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
i dont think that this terran nerf is good for starcraft 2. this are some very strange changes, because increase the buildtime of a barracks can change the whole metagame and terran will get owned by so many strats in early and mid game
On August 25 2011 17:47 Deckkie wrote: @ Any Protoss,
With the Blink nerf, is there a chance that we will be watching mostly 4 gate vs 4 gate again?
im actually fine with the change...robo into blink was a more safe and defensive opening that gave map control. It could die sometimes to rush blink timings, so i think the immortal buff + blink time will make this opening even safer and more viable than before. I dont think more ppl will 4gate...it will be about the same as it is now. people never really went blink to counter 4gate anyways...
At this point in time I think blink rushing is pretty dead in PvP. Now one well placed FF will ALWAYS deny access into the base without an observer, so I guess we can finally be greedy techwise in PvP. Doesn't really change the fact that we still won't have a safe expansion build, but that's just an inherent problem with the warpgate mechanic, so it won't be changed.
On August 25 2011 17:43 ImperialTea wrote: 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.
Yeah indeed, infestor + broodlord was a peace of cake for terrans. It's so easy to defeat huh?
pretty much any good tarren will get ghost watch thorzain play
Blink play in PvP seems... almost impossible now. Liking all the other balances, infestor damage not really that bad (I don't think it will ruin destiny). To me it feels like blue flame was nerfed a little to much? Maybe not, it always felt weird the way that the blue flame upgrade effected hellions. without blue flame you would need to micro them well to get some good kills, but with blue flame you could easily just attack move and get kills.
On August 25 2011 10:14 awu25 wrote: General Unit vision up ramps has been reduced by 1.
PROTOSS Immortal Attack range increased from 5 to 6.
Mothership Acceleration increased from 0.3 to 1.375. The Mothership’s Cloaking Field no longer cloaks all units instantaneously, but rather adds units to the cloak field over time (maximum of 25 per second). This should alleviate “Mothership Lag” issue when a Mothership comes online.
Stalker Blink research time increased from 110 to 140.
Warp Prism Shields increased from 40 to 100.
I really don't understand the blink change, it is a great ability, but the timing never seemed to be an enormous issue.
I think it could be. It gives zerg a little extra time to deal with blink allins.
Like they even need blink now when immortals who kill roaches instantly got +1 range... Also fungal doesn't do as much damage as it did before to stalkers.
On August 25 2011 17:54 REVEX wrote: i dont think that this terran nerf is good for starcraft 2. this are some very strange changes, because increase the buildtime of a barracks can change the whole metagame and terran will get owned by so many strats in early and mid game
i agree with you it can delay so much thing. A proxy 2 gate will be extremely hard to hold now.
On August 25 2011 17:54 REVEX wrote: i dont think that this terran nerf is good for starcraft 2. this are some very strange changes, because increase the buildtime of a barracks can change the whole metagame and terran will get owned by so many strats in early and mid game
We protoss had a much bigger nerf in terms of early unit productions than your 5sec delay last major balance patch and we handled everything just fine, stop sulking.
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 doesn't affect red flame hellions.
I think that 2 blue flame hellions still roast drones/lings. Blizzard did this to nerf 10 blue flames hitting stuff. Like Zealot lines.
Not true. BFH now need 3 shots for workers. BFH roasting entire ecolines is the only reason why this nerf is coming. They were never a counter to a zealotheavy composition. They were not efficient in a straight up fight against protoss and they suck now. Basically they werent great against any unit except lings and workers.
On August 25 2011 17:54 REVEX wrote: i dont think that this terran nerf is good for starcraft 2. this are some very strange changes, because increase the buildtime of a barracks can change the whole metagame and terran will get owned by so many strats in early and mid game
You used the word "metagame" in your explanation. So you must be telling the truth.
On August 25 2011 17:54 REVEX wrote: i dont think that this terran nerf is good for starcraft 2. this are some very strange changes, because increase the buildtime of a barracks can change the whole metagame and terran will get owned by so many strats in early and mid game
I'm usually a kind and mannered person....but damn what an idiotic post.
5 sec ingame means about 3-4 sec realtime. I bet if Blizz didn't list the change, 99% of you wouldn't have even noticed it. It's a very minor change that will only affect the very highest level of play.
I guess this: "Sentry Guardian Shield now correctly reduces damage from Hellion, Void ray, and Colossus attacks as well as the Siege Tank’s sieged attack." can help a bit against the 1/1/1, every little thing counts
But all in all, a very good patch, seems like they've managed to please quite a good number of players this time! Well done Blizzard!!
Watch MC v Select at IEM game 3. It just became more viable
I think Alicia said in on twitter, MC made teory crafting be... like you need a ton of APM to pull that of, and even if you are MC, it just pops in a blink of an eye. He lost the warp prism in both games against SelecT and PuMa, so... it's viable for a selected few.