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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 17:39 Argus92 wrote:Show nested quote +On August 25 2011 17:21 _Search_ wrote:On August 25 2011 17:18 Elefanto wrote: 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.
When Terran drops we drop 360-500 hp worth of units. When Protoss drops they drop 600 hp worth of units and immediately warp in more. This Warp Prism buff is far too good. Since when was hp a good indicator of how strong a group of units are?
well, for a drop, it's not such a bad indicator, I guess, since the level of HP will determine what DPS, therefore what amount of units you'll have to move to the place where you got dropped in order to defend accordingly... Still, the DPS of the attacking units should be taken into account too
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On August 25 2011 10:14 awu25 wrote: Warp Prism Shields increased from 40 to 100.
MC must be happy now! :D
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Not sure if blink change will do that good. It doesnt seems it will affect PvZ much, where blink stalkers are kinda broken. And blink stalkers will be less viable compared other openings in PvP.
Other changes seems good, though this game wont be balanced at least untill HotS.
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Well, uncertain about this. As usual there's no way to know for sure before playing it a lot, but not too bad. For Terran I think maybe the rax is silly and the cost of blue flame needed to go down if you wanna halve the damage. I like the ultra build time change I think, will have to see if it makes the broodlord/ultra tech switch impossible or not. Fungal... maybe a bit too much damage take off, but I think it will work out.
First impression, not a horrible patch
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Hellion Infernal Pre-Igniter damage upgrade decreased from 10 to 5.
i dont think this will change anything 4 hellions still 1 shot drones
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On August 25 2011 17:42 SolidMustard wrote:Show nested quote +On August 25 2011 17:39 Argus92 wrote:On August 25 2011 17:21 _Search_ wrote:On August 25 2011 17:18 Elefanto wrote: 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.
When Terran drops we drop 360-500 hp worth of units. When Protoss drops they drop 600 hp worth of units and immediately warp in more. This Warp Prism buff is far too good. Since when was hp a good indicator of how strong a group of units are? well, for a drop, it's not such a bad indicator, I guess, since the level of HP will determine what DPS, therefore what amount of units you'll have to move to the place where you got dropped in order to defend accordingly... Still, the DPS of the attacking units should be taken into account too
The health metric becomes distorted because of the healing ability of medivacs, which dramatically increases the longevity of marines.
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Infestor nerf didn't seem that justified, at least in TvZ. Did infestors really pose such a problem in PvZ? SM buff could be interesting, but doesn't solve a lot of the difficulty in getting ravens and justifying their cost. BFH nerf makes me sad, especially considering how huge it is in fact (2shots workers--->3shots), but I think it is totally justified. BFH did too much damage for their cost and were hard to stop. I wonder how this will affect mech, and how big of an impact it will have on BFH/marine pushes into marine/tank pushes for TvZ? Seems like it's a reallly big change.
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Oh my, I am sooo happy about the ultralisk build time buff. So many times where I have died waiting for my 6 ultras to pop or something.
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On August 25 2011 17:37 blade55555 wrote:Show nested quote +On August 25 2011 17:36 PlosionCornu wrote: As a zerg player I don't think the BFH nerf is needed at all. It's perfectly counterable like every other unit.
As Someone previously stated, this nerf will contribute to the continous death of mech terran in tvp and nothing else. the blue flame change only effects workers (idk bout zealots). It still like 1 shots zerglings I don't get how its the death of mech as it only effects workers takes 3 instead of 2, and hydras it takes like 5 instead of 3 or something. vs everything else its like the same lol (idk vs zealots but doubt its as big as people are making it out to be)
Yeah and hellions weren't good against anything except workers. They were never good for any fights at all. The unit is just badly designed.
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The warp prism change won't affect the harass drop play by Protoss users.
What it will change is the MC high templar drop against ghosts!! Making it much harder to snipe the warp prism
Maybe White-Ra can use it in his PvP immortal juggling.
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On August 25 2011 17:42 SolidMustard wrote:Show nested quote +On August 25 2011 17:39 Argus92 wrote:On August 25 2011 17:21 _Search_ wrote:On August 25 2011 17:18 Elefanto wrote: 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.
When Terran drops we drop 360-500 hp worth of units. When Protoss drops they drop 600 hp worth of units and immediately warp in more. This Warp Prism buff is far too good. Since when was hp a good indicator of how strong a group of units are? well, for a drop, it's not such a bad indicator, I guess, since the level of HP will determine what DPS, therefore what amount of units you'll have to move to the place where you got dropped in order to defend accordingly... Still, the DPS of the attacking units should be taken into account too
uh yeah, a group of 4 zealots getting kited by a couple MM and doing barely any damage at all....i can see that happening alot. srsly it will just require terrans to be more active with their units and scouting instead of turtling behind bunkers getting ready for a 1base/2base timing attack. Toss have learned to control watch towers so that they could leave units in the main base to protect against such drops. Terrans iwll learn the same?
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I'm quite underwhelmed about these changes.
The immo buff is the only thing I might possibly get behind, since it will help against 1/1/1(and immos in general suck).
BFH is so niche(dont get me wrong, I'm talking as a player that hates mech tvt) and before it wasa pretty huge investment to go BFH, now I doubt it will be ever worth it.
Terran rax increase = gg -.- wtf is that about, great ruins pretty much all openings, where now the rax is finished in middle of an SCV -.-
WP was fine, it doesn't suck because of hp like many qqers think, it sucks because toss doesn't really have anything to drop. This comes down to toss reliance of ball formation, which comes down to the importance of the sentry and how awesome it is in a big ball of units(basically sentry forces blizzard to make the other units of toss worse).
Infestor's FG is strong, not because of how much dmg it does, but you can't micro out of the dmg. Reduction of the dmg does help, but for the most part, it changes nothing really.
Ultra change= not something zerg needs. If anything, getting 10 ultras out at the same time was to powerful, but their whole issue was their pathing.
Blink: No comment, its obviously a PvP/PvZ nerf, not sure if the blink timing is very short.
Edit: Forgot the raven buff, no idea hopefully enough, not sure.
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yeah, Overseer cost decrease! c: 100 gas was pretty expensive for them.
The only change that I am not for is the warp prism buff. I feel that adding 60 shields is a little much. I would have rather seen in increase to 70, rather than the 100.
Overall, I am excited to see what changes happen to gameplay! c: c: c:
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Awesome! Finally a Warp prism buff :D
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@ Any Protoss,
With the Blink nerf, is there a chance that we will be watching mostly 4 gate vs 4 gate again?
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i'd have loved to see an archon merge time buff its really depressing watching all these merging archons die.
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On August 25 2011 17:46 Zarahtra wrote: I'm quite underwhelmed about these changes.
The immo buff is the only thing I might possibly get behind, since it will help against 1/1/1(and immos in general suck).
BFH is so niche(dont get me wrong, I'm talking as a player that hates mech tvt) and before it wasa pretty huge investment to go BFH, now I doubt it will be ever worth it.
Terran rax increase = gg -.- wtf is that about, great ruins pretty much all openings, where now the rax is finished in middle of an SCV -.-
WP was fine, it doesn't suck because of hp like many qqers think, it sucks because toss doesn't really have anything to drop. This comes down to toss reliance of ball formation, which comes down to the importance of the sentry and how awesome it is in a big ball of units(basically sentry forces blizzard to make the other units of toss worse).
Infestor's FG is strong, not because of how much dmg it does, but you can't micro out of the dmg. Reduction of the dmg does help, but for the most part, it changes nothing really.
Ultra change= not something zerg needs. If anything, getting 10 ultras out at the same time was to powerful, but their whole issue was their pathing.
Blink: No comment, its obviously a PvP/PvZ nerf, not sure if the blink timing is very short.
i think the WP allows for HT carrying in the HT vs ghost fight, because it was a way to solve the imbalance (ghosts were always winning vs HT...emps were too easy to land) without buffing the HT which was fine for the most part, or the ghost.
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So bf hellions in TvT will be affected as well greatly. Combat shield marines with +1 armor will now survive 3 shots of bf hellions in the new patch with 1 hp to make the marines get more shots off. This makes bio mech vs mech much more viable. It adds diversity in the mirror and in TvZ/TvP u can either go for bf hellion or +1 vehicle weapons as both will now 3 shot workers in either way.
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United Kingdom38257 Posts
Really interesting changes, if anything it'll at least provide for an interesting couple of weeks for it all to get figured out.
Not sure I particularly appreciate the increase in rax build time, I don't think early marine pressure is that deadly these days. Perhaps 11/11 in TvZ but there's already a significant eco cut for that, similarly proxy rax has a huge risk if scouted. The warp prism change seems to be along the lines of what Tyler (I think?) suggested, where it gets a sizable buff so people actually experiment with it more, and then if it's now too good it can be toned back a bit.
Blueflame change was sort of needed. I won't lie though, I was kind of hoping that they'd just make workers a unique class type since I feel it's only the damage that they do to mineral lines that's a real issue. It'll be interesting to see what this means for mech in the long run, particularly in the early game.
Ultra build time reduction is nice; I think they're a better unit than they get given credit for (maybe a bit too big) and this will hopefully see them get a bit more use. Should be some crazy games with that fast Hive ling/festor/ultra style ^^
No obvious 1/1/1 nerf, but I have no real idea how you nerf that build right now without drastically altering some T fundamentals.
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On August 25 2011 17:43 careohx wrote: Hellion Infernal Pre-Igniter damage upgrade decreased from 10 to 5.
i dont think this will change anything 4 hellions still 1 shot drones
It only destroys tvp mech
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