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Patch 1.4 PTR Notes (updated 9/8) - Page 92

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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
Lurk
Profile Joined December 2010
Germany359 Posts
August 25 2011 08:12 GMT
#1821
The 5s increased rax build time is gonna majorly screw standard build orders for terran as you'll either have to get a 16th worker before OC or let your CC sit idle for 5s.
kusto
Profile Joined November 2010
Russian Federation823 Posts
August 25 2011 08:12 GMT
#1822
On August 25 2011 10:14 awu25 wrote:
TERRAN
Barracks
Build time increased from 60 to 65.


Actually i would like Pros to comment on this. My assumption is that there is a certain timing with 11/11 raxes, hatch first and larva where you can get more drones to defend and keep the economy running, but i don't know.

Anyway, as a terran i love this patch change, also now stupid 4 rax attacks can be more easily defended just via force fields due to vision range.

It was kind of an indicator that never ever in the history of SC2, terran had to struggle or try new things as bad as Zerg and Protoss had to. Maybe this era finally will come. I look forward to it.
the game is the game
haffy
Profile Joined September 2010
United Kingdom430 Posts
August 25 2011 08:12 GMT
#1823
Can someone explain the blue flame nerf to me? Does it mean blue flames won't 2 hit zerglings and workers any more?
AA.spoon
Profile Joined January 2011
Belgium331 Posts
August 25 2011 08:12 GMT
#1824
Show nested quote +
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!

You are right, it will fuck up pvp while not affecting at all pvz or pvt.
Immersion_
Profile Joined May 2010
United Kingdom794 Posts
August 25 2011 08:13 GMT
#1825
This sounds really really good to me, agree with everything
http://www.twitch.tv/sybar1te Sybarite#2581 - add me for Heroes games. .Play Hots and Overwatch currently. Feel free to add.
decaf
Profile Joined October 2010
Austria1797 Posts
August 25 2011 08:13 GMT
#1826
I don't like the immortal and contimante change..

Do BFH still 2 shot zerglings and drones?
Fiel
Profile Joined March 2010
United States587 Posts
Last Edited: 2011-08-25 08:17:23
August 25 2011 08:13 GMT
#1827
Here's how the fungal change affects units:

PROTOSS:
Probe: No change
Zealot: No change
Stalker: No change
Sentry: No change
HT: No change
DT: No change
Immortal: 7 --> 8
Colossus: 8 --> 9
Archon: 10 --> 12
Obs: No change
Warp Prism: 3 (at 140 total HP) --> 5 (at 200 total HP)
Phoenix: 5 --> 6
Void Ray: 6 --> 7
Carrier: 10 --> 12
Mothership: 15 --> 18

ZERG:
Drone: No change
Zergling: No change
Baneling: 1 --> 2 (due to regen)
Roach: No change
Hydra: No change
Infestor: No change (due to regen)
Ultra: 11 --> 13
Overlord: 5 --> 6 (due to regen)
Overseer: 5 --> 6 (due to regen)
Mutalisk: 4 --> 5 (due to regen)
Corruptor: 5 --> 6 (due to regen)
Brood Lord: 5 --> 6

TERRAN:
Marine: No change
Marauder: 3 --> 4
Reaper: No change
Ghost: 3 --> 4
Hellion: No change
Siege Tank: No change
Thor: 9 --> 10
Viking: 3 --> 4
Medivac: No change
Raven: 3 --> 4
Banshee: 4 --> 5
Battlecruiser: 12 --> 14


THEREFORE:
The Fungal nerf will have little change in ZvP. Making phoenix clouds take more fungals won't affect too much. Protoss can get Phoenixes out faster than Zerg can get out infestors anyway. Making void rays require 7 fungals doesn't change much either as VRs tend to clump. Also, FFE into Stargate (MC build) will have Stargate units hitting before Infestors as well. The biggest change I foresee is the greater viability of drops in PvZ because it takes more damage to kill the Warp Prism.

In ZvT there will be a big impact. Making Banshees now require 5 fungals means Zergs will have to get spore crawlers to fight against banshees and not rely on chain fungals to deal with air. Actually, now that all air units require more fungals to kill, that means fewer fungals to deal with MMM. Making HSM have faster speed also means that clumps of infestors will be wiped out as they can't run away with their slow speed. Infestors are far less viable in ZvT simply because of this nerf to Fungal.

I don't foresee much issue with the larger units like Battlecruisers, Archons, or Colossus taking more fungals since Zergs prefer to NP these anyway.
Targma
Profile Joined January 2011
Slovenia16 Posts
Last Edited: 2011-08-25 08:18:11
August 25 2011 08:13 GMT
#1828
adding 5 second to rax is a joke, we need now to delay OC, it's not just 2 rax but alos eco play, they need to remove this, same as if u add 8 sec to pylon, would screw up the any build. really don't get it when toss can quickly out number T forces with chrono and warp in, why are they adding even more delay to rax, and now there will be even more time to kill off a scv.
Bayyne
Profile Joined January 2011
United States1967 Posts
August 25 2011 08:14 GMT
#1829
My favorite change is the drone attack delay fix. Thank you blizzard!!!! That was a much needed change since it was screwing the current metagame hardcore.
Remember not only to say the right thing in the right place, but far more difficult still, to leave unsaid the wrong thing at the tempting moment.
decaf
Profile Joined October 2010
Austria1797 Posts
August 25 2011 08:14 GMT
#1830
On August 25 2011 17:13 Fiel wrote:
Here's how the fungal change affects units:

PROTOSS:
Probe: No change
Zealot: No change
Stalker: No change
Sentry: No change
HT: No change
DT: No change
Immortal: 7 --> 8
Colossus: 8 --> 9
Archon: 10 --> 12
Obs: No change
Warp Prism: 3 (at 140 total HP) --> 5 (at 200 total HP)
Phoenix: 5 --> 6
Void Ray: 6 --> 7
Carrier: 10 --> 12
Mothership: 15 --> 18

ZERG:
Drone: No change
Zergling: 1 --> 2
Baneling: 1 --> 2 (due to regen)
Roach: No change
Hydra: No change
Infestor: No change (due to regen)
Ultra: 11 --> 13
Overlord: 5 --> 6 (due to regen)
Overseer: 5 --> 6 (due to regen)
Mutalisk: 4 --> 5 (due to regen)
Corruptor: 5 --> 6 (due to regen)
Brood Lord: 5 --> 6

TERRAN:
Marine: No change
Marauder: 3 --> 4
Reaper: No change
Ghost: 3 --> 4
Hellion: No change
Siege Tank: No change
Thor: 9 --> 10
Viking: 3 --> 4
Medivac: No change
Raven: 3 --> 4
Banshee: 4 --> 5
Battlecruiser: 12 --> 14


THEREFORE:
The Fungal nerf will have little change in ZvP.

In ZvZ, it will make Roach/Ling/Infestor much more powerful than simply Roach/Infestor. This will also make ling/bling viable for longer into the game so it doesn't feel so much like a coinflip with roach openings versus ling/bling openings.

In ZvT there will be a big impact. Making Banshees now require 5 fungals means Zergs will have to get spore crawlers to fight against banshees and not rely on chain fungals to deal with air. Actually, now that all air units require more fungals to kill, that means fewer fungals to deal with MMM. Making HSM have faster speed also means that clumps of infestors will be wiped out as they can't run away with their slow speed. Infestors are far less viable in ZvT simply because of this nerf to Fungal.

I don't foresee much issue with the larger units like Battlecruisers, Archons, or Colossus taking more fungals since Zergs prefer to NP these anyway.

You always needed 2 fungals to kill a zegling.
BobMcJohnson
Profile Blog Joined October 2010
France2916 Posts
Last Edited: 2011-08-25 08:16:57
August 25 2011 08:14 GMT
#1831
Blueflame nerf was needed, but they should have decreased as well the cost imo... 150/150 for the new version of blueflame, I'm not really sure if it's worth it :/
Romanes eunt domus
decemvre
Profile Joined May 2010
Romania639 Posts
August 25 2011 08:15 GMT
#1832
On August 25 2011 17:12 kusto wrote:
Show nested quote +
On August 25 2011 10:14 awu25 wrote:
TERRAN
Barracks
Build time increased from 60 to 65.


Actually i would like Pros to comment on this. My assumption is that there is a certain timing with 11/11 raxes, hatch first and larva where you can get more drones to defend and keep the economy running, but i don't know.

Anyway, as a terran i love this patch change, also now stupid 4 rax attacks can be more easily defended just via force fields due to vision range.

It was kind of an indicator that never ever in the history of SC2, terran had to struggle or try new things as bad as Zerg and Protoss had to. Maybe this era finally will come. I look forward to it.


2 rax has always felt too strong; since the Cretaceous i believe since "2 rax QQ" was found fossilized next to the fossils of a Velociraptor.

I'd go as far as to say this is the best overall patch in SC2 history.
decemberTV
Joseph123
Profile Joined October 2010
Bulgaria1144 Posts
August 25 2011 08:15 GMT
#1833
On August 25 2011 16:52 Tef wrote:
OMG! I can't believe nobody else is talking about it.

Show nested quote +

General
Unit vision up ramps has been reduced by 1.


This is the best change so far and needed so much. Finally those with high-ground will have an edge even if both sides have vision.

They already do.
Argus92
Profile Joined November 2010
Netherlands93 Posts
August 25 2011 08:16 GMT
#1834
I'm mostly happy with the new patch! Some sad things are Roaches vs P now with the Immortals being even stronger.. And the Blink nerf in PvP

And also, why don't people understand the Rax building time change? Later rax=later marines and bunker, when you watch vods you'll see that's just that significant time for Z to get those extra lings or spine crawler building time. The bunker rushes are imo just to easy to execute, they will almost always favor Terran. Even when Nestea defends 'em
exog
Profile Joined April 2010
Norway279 Posts
August 25 2011 08:17 GMT
#1835
Roaches will be even worse vs protoss, immortals will be twice as good with the range change.
serra7
Profile Joined August 2011
Germany10 Posts
August 25 2011 08:17 GMT
#1836
are u serious wtf OO loved blink play espacialy in mirrors.... now only robo Oo i h8 blizzard if theyre patching, in every single game!
sleepingdog
Profile Joined August 2008
Austria6145 Posts
Last Edited: 2011-08-25 08:18:25
August 25 2011 08:17 GMT
#1837
The immortal range buff is HUGE, I don't think it can be overestimated how much of an effect this will have.

Even though it will probably not be as gamechanging as the roach-range-buff, this means IMMORTALS HAVE THE SAME RANGE AS STALKERS AND WILL NO LONGER STUPIDLY DANCE BEHIND THEM omfg I can't believe it. This will make immortals so much better vs zerg as you can afford keep them a little bit more in the back. Makes kiting them with roaches way harder as roaches will get full rounds of stalker-fire too.

Nevertheless the blink-nerf makes so little sense that I don't really know what to say. Show me ONE...just ONE post where somebody complained about the research time (!!!) of blink. Yes, people like Idra have complained about lategame blink etc. but wtf that has nothing to do with research time. Increasing blink research time takes away yet another all-in of protoss, that isn't "that" strong to begin with. I mean, when was the last time you saw a blink stalker all-in work vs a properly defending zerg on a map that wasn't xel naga caverns? Or vs a terran when the map wasn't tal'darim?
Blizz effectively makes toss more predictable, but, what is WAY worse, they make going TC before robo even less viable than it would be with the immortal buff.

TL;DR: why does Blizz hate blink vs blink battles in PvP and wants to see immortal vs immortal battles?

On August 25 2011 17:15 Joseph123 wrote:
Show nested quote +
On August 25 2011 16:52 Tef wrote:
OMG! I can't believe nobody else is talking about it.


General
Unit vision up ramps has been reduced by 1.


This is the best change so far and needed so much. Finally those with high-ground will have an edge even if both sides have vision.

They already do.


they don't
"You see....YOU SEE..." © 2010 Sen
Klaent
Profile Joined October 2010
Sweden374 Posts
August 25 2011 08:17 GMT
#1838
All changes looked great. usually theres always atleast one change that pisses you off, but they all seemed fine to me. (Random player)
"On a scale from 1 to Idra, how mad are you right now?" -ROOTDestiny
Elefanto
Profile Joined May 2010
Switzerland3584 Posts
August 25 2011 08:18 GMT
#1839
It's hilarious how people complain about the Warpprism getting buffed, because they fear that protoss will be able to harass and they have to pay attention on the minimap and start multitasking.

wat
MyNameIsAlex
Profile Joined March 2011
Greece827 Posts
Last Edited: 2011-08-25 08:22:22
August 25 2011 08:19 GMT
#1840
Hey dont know if anyone spoted this but this is huge also:

Fixed an issue where Drone attacks could be more easily dodged than SCV or Probes.

O RLY BLIZZARD? AFTER 1 YEAR, YOU ACTUALLY FOUND TIME TO FIX IT? WOW MUST HAVB BEEN EXTRA HARD WORK...

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