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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 |
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.
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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!
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On August 25 2011 16:34 aztrorisk wrote: WHY DO CARRIERS STILL SUCK!!!!
F**k carriers, why HYDRAS SUCK?!
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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 ~~
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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.
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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
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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!
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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.
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Pandemona
Charlie Sheens House51493 Posts
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 -_-
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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...
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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...
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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
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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!
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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.
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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).
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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"
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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 .
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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
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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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