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Patch 1.4 PTR Notes (updated 9/8) - Page 89

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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
ePdeLay
Profile Blog Joined July 2011
Australia220 Posts
August 25 2011 07:46 GMT
#1761
100 energy for the contaminate would've seemed more reasonable
Sotamursu
Profile Joined June 2010
Finland612 Posts
August 25 2011 07:47 GMT
#1762
The barracks build time change doesn't make any sense. 5 seconds is just going to fuck up build orders. I think gas first builds are going to take the biggest hit from that. Seems like your marine will be too late, if you go down that route. I think buffing P/Z is enough, no need to nerf barracks.
tomnov
Profile Blog Joined January 2011
Israel148 Posts
August 25 2011 07:47 GMT
#1763
Warp Prism Shields increased from 40 to 100.

Warp Prism changed from paper plane to cardboard plane
I reject your reality and substitute my own
eCakes
Profile Joined March 2011
Australia32 Posts
August 25 2011 07:47 GMT
#1764

OMFG MASSIVE BUFF TO ZERG!!!!!!!!!!!!!!! "Fixed an issue where Drone attacks could be more easily dodged than SCV or Probes."

YES!!YES!!YES!!YES!!YES!!YES!!YES!!YES!!YES!!YES!!YES!!YES!!YES!!
Unexplained Bacon
Benga
Profile Joined October 2010
Korea (South)471 Posts
August 25 2011 07:48 GMT
#1765
On August 25 2011 16:46 ePdeLay wrote:
100 energy for the contaminate would've seemed more reasonable


totally agree
hi
JiYan
Profile Blog Joined February 2009
United States3668 Posts
August 25 2011 07:48 GMT
#1766
On August 25 2011 16:46 ePdeLay wrote:
100 energy for the contaminate would've seemed more reasonable

their point was obviously so that one overseer couldnt contaminate 2 structures per trip. 100 energy would defeat the purpose.
Existential
Profile Joined December 2010
Australia2107 Posts
August 25 2011 07:48 GMT
#1767
Wow, I think this is the first patch I'm actually quite happy about. Although I don't think the blink upgrade research time should have been increased by that much. Maybe 130 would have been nicer? In terms of the hellions, reduction of 5 damage seems like a bit too much, though I do agree it had to be reduced. Just my thoughts.
Jaedong <3 | BW - The first game I ever loved
JoeAWESOME
Profile Joined February 2011
Sweden1080 Posts
August 25 2011 07:49 GMT
#1768
Immortals will be rly sick now when they got Range 6. You can use them to snipe down colossous now.

Also (Warp prism immortal drop in PvP) <3
Simply Awesome! - Liquid'Ret - NSHoSeo_Seal - coLMVP_DRG - EG_Idra - Fnatic.NightEnd
Macpo
Profile Joined September 2010
453 Posts
August 25 2011 07:49 GMT
#1769
barracks delayed by 5 seconds is done so that a 2 rax rush will not automatically kill a hatch first zerg no?
"Courage consists, however, in agreeing to flee rather than live tranquilly and hypocritically in false refuges." G. Deleuze
Evilmystic
Profile Joined September 2010
Russian Federation266 Posts
Last Edited: 2011-08-25 07:51:48
August 25 2011 07:50 GMT
#1770
Barracks now build the same time gateways and spawning pool do, seems reasonable.

On August 25 2011 16:48 Existential wrote:
Wow, I think this is the first patch I'm actually quite happy about. Although I don't think the blink upgrade research time should have been increased by that much. Maybe 130 would have been nicer? In terms of the hellions, reduction of 5 damage seems like a bit too much, though I do agree it had to be reduced. Just my thoughts.


5 damage reduction is exactly enough for BFH to not 2 shot workers (probes and drones).
shannn
Profile Blog Joined May 2010
Netherlands2891 Posts
August 25 2011 07:50 GMT
#1771
Wow so 2rax in TvP and TvZ got such a huge impact lol. Helps Zergs and Toss greatly early game now. Didn't knew it was SUCH favored for Terran >< I might just start switching back to protoss now LOL!
http://www.teamliquid.net/forum/viewpost.php?post_id=6321864 Epic post.
zul
Profile Blog Joined February 2010
Germany5427 Posts
Last Edited: 2011-08-25 07:55:23
August 25 2011 07:50 GMT
#1772
immortal range upgrade: dunno. could be too strong for a tank-unit that does sick DPS vs armored, but lets wait.

Mothership Acceleration: not needed. it is a fun unit and toss shouldn`t have too use it, because no other race has a "hero" like this.

Stalker Blink research time: not needed. a longer cooldown after blink would have been smarter.

Warp Prism Shields increased from 40 to 100: very good.

Barracks Build time increased from 60 to 65: not needed.

Hellion Infernal Pre-Igniter damage upgrade decreased from 10 to 5: the wrong move imo. the should keep the +10, but add 25 gas to the costs.

Seeker missile speed: looks promising.

Infestor Fungal Growth damage changed from 36 (+30% armored) to 30 (40 vs Armored): this is a nerf by about 20% and hurts zerg too much. the other 2 races have anticaster units, but just dont use them enough.

Overseer: cost reduction is ok but not needed, Contaminate is way too expensive (even in the current patch it isn`t used much) (a better change would have been --> overlord speed at t1, so zerg can actually effectively scout)

Ultralisk: 15 seconds less build time was much needed, since you could almost never react to your opponents army if you scouted it and needed ultras to counter them.
keep it deep! @zulison
densha
Profile Joined December 2010
United States797 Posts
August 25 2011 07:50 GMT
#1773
On August 25 2011 16:39 Macpo wrote:
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!



I think that's part of the point, actually. You're almost forced into Roach/Infestor vs. Roach/Infestor in the mid-game simply because Infestors are too good. Making mutas require five fungals to kill is an insanely good move IMO. There shouldn't be a unit SO good that you're forced to build it just to compete. There needs to be a range of viable styles that are not all 100% decimated by having infestors around.

If you wish to make an apple pie from scratch, you must first invent the universe.
Benga
Profile Joined October 2010
Korea (South)471 Posts
August 25 2011 07:50 GMT
#1774
On August 25 2011 16:48 JiYan wrote:
Show nested quote +
On August 25 2011 16:46 ePdeLay wrote:
100 energy for the contaminate would've seemed more reasonable

their point was obviously so that one overseer couldnt contaminate 2 structures per trip. 100 energy would defeat the purpose.


contaminate isnt used that much anyways.
it wasnt necessary
hi
Borkbokbork
Profile Joined April 2011
United States123 Posts
August 25 2011 07:50 GMT
#1775
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.



Just having a big enough bioball to make zealot surround impossible/ ineffecient counters chargelots.

P has to constantly attack T with zealots or T army surface are will grow too large for zealots to be effective.

This is one of the reasons MC lost game 2 on terminus. He let up the pressure. Chargelots are good in medium numbers against T, once army sizes are big they just herp derp around doing nothing

Again, you can counter chargelots with a bioball, especially if u position well
qi neng jin ru ren yi, dan qiu wu kui wo xin
firehand101
Profile Blog Joined March 2011
Australia3152 Posts
August 25 2011 07:50 GMT
#1776
On August 25 2011 16:47 eCakes wrote:

OMFG MASSIVE BUFF TO ZERG!!!!!!!!!!!!!!! "Fixed an issue where Drone attacks could be more easily dodged than SCV or Probes."

YES!!YES!!YES!!YES!!YES!!YES!!YES!!YES!!YES!!YES!!YES!!YES!!YES!!

I knew i wasnt the only one who thought this was epic!
Makes defending early terran and protoss cheese with cannons and bunkers so much easier!
The opinions expressed by our users do not reflect the official position of TeamLiquid.net or its staff.
Alpino
Profile Joined June 2011
Brazil4390 Posts
August 25 2011 07:51 GMT
#1777
Rax build time What the fucking fuck. 5 seconds delay in every build order. (:
20/11/2015 - never forget EE's Ember
Hristiyan
Profile Joined May 2011
99 Posts
August 25 2011 07:51 GMT
#1778
On August 25 2011 16:49 Macpo wrote:
barracks delayed by 5 seconds is done so that a 2 rax rush will not automatically kill a hatch first zerg no?

my first guess
BobMcJohnson
Profile Blog Joined October 2010
France2916 Posts
August 25 2011 07:51 GMT
#1779
On August 25 2011 16:48 JiYan wrote:
Show nested quote +
On August 25 2011 16:46 ePdeLay wrote:
100 energy for the contaminate would've seemed more reasonable

their point was obviously so that one overseer couldnt contaminate 2 structures per trip. 100 energy would defeat the purpose.


Imo, it's linked to the Overseer decrease cost, they cost half the gas now, so you can get twice as much as before, so they doubled the Energy cost, so that you get the same amount of contaminates for the same gas price.
Romanes eunt domus
COLT217
Profile Blog Joined December 2010
Germany70 Posts
August 25 2011 07:51 GMT
#1780

"Repeated control group and selection commands will no longer count as unique actions for APM calculation purposes."


many platinum players will lose there 140 APM,... ^^ Not so sure aboute the charge change and the blink timing,.. -_-
"[race] is so IMBA! - for [race] fill in the last one, you lost against. But be carefull of mirrormatchups!"
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