research for a long time while they smash your standing army.


Hmmm... maybe that's what they foresaw as well and preemptively nerfed contaminate.


It only makes sense.

Double overseers for the same (gas) cost needs an increase in contaminate energy to prevent easy access 100% contaminates -- most notably on zerg hatcheries.
Mrvoodoochild1
Profile Joined June 2011
United States1439 Posts
August 25 2011 07:10 GMT
#1687
On August 25 2011 15:59 samd wrote:
Oh man, the hellion nerf is going to make late game TvP even more of a headache. How are heavy chargelot numbers going to be countered now? Not looking forward to that. IMO its just going to make terran rely on timing pushes even more. late game TvP is near unwinnable for the terran.


Are you JOKING!!??? I am sorry that you will have to learn how to micro your army and maybe make ghosts to remove shields from the chargelots. Seriously why dont you actually increase your skill level before claiming facing a certain army composition is unwinnable. it is very rare that pro terrans make hellions to deal with charge lots unless they go mech ob. They primarily kite and split their marines and marauders to deal with the lots, I guess you will have to do the same. I am sorry if this might overwhelm your skill level LOL.
"let your freak flag fly"
Gatored
Profile Joined September 2010
United States679 Posts
August 25 2011 07:10 GMT
#1688
On August 25 2011 16:07 samd wrote:
Show nested quote +
On August 25 2011 16:03 Ventor wrote:
On August 25 2011 15:59 samd wrote:
Oh man, the hellion nerf is going to make late game TvP even more of a headache. How are heavy chargelot numbers going to be countered now? Not looking forward to that. IMO its just going to make terran rely on timing pushes even more. late game TvP is near unwinnable for the terran.


How often do you see pros getting mass hellions to counter charglot archon? Never. If you are not familiar with high level play, there is no need to post such nonsense.


Do you understand how metagaming works? The reason no one went heavy chargelots in pro play is because the threat of BFH shutting it down was always there. Now that its not that way anymore there is literally no cost effective counter to chargelots, and i guarantee you if these changes stick we'll be seeing it a LOT more


Wtf? No one has been using mass chargelots at the pro level? Have you not watched any pro level games in the last few months?
Madera
Profile Joined July 2011
Sweden2672 Posts
August 25 2011 07:11 GMT
#1689
I think the patch is good overall. I'd really be annoyed if the APM change went through.
L3g3nd_
Profile Joined July 2010
New Zealand10461 Posts
August 25 2011 07:12 GMT
#1690
On August 25 2011 15:50 MaHi wrote:
Is it just me, or is this - in fact - the First patch, that seems to be well taken by the majority of community?

no, some terran player i know is already complaining about ultra, while my zerg friend is coomplaining about immortal
https://twitter.com/#!/IrisAnother
VTPerfect
Profile Blog Joined March 2011
United States487 Posts
August 25 2011 07:12 GMT
#1691
Interesting to note the fungal change doesnt effect PvZ at all beacuse fungal still 3 shots sentries and 4 shots stalkers.
Ventor
Profile Joined February 2011
United States336 Posts
August 25 2011 07:13 GMT
#1692
On August 25 2011 16:07 samd wrote:
Show nested quote +
On August 25 2011 16:03 Ventor wrote:
On August 25 2011 15:59 samd wrote:
Oh man, the hellion nerf is going to make late game TvP even more of a headache. How are heavy chargelot numbers going to be countered now? Not looking forward to that. IMO its just going to make terran rely on timing pushes even more. late game TvP is near unwinnable for the terran.


How often do you see pros getting mass hellions to counter charglot archon? Never. If you are not familiar with high level play, there is no need to post such nonsense.


Do you understand how metagaming works? The reason no one went heavy chargelots in pro play is because the threat of BFH shutting it down was always there. Now that its not that way anymore there is literally no cost effective counter to chargelots, and i guarantee you if these changes stick we'll be seeing it a LOT more


You are incorrect. Not going to argue with a bronzie. Lol. People need to understand the game before posting nonsense.
oGsMc - EGHuK - White-Ra - SlayerSBoxeR - STBomber Fighting!~
sAfuRos
Profile Joined March 2009
United States743 Posts
August 25 2011 07:14 GMT
#1693
This looks like a pretty decent patch, although i have to say outright that the apm change is fucking stupid
sAfuRos // twitch.tv/sAfuRos // contact for coaching
arew
Profile Blog Joined September 2006
Lithuania1861 Posts
August 25 2011 07:15 GMT
#1694
This patch, gonna change the game a lot, so good! Blizzard <3
750/750 emotions fully stacked
ToD
Profile Joined December 2008
France222 Posts
August 25 2011 07:15 GMT
#1695
that's a start, wish they changed roaches though
Commentator
Lanzal
Profile Joined October 2010
31 Posts
August 25 2011 07:17 GMT
#1696
Good patchchanges, actually, as a Z I can agree that fungal is abit to strong so thats all good.
Flowsick
Profile Joined June 2011
Estonia234 Posts
August 25 2011 07:17 GMT
#1697
So they nerfed APM, wonder how merx feels about that...
bokeevboke
Profile Blog Joined May 2010
Singapore1674 Posts
August 25 2011 07:18 GMT
#1698
On August 25 2011 16:15 ToD wrote:
that's a start, wish they changed roaches though


Hi, are you real ToD?
Its grack
slytown
Profile Blog Joined March 2011
Korea (South)1411 Posts
August 25 2011 07:18 GMT
#1699
Seems like a good patch. Pretty sure the RAX time nerf is to make 2 RAX TvZ less easy to pull off. As most are saying, sad about Blue Flame nerf. But, HSM!!

Very cool to see Mothership and immortal become more viable. Another 30 seconds for blink is pretty huge.

Sorry Destiny, that fungal nerf may hurt. We'll see. That Ultralisk build time is pretty huge!
The best Flash meme ever: http://imgur.com/zquoK
Myolden
Profile Joined April 2011
Finland83 Posts
August 25 2011 07:18 GMT
#1700
On August 25 2011 16:07 samd wrote:
Show nested quote +
On August 25 2011 16:03 Ventor wrote:
On August 25 2011 15:59 samd wrote:
Oh man, the hellion nerf is going to make late game TvP even more of a headache. How are heavy chargelot numbers going to be countered now? Not looking forward to that. IMO its just going to make terran rely on timing pushes even more. late game TvP is near unwinnable for the terran.


How often do you see pros getting mass hellions to counter charglot archon? Never. If you are not familiar with high level play, there is no need to post such nonsense.


Do you understand how metagaming works? The reason no one went heavy chargelots in pro play is because the threat of BFH shutting it down was always there. Now that its not that way anymore there is literally no cost effective counter to chargelots, and i guarantee you if these changes stick we'll be seeing it a LOT more

No chargelot play in pro play? bolololol, Mana, anyone?
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