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Patch 1.4 PTR Notes (updated 9/8) - Page 98

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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
xAPOCALYPSEx
Profile Blog Joined October 2010
1418 Posts
August 25 2011 08:54 GMT
#1941
On August 25 2011 17:53 Moosy wrote:
terran gets hit the hardest. but at least we get hsm speed?


mass raven now more viable in FMP

:D :D

I actually do wish we saw it more in pro level games tho. It is such a cool spell
shackes
Profile Joined August 2010
Germany148 Posts
August 25 2011 08:54 GMT
#1942
Unit vision up ramps has been reduced by 1.


What exactly does this affect?
Mainly warping in units on the ramp i guess?
ReasN
Profile Joined August 2011
Germany43 Posts
August 25 2011 08:54 GMT
#1943
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
twitch.tv/reasnsc2, check it out.
Amui
Profile Blog Joined August 2010
Canada10567 Posts
August 25 2011 08:55 GMT
#1944
On August 25 2011 17:49 HinagikUx wrote:
Show nested quote +
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.
Porouscloud - NA LoL
chlindell
Profile Joined June 2011
Sweden68 Posts
August 25 2011 08:55 GMT
#1945
Looks great on paper!
ELA
Profile Joined April 2010
Denmark4608 Posts
Last Edited: 2011-08-25 09:04:56
August 25 2011 08:55 GMT
#1946
On August 25 2011 17:37 firehand101 wrote:
Show nested quote +
On August 25 2011 17:28 decemberTV wrote:

So BF will be useless for worker harassment vZ and vP. This is kind of stupid since the main issue was vT ?


This made me lol so hard.

useless....... i think it still takes the same amount of shots from a hellion to kill workers?


Drone: 40 HP
Probe: 20 HP, 20 Shield
SCV: 45 HP

  • Hellion out of the box: 8 damage (+6 vs. light): 14 damage to a workerline: 3 shots to kill worker (4 shots if SCV)

  • Blueflame hellion upgrade: 8 damage (+16 vs. light): 24 damage to a workerline. 2 shots to kill worker (Regardless of race)

  • Blueflame hellion after patch: 8 damage (+11 light): 19 damage to a workerline. 3 shots to kill worker. (Regardless of race).

  • Hellion out of the box with +1 vehicle attack: 9 damage (+6 vs: light): 15 damage to a workerline: 3 shots to kill worker (Regardless of race)


+1 vehicle attack will be better all around for TvT - Makes alot of sense since it's alot of mech usually anyway.


The first link of chain forged, the first speech censured, the first thought forbidden, the first freedom denied, chains us all irrevocably.
Whiteman103
Profile Joined July 2010
United States1070 Posts
August 25 2011 08:56 GMT
#1947
On August 25 2011 17:50 Snowbear wrote:
Show nested quote +
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
RaNdOmOwNaGe
Profile Joined January 2011
Australia51 Posts
August 25 2011 08:56 GMT
#1948
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.
<3 ZealotS
Darkthorn
Profile Joined September 2010
Romania912 Posts
Last Edited: 2011-08-25 08:57:26
August 25 2011 08:56 GMT
#1949
On August 25 2011 10:18 travis wrote:
Show nested quote +
On August 25 2011 10:17 CaptainHaz wrote:
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.
phisku
Profile Blog Joined November 2010
Belgium864 Posts
August 25 2011 08:56 GMT
#1950
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.
dooraven
Profile Joined December 2010
Australia2820 Posts
August 25 2011 08:56 GMT
#1951
On August 25 2011 17:52 PlosionCornu wrote:
So we might see the return of this?


warp prism/shuttle templar carrying!


Watch MC v Select at IEM game 3. It just became more viable
Go go Alliance.
Gargara
Profile Joined January 2011
Romania150 Posts
August 25 2011 08:56 GMT
#1952
My beloved blink 4 gate against zerg...
sleepingdog
Profile Joined August 2008
Austria6145 Posts
August 25 2011 08:57 GMT
#1953
On August 25 2011 17:56 RaNdOmOwNaGe wrote:
Blink play in PvP seems... almost impossible now.


Not really - it just means robo into TC is a must, since straight blink won't break a robo opening anymore.

Nevertheless later on blink is still awsome.
"You see....YOU SEE..." © 2010 Sen
HydraLF
Profile Blog Joined January 2011
Hong Kong626 Posts
Last Edited: 2011-08-25 08:57:54
August 25 2011 08:57 GMT
#1954
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.
Sure.
AntiGrav1ty
Profile Joined April 2010
Germany2310 Posts
August 25 2011 08:57 GMT
#1955
On August 25 2011 17:48 Koshi wrote:
Show nested quote +
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.
www.twitch.tv/antigrav1ty
Koshi
Profile Blog Joined August 2010
Belgium38799 Posts
August 25 2011 08:57 GMT
#1956
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.
I had a good night of sleep.
Chrisattack
Profile Joined July 2011
Australia50 Posts
August 25 2011 08:58 GMT
#1957
So happy about immortal !
Do not like blink though
EGHuk, Liquid`HerO and oGsMC fan.
sleepingdog
Profile Joined August 2008
Austria6145 Posts
August 25 2011 08:58 GMT
#1958
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.
"You see....YOU SEE..." © 2010 Sen
Zealot Lord
Profile Joined May 2010
Hong Kong748 Posts
Last Edited: 2011-08-25 09:00:19
August 25 2011 08:58 GMT
#1959
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!!
Gargara
Profile Joined January 2011
Romania150 Posts
August 25 2011 08:58 GMT
#1960
On August 25 2011 17:56 dooraven wrote:
Show nested quote +
On August 25 2011 17:52 PlosionCornu wrote:
So we might see the return of this? http://www.youtube.com/watch?v=joIBzM6zDH4&feature=player_detailpage#t=1040s

warp prism/shuttle templar carrying!


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.
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