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Patch 1.4 PTR Notes (updated 9/8) - Page 88

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
-eXalt
Profile Blog Joined October 2010
United States462 Posts
August 25 2011 07:36 GMT
#1741
On August 25 2011 16:23 WinteRR wrote:
Lol at thinking bio remotely counters zealots in the context of late game tvp then continuing to call that person a 'noob'. That really validates your opinion doesn't it?

The fact that one good counter to chargelots will become inefficient is a legitimate concern.


In my mid-high masters level of protoss play, I have never seen a terran use blue flame hellions to counter my chargelots. Nor have I really seen it in a pro game unless they are going pure mech which is a different situation entirely (it's not popular).

I don't think it will change much. Hellions are still good against zealots. They just made it so blue flame doesn't 2 shot all my probes and I lose the game because a derpin' terran could unload a drop and press a.
sickoota
Profile Blog Joined April 2010
Canada918 Posts
August 25 2011 07:37 GMT
#1742
Massive nerfs to blink stalkers in PvP, pvp is the only place where the time it takes to research blink is really at issue (1base blink in PvZ is insanely risky and not very commonly used). The ramp change also sounds like you need to be 1 hex farther up the ramp, and considering the blink style of poking up the ramp to focus units without losing any of your own, the build just got alot less viable. Back to colossus wars!
I could spend a while with that smile
bokeevboke
Profile Blog Joined May 2010
Singapore1674 Posts
August 25 2011 07:38 GMT
#1743
On August 25 2011 16:34 aztrorisk wrote:
WHY DO CARRIERS STILL SUCK!!!!


F**k carriers, why HYDRAS SUCK?!
Its grack
BobMcJohnson
Profile Blog Joined October 2010
France2916 Posts
Last Edited: 2011-08-25 07:47:40
August 25 2011 07:38 GMT
#1744
I'm pretty sure the reasoning behind the Barracks build time nerf was

- Hey David, Zergs still whine about 2Rax bunker pressure !
- But Dustin, if we change the bunker build time again they're gonna laugh at us...
- Oh yeah... maybe... what can we do then?
- What about a Barracks build time increase by 5 seconds?
- Mhhh... ok.


The only thing that worries me is the blueflame nerf... Yes it was needed as Hellions killed workers way too fast, but I liked mech TvT a lot and I would be sad to see it go because Marines will do better against hellions :/

Seeker missile buff is cool, even if i would have prefered an energy cost decrease.

Protoss buffs are good, should make Mothership a bit more useful, Immortal range should help vs 1/1/1, I'm not sure why they decreased the blink build time though. (edit; oh nevermind it's an increase i'm retarded ~~)

Edit; god i really need to sleep more, I read the fungal change as a buff ~~
Romanes eunt domus
Eps
Profile Joined April 2011
Canada240 Posts
August 25 2011 07:38 GMT
#1745
So Terrans get two nerfs, and one buff to an ability that is seldom used?

The issue of Seeker Missiles wasn't so much as the acceleration of the Missile, but rather the ridiculous range and energy cost of it. What's to stop it from getting a feedback or neural from units that have much better range? Not to mention that Seeker Missiles were already very volatile to use in most situations as the splash damage can be extremely detrimental to your own force.

This is ridiculous. Blizzard tried to address the problem by buffing the Seeker Missile's attribute that would have benefited it the least.
Doler
Profile Joined July 2011
United States206 Posts
August 25 2011 07:39 GMT
#1746
On August 25 2011 16:37 sickoota wrote:
Massive nerfs to blink stalkers in PvP, pvp is the only place where the time it takes to research blink is really at issue (1base blink in PvZ is insanely risky and not very commonly used). The ramp change also sounds like you need to be 1 hex farther up the ramp, and considering the blink style of poking up the ramp to focus units without losing any of your own, the build just got alot less viable. Back to colossus wars!


Yea I'm also sad about this. With the immortal range buff and the blink time research longer, blink in PvP will be much harder And blink was the part that made pvp a good matchup lately imo
Macpo
Profile Joined September 2010
453 Posts
Last Edited: 2011-08-25 07:40:55
August 25 2011 07:39 GMT
#1747
won't the nerf of infestors have an impact on z v z , encouraging even more muta play?
as a zerg player, I am also disappointed with the blink nerf... so much fun to play against blink stalkers!

"Courage consists, however, in agreeing to flee rather than live tranquilly and hypocritically in false refuges." G. Deleuze
Exstasy
Profile Joined August 2010
United Kingdom393 Posts
August 25 2011 07:39 GMT
#1748
So Now Barracks wont line up with the 15th SCV so you can't start First marine and Orbital at the same time after the rax completes. Meaning either you get the 16th scv and delay orbital or have your CC Idle for 5 seconds.
Pandemona *
Profile Blog Joined March 2011
Charlie Sheens House51493 Posts
August 25 2011 07:39 GMT
#1749
Hellion
Infernal Pre-Igniter damage upgrade decreased from 10 to 5.



ROFL thanks blizzard, now terrans have to re define there play style for the 1000000000th time vs zerg because of the changes you constantly make rofl!! Such a bloody P*** take -_-
ModeratorTeam Liquid Football Thread Guru! - Chelsea FC ♥
Kaiwa
Profile Blog Joined August 2010
Netherlands2209 Posts
August 25 2011 07:39 GMT
#1750
Finally cheaper overseers. 100 gas was way too much in my opinion. Also the drone attack fix finally done

Happy to see the pre-infernal nerf because this was really breaking my game the last few weeks...
시크릿 / 씨스타 / 에이핑크 / 윤하 / 가비앤제이
Corwintt
Profile Joined June 2010
Bulgaria85 Posts
August 25 2011 07:40 GMT
#1751
Contaminate nerf is obvious - now the skill is not bad, with cheaper overshits it would be devastating.
Also cheaper overseers are very elegant way to give zerg the desired scouting and protect it from dt/blink combo.

I think that blink research time nerfi is a problem - it wasn't so big deal in other matches, but it was a way to stop the 4gate. Now they point immortal as only way to do it...
Impossible is nothing
OBCD
Profile Joined August 2010
United States1 Post
August 25 2011 07:41 GMT
#1752
WOW really bliz ll two rax play is dead now

no more two rax against z cause when u get there with 6 marines they already have a pool if you show up with 4 marines you don't kill enough to make it worth it

two rax against toss is dead cause they have an additional stalker by the time you get there
mlg?!?!!?
mengsk83
Profile Joined April 2010
Germany519 Posts
August 25 2011 07:41 GMT
#1753
Not sure if anyone has posted this yet:

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


Does this mean what i think it does? Could potentially make 1/1/1 alot weaker!
Holy_AT
Profile Joined July 2010
Austria978 Posts
August 25 2011 07:41 GMT
#1754
I hope at some point there are buffs for unit sight range. Nice buffs for protoss though and the hellion nerf was really needed Iam not so sure about the infestor nerf.
Geo.Rion
Profile Blog Joined October 2008
7377 Posts
August 25 2011 07:42 GMT
#1755
nerfs, nerfs everywhere. Really sad they are nerfing the more popular and micro intensive units, and buffing the lame uncontrolable units (save for the warp prism, which is gonna be a pain in the ass).
"Protoss is a joke" Liquid`Jinro Okt.1. 2011
willy001
Profile Joined March 2011
United States89 Posts
Last Edited: 2011-08-25 07:46:27
August 25 2011 07:42 GMT
#1756
omg some one needs to call boxer! it looks like david kim was paying attention during the hour long tvt between boxer and rain at mlg anaheim.
as boxer said in anaheim:
"david some do it t>t"
raga4ka
Profile Joined February 2008
Bulgaria5679 Posts
Last Edited: 2011-08-25 07:47:48
August 25 2011 07:42 GMT
#1757
Immortal change is huge . It will impact all MU's . Also it's good that they are buffing the mothership ,prism and raven to see more variability in games .

I don't know about the other changes thought they seem like they will hurt the gameplay .
Dattish
Profile Blog Joined January 2011
Sweden6297 Posts
August 25 2011 07:43 GMT
#1758
--- Nuked ---
Dommk
Profile Joined May 2010
Australia4865 Posts
August 25 2011 07:45 GMT
#1759
On August 25 2011 16:12 VTPerfect wrote:
Interesting to note the fungal change doesnt effect PvZ at all beacuse fungal still 3 shots sentries and 4 shots stalkers.

Not quite true.

Although the number of fungals needed remains the same, small things have changed. Getting hit by 2 fungals in a row means that Stalkers now don't take hull damage. Zealots similarly take 12 less hull damage.


So essentially, if you can keep your units alive after fungals they shouldn't decay as fast. Especially Stalkers, now you can get into situations where after surviving repeated fungals your Stalkers are at full HP where as before they may have been whittled down to 3HP.

You have to look at the smaller things, although it may not look big at face value, it can have a huge effect on a lengthy game given the right situations
Bleb
Profile Joined August 2010
Croatia278 Posts
August 25 2011 07:45 GMT
#1760
Nice patch!
I don't understand contaminate nerf though (what am I missing? how can you abuse that?)
FG is probably nerfed because of mutas in zvz (?)
Dunno what will that do to zvt

other changes seem all good to me
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