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 | ||
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Lurk
Germany359 Posts
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kusto
Russian Federation823 Posts
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. | ||
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haffy
United Kingdom430 Posts
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AA.spoon
Belgium331 Posts
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. | ||
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Immersion_
United Kingdom794 Posts
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decaf
Austria1797 Posts
Do BFH still 2 shot zerglings and drones? | ||
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Fiel
United States587 Posts
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. | ||
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Targma
Slovenia16 Posts
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Bayyne
United States1967 Posts
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decaf
Austria1797 Posts
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. | ||
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BobMcJohnson
France2916 Posts
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decemvre
Romania639 Posts
On August 25 2011 17:12 kusto wrote: 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. | ||
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Joseph123
Bulgaria1144 Posts
On August 25 2011 16:52 Tef wrote: OMG! I can't believe nobody else is talking about it. 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. | ||
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Argus92
Netherlands93 Posts
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 | ||
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exog
Norway279 Posts
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serra7
Germany10 Posts
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sleepingdog
Austria6145 Posts
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? they don't | ||
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Klaent
Sweden374 Posts
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Elefanto
Switzerland3584 Posts
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MyNameIsAlex
Greece827 Posts
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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