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Patch 1.4 PTR Notes (updated 9/8) - Page 91

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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
Alpino
Profile Joined June 2011
Brazil4390 Posts
August 25 2011 08:01 GMT
#1801
On August 25 2011 16:59 Termit wrote:
"When a building is canceled or salvaged the minerals returned will be displayed at the building location for the owner, for enemy players a floating text will be displayed."

I don't understand this? If I go DT and my opponent scouts it and I cancel the Dark Shrine, will he see a text like "CANCELED" or what the fuck are they meaning with this? O_o

And with the rax change your 15 orbital and 1st marine wont sync together ._.


Why sync if we can make it NOT SYNC :D :D ?
20/11/2015 - never forget EE's Ember
Koshi
Profile Blog Joined August 2010
Belgium38799 Posts
August 25 2011 08:01 GMT
#1802
SCVs can no longer repair themselves while inside a Bunker or Medivac.

Interesting!
I had a good night of sleep.
MilesTeg
Profile Joined September 2010
France1271 Posts
August 25 2011 08:01 GMT
#1803
On August 25 2011 16:59 crocodile wrote:
This build is now viable:


Huh... no it's quite the opposite actually. It won't even be close now.
demonik187
Profile Joined August 2010
United States575 Posts
August 25 2011 08:03 GMT
#1804
On August 25 2011 16:58 Koshi wrote:
Best patch notes in a while. But you have all been trolled, this aren't real patch notes.
Why?+ Show Spoiler +
No bunker changes



Cuz this is a fake link, right?
http://us.battle.net/sc2/en/forum/topic/1213111662
We march to victory!
Herculix
Profile Joined May 2010
United States946 Posts
Last Edited: 2011-08-25 08:13:46
August 25 2011 08:03 GMT
#1805
wow this is pretty much a patch that i have no complaints about. hellions are fucking bullshit and early marine timings are really strong against both P and Z.

mothership buff of any kind was a long time coming. warp prism shield i don't think was necessary, but it will DEFINITELY inspire people to go warp prism then get nerfed to a comfortable medium.

i'm not sure how i feel about the immortal change, it will make them that much stronger against roaches, but also better at handling the 1-1-1 PvT i'm sure. it took 1 range buff for the roaches to come into play as pretty much the most commonly used unit PvZ. it's hard to tell what range buffs will do but they're usually pretty powerful somehow.

as zerg, i'm happy that they kept the fungal nerf light. it doesn't basically let zerglings instagib marines anymore, and there's probably a couple other situations where it's not as good, but people complain way too much about the infestor's strength for how strong it really is. it was a bit strong, and this makes it a bit less strong. the zerg buffs seem to have the same flavor of the warp prism, that is, give people inspiration to make mostly unused units. i would have rather gotten 50 gas overlord speed upgrade than 50 gas overseer though.

edit: holy fuck didn't even see this at the top

General
Unit vision up ramps has been reduced by 1.

that's a defender's advantage buff that's been really needed for a long time.
neoghaleon55
Profile Blog Joined August 2010
United States7435 Posts
August 25 2011 08:03 GMT
#1806
I'm not sure if you guys realize the fungal nerf didn't just affect damage output.
It also affects DPS...which a lot of people think is way too high.

Basically went from 9DPS to 7.5DPS
that's pretty huge.
Things like marines would be able to shoot more before they die.
moo...for DRG
SolidMustard
Profile Joined May 2011
France1515 Posts
August 25 2011 08:06 GMT
#1807
Hellion
Infernal Pre-Igniter damage upgrade decreased from 10 to 5.


What ? Blizzard hates team SlayerS or what ? They're gonna have to get new builds for every match-up, that sucks, hellions were just beginning to get more and more popular, I'm afraid they're gonna pretty much be reduced to early-game harass / scouting with this new patch (and I'd be very surprised to see any pgm go for the blue flame now, I might be wrong about this though)
Eps
Profile Joined April 2011
Canada240 Posts
Last Edited: 2011-08-25 08:08:47
August 25 2011 08:07 GMT
#1808
There's something off about making a Transport unit that is capable of being one of the fastest Air Units in the game (aside from Mutalisk/Phoenix) also one of the beefiest.
Not to mention that they are a low risk investment of 200 Minerals Only, and the fact that they can warp in additional units. The fastest transport was meant to be more fragile than the others for a reason.

I don't see why everyone is getting so excited about Ravens. Great, you get acceleration of Seeker Missiles increased. What stops it from getting sniped/feedbacked/neuraled? Its range is still 6.
We can only fire off one of them per Raven in the first place, before the only remaining ability they have afterwards is a Turret. It's not like Mass Ravens are going to be a new abusive strategy. We'd have an almighty 1-ability shot Unit.
Snowbear
Profile Blog Joined July 2010
Korea (South)1925 Posts
Last Edited: 2011-08-25 08:09:00
August 25 2011 08:08 GMT
#1809
Well this made mech in TvP even more dead. Seriously, even with +10 damage hellions, mech in tvp was almost impossible. Now it's even more. Let's go back to the boring MMM again, since that's the only thing we should build. MMM or die. Do you guys really think that -5 damage will help when hellions are in your mineral line? No. Do you see blueflame hellions in medgame tvz? I don't (unless the terran goes mech, which is horrible vs zerg). Blueflame hellions were only a good support for tanks, and blizzard just destroyed mech with this nerf. 1a stim with bioball guys, or die.

The fungal change is okay, since infestor + hive was already impossible to beat, unless you were ahead.

Rax nerf is a joke, since 2rax almost never killed a good zerg. Most zergs know perfectly how to deal with it, and now they even got more time to do whatever they want. Have fun 2raxing on maps like Tal'Darim...

The warpprism is a joke now, unless I can now warp in units too with my medivac?
MandoRelease
Profile Joined October 2010
France374 Posts
August 25 2011 08:08 GMT
#1810
On August 25 2011 10:14 awu25 wrote:
Raven
Seeker missile movement speed increased from 2.5 to 2.953.


LOL wut ? How did Blizzard come up with that speed ? I'd be interested to know the tool used for their calculations.

As a Z player, i could not be more happy. I don't use much infestor so I see this patch as a full buff. Plus, apparently the drone attacks could be evaded more easily than SCV's or probe's, so that mean with that fixed, it should be easier to deal with the bunker rush.
Ultralisk needed a buff, glad they did it. I'm a bit worried that the T nerf may not be enough. We'll see soon enough.

Really happy overall. Hopefully they won't change too much by the time it will be implemented on the servers.
When you play the game of drones, you win or you die. There is no middle ground. Huge IMLosirA fan.
Telcontar
Profile Joined May 2010
United Kingdom16710 Posts
August 25 2011 08:08 GMT
#1811
Maybe 100 shield for the warp prism is a little excessive. 70~80 should do the trick without making them too beefy.
Et Eärello Endorenna utúlien. Sinome maruvan ar Hildinyar tenn' Ambar-metta.
densha
Profile Joined December 2010
United States797 Posts
August 25 2011 08:09 GMT
#1812
On August 25 2011 17:06 SolidMustard wrote:
Show nested quote +
Hellion
Infernal Pre-Igniter damage upgrade decreased from 10 to 5.


What ? Blizzard hates team SlayerS or what ? They're gonna have to get new builds for every match-up, that sucks, hellions were just beginning to get more and more popular, I'm afraid they're gonna pretty much be reduced to early-game harass / scouting with this new patch (and I'd be very surprised to see any pgm go for the blue flame now, I might be wrong about this though)


You only need a few hellions to destroy mineral lines and it's rather easy to pump out quite a few of them.

Even if blue flame were completely removed I don't think we'd see much change in the metagame.
If you wish to make an apple pie from scratch, you must first invent the universe.
Ganseng
Profile Joined July 2011
Russian Federation473 Posts
August 25 2011 08:09 GMT
#1813
after i reflect a little... i think it's too much.
european and american terrans haven't been as successfull as koreans have... now they will struggle even worse.
i don't play ladder much myself, first because i'm bad and don't have the time to practice and second because i'm deeply disappointed with mr. kim's decision-making after the thor kill in 1.3.3
let's see how professional terrans adapt to it.
i seriously don't want to watch them be beaten like babies. not a bit.
Logros
Profile Joined September 2010
Netherlands9913 Posts
August 25 2011 08:09 GMT
#1814
This is really a great patch. It's nice to see that Blizzard is listening to the community.
Anomandaris
Profile Joined July 2010
Afghanistan440 Posts
August 25 2011 08:10 GMT
#1815
General
Unit vision up ramps has been reduced by 1.

Does this change something in the pvp 4 gates? Is it still possible to warp in over forcefields?

PROTOSS
Immortal
Attack range increased from 5 to 6.

That will help vs 1-1-1 allin. Immortals always felt strong in small numbers, but totally useless later on, because of their mediocre range.

Stalker
Blink research time increased from 110 to 140.

Bad change. That doesn't change a single thing in pvz and pvt, but in pvp this is a very serious blink nerf, as your opponent will have time for another immortal, or for dts!

TERRAN
Barracks
Build time increased from 60 to 65.

I am a protoss, but I still don't get this change. It is not necessary at all, at least in pvt.

Hellion
Infernal Pre-Igniter damage upgrade decreased from 10 to 5.

Nice! A lot of people were waiting for this.

ZERG
Infestor
Fungal Growth damage changed from 36 (+30% armored) to 30 (40 vs Armored).

I am happy with this change, as pvz felt hard for me, especially vs the broodlrod/infestor combo.

Overseer
Morph cost decreased from 50/100 to 50/50.
Contaminate energy cost increased from 75 to 125.

Good change. The overseer was to expensive tbh.
Ciraxis
Profile Joined June 2010
Australia400 Posts
August 25 2011 08:10 GMT
#1816
As a Protoss player, the Immortal range upgrade is really fantastic, along with the Warp Prism (now a more viable unit!). Though, I really felt the blink research increase was a bit unnecessary. I also liked the Ultralisk cooldown decrease, really thought that was fair.
Pred8oar
Profile Joined March 2011
Germany281 Posts
August 25 2011 08:10 GMT
#1817
Seems nice, but i dont get the immortal buff and blink nerf, i think pvp might be fucked and infestors got REALLY nerfed but lets see what happens, especially coz 2 rax got nerfed yay!
blooblooblahblah
Profile Joined February 2011
Australia4163 Posts
August 25 2011 08:10 GMT
#1818
On August 25 2011 17:03 demonik187 wrote:
Show nested quote +
On August 25 2011 16:58 Koshi wrote:
Best patch notes in a while. But you have all been trolled, this aren't real patch notes.
Why?+ Show Spoiler +
No bunker changes



Cuz this is a fake link, right?
http://us.battle.net/sc2/en/forum/topic/1213111662


Dam, way to ruin the joke
Ganzi beat me without stim. Ostojiy beat me with a nydus. Siphonn beat me with probes. Revival beat my sentry-immortal all-in.
x1r0
Profile Joined April 2011
Austria156 Posts
August 25 2011 08:11 GMT
#1819
nice new privacy settings
düdelü!
dakalro
Profile Joined September 2010
Romania525 Posts
Last Edited: 2011-08-25 08:15:33
August 25 2011 08:11 GMT
#1820
Well it seems Blizzard agrees with Blink Stalker >> Pure Roach >> Stalker. Apparently they want zerg forced into adding Infestors or Hydras (lol) once Blink is on the field. Sounds fine and with the extra time it takes to research also gives zerg a bit more time to react to the appearance of Blink.

Barracks change delays 2 rax attacks or lowers their initial power. Also delays 1/1/1 by 5s while reducing production time from the 2 other rax (if 1+2/1/1). With Immortal buff it should help.
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