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Active: 2001 users

What do you think of 1.3.3 PTR Patch Notes? - Page 2

Forum Index > Polls & Liquibet
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LittLeD
Profile Joined May 2010
Sweden7973 Posts
April 27 2011 19:45 GMT
#21
I like most things about it. Only thing im critical about is that ZvP late-game remains kinda unchanged, which I believe does still have some problems that needs to be fixed
☆Grubby ☆| Tod|DeMusliM|ThorZaiN|SaSe|Moon|Mana| ☆HerO ☆
Eatme
Profile Blog Joined June 2003
Switzerland3919 Posts
April 27 2011 19:59 GMT
#22
I'm kinda indifferent at the moment since I dont know if (and how) the protoss changes would "work" or not. Some are good like the bunker thing tho. But I'll let time tell.
I have the best fucking lawyers in the country including the man they call the Malmis.
Optimator
Profile Joined January 2010
United States53 Posts
April 27 2011 20:06 GMT
#23
Considering there are TWO expansions on the way I don't get too excited over patch notes. That said, anything that makes Ghosts cooler gets my hearty approval.
Iamyournoob
Profile Joined August 2010
Germany595 Posts
April 27 2011 20:10 GMT
#24
Most of the changes seem reasonable (archon, spore, bunker changes), the changes to warpgate and gateway unit build time are "interesting" and only time will tell how it will turn out. But: They are good to begin with and might point into the right direction. Only thing I disagree with is the ghost buff.
Yes, it is a buff, since you are shorter on gas most of the time than short on minerals, especially late game. So with HTs having been nerfed in the last patch and a lot of terrans lately showing how 4 ghosts can totally own entire protoss armies, the decrease on gas cost might be a too much - but again: we will see.

Overall: Good job.
osand317
Profile Joined April 2011
1 Post
April 27 2011 20:16 GMT
#25
Everything is good, except for the warp gate timing change. I am biased because I play protoss, but 40 seconds? really? I see what they are trying to do, but thats too far.
MethodSC
Profile Joined December 2010
United States928 Posts
April 27 2011 20:18 GMT
#26
A good step forward for balancing the game. This is good news
TR
Profile Joined February 2011
2320 Posts
April 27 2011 20:19 GMT
#27
Meh. Really not sure how much this is going to change game.. Will be interesting to play against toss as zerg after this patch
Polygamy
Profile Joined January 2010
Austria1114 Posts
April 27 2011 21:08 GMT
#28
I think this patch will be good, but its going to be funny to see if they can ever really stop patching this game with two more expansions coming.
teekesselchen
Profile Blog Joined April 2010
Germany886 Posts
Last Edited: 2011-04-27 22:24:41
April 27 2011 21:13 GMT
#29
I think they are very good. I see many people beeing disappointed in changes, such as "what use do I have of faster spore crawler burrow, it only helps in like 1/20 games", but that is not an argument for not doing the change.

Delaying the gate is very good, but I think it would be even better if there would be some kind of use for normal gateways. Such as: increasing warpgate-cooldown by 5 seconds, while lowering all gateway production times even further to make it faster than warpgate production. Then there would have to be some kind of counter to proxygatestyle, which could be for example to make gateways beeing built slower by 15-20 seconds.
Obviously it would be rather complex at this point to balance out everything (cybernetics would be later, too, then for example, so that would have to be equaled out and... so on), but it would be a very cool change to give (and: demand! it's not just a buff!) this mode of decision to Protoss.

I think the actual reason for Ghost change is:
1) Making Mech more viable against Protoss (Goody style). It is good, because it is very positional (like SC:BW was positional) and demands both players to struggle for map control. EMP is a tremendously great addition to mech, better than to Bio imo (makes Immortals dying to tanks for example)
2) Because Terran armies in general are much more gas heavy than in BW, and for that reason we see WAY less Ravens than Science Vessels. Thus we see a step-by-step gas cost reduction for terran (Stim, Combat Shield, Ghosts, Vikings all cost less gas than they did in the beginning).

I went more in-depth on this here: http://www.teamliquid.net/blogs/viewblog.php?topic_id=217185
When they were introduced, he made a witticism, hoping to be liked. She laughed extremely hard, hoping to be liked. Then each drove home alone, staring straight ahead, with the very same twist to their faces.
Gaxton
Profile Joined April 2010
Sweden2328 Posts
April 27 2011 21:16 GMT
#30
"Good job"
I agree with all the changes.
Only thing missing is tweaking the Colossi, no more besty 4wg rushes will give even higher ratio of P-endgame deathball.
Ouga
Profile Joined March 2008
Finland645 Posts
Last Edited: 2011-04-27 21:34:25
April 27 2011 21:32 GMT
#31
Voted amazing. At first thought all made sense, but I guess good job would've been more realistic because I'm kinda worried on how strong will proxy 2gate be once more. It's pretty tough as it is. Everything else make perfect sense though, eventhough I don't know what's the goal of ghost change. It's already hard to use all your gas lategame as terran if you play bio in tvp, that just makes it unlikely to even make 5th/6th gas on 4base play imo if you don't need it even for ghosts.
Froadac
Profile Blog Joined July 2009
United States6733 Posts
April 27 2011 21:45 GMT
#32
not bad in general.

Meh in regards to all the actual implications that they described on SoTG.
Klive5ive
Profile Blog Joined January 2008
United Kingdom6056 Posts
April 27 2011 22:00 GMT
#33
I hope they revert the gateway changes.
We already experimented with faster gateway units and it wasn't really very good.
Do we really want a return to proxy gates and 2gate rushes?
The pylon and archon change is enough for now to bring more variety to PvP. Would've been fine to leave it at that.

Little unit tweeks would have been much better than changing the whole dynamic of PvP and all the builds.
Reduce the immortal build time for instance.
Just little tweaks to slightly increase the power of other builds.
Don't hate the player - Hate the game
Ioannis
Profile Blog Joined February 2005
Greece62 Posts
April 27 2011 22:10 GMT
#34
Well, it's like protoss now has to change ALL their builds ....

so "meh" for me although i think some more interesting gateway starts and not warpgate might be able to be implemented.
:)
Belano
Profile Blog Joined May 2009
Sweden657 Posts
April 27 2011 22:57 GMT
#35
Needs a "I have no clue" option.
Bring back 1 supply roaches.
Zim23
Profile Joined August 2010
United States1681 Posts
April 27 2011 23:14 GMT
#36
I'd love to see an "Interesting" option on the poll as well.
Do an arranged marriage if she's not completely minging, and don't worry about dancing, get a go-kart, cheers.
Mellon
Profile Joined October 2010
Sweden917 Posts
Last Edited: 2011-04-27 23:26:09
April 27 2011 23:24 GMT
#37
I agree with Zim23, it's interesting! I play P, and i expected the pylon change, it's good without affecting too much, gonna make it so much harder to 4 gw rush on ramp maps. Also gonna be interesting with all the new timings with the build time decrease, except proxy gateway will get even more annoying, and more common i bet. Wonder how the metagame will change in pvp!

Archons massive, it's cool but only really affecting marauder shells and forcefield removal, that i got colossus for. Will definately be better vs Terran, but a stimmed ball can outrun either way. Liked that they didn't change too much, think it was wise. Voted not bad.

EDIT: Ghosts cheaper, im not sure. So extremely underrated in TvP with current price, gonna see them so much more (since people think it's a huge differance) and it will be annoying
SacredSoul
Profile Joined February 2011
United States76 Posts
April 27 2011 23:58 GMT
#38
Im pretty sure that making the warpgate research allow BOTH a change from gateways-->warpgates and a gateway buff that shaves 5seconds off of warp-in time(since the down side is no warp anywhere powers)
"This is my card castle you ungrateful B****!" - Sean "Day[9]" Plott
Wrong
Profile Joined March 2010
Mexico10 Posts
April 28 2011 00:06 GMT
#39
The option of "what? was there a patch?" or something of the sort is always fun.
frosecold
Profile Joined January 2011
Venezuela76 Posts
April 28 2011 00:47 GMT
#40
Ok most people says the protos are OP colosus Op and stuff like that, but has anyone though about air units as toss? We (im a toss player) dont have anything that can be compared to corruptors or vikings, if any of you watch the gsl you may remember a recent game between jinro and some toss guys dont remember the name, jinro realized that the aerial build vs toss can in fact work really good, nowadays after the KA remove its less common to see toss go to HT, there is almost sure toss HAS to go colosi, so zerg and terran can just blind counter doing vikings or corruptors i DO NOT AGREE that colosus are OP they are really expensive and can die really easy to air units. So my point here is this now it will be even harder for protoss to be in mid-late game because terran will just emp everything and win, or get TONS of vikings and own colosus, land and win... Zerg, as NesTea said is "sad" tho
Being a pro its not easy at all, i know it,i cant be one
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