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What do you think of 1.3.3 PTR Patch Notes? - Page 4

Forum Index > Polls & Liquibet
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tyCe
Profile Joined March 2010
Australia2542 Posts
April 28 2011 09:37 GMT
#61
They should have made warp-ins powered by the Nexus (with a bigger radius) instead of making the warpgate research time longer -__-
Betrayed by EG.BuK
FlaminGinjaNinja
Profile Blog Joined January 2011
United Kingdom879 Posts
April 28 2011 10:51 GMT
#62
Most of the changes are good, not sure about the zealots build time switching. Pylon nerf = good! Bunker nerf = "Hell, it's about time"

Could do with a couple more buffs for zergies early game though, infestor change in the previous patch was all well and good but what about early game? And something to help get out of a tank contain before hive tech would be nice
GinjaNinja.661 EU I'd like to thank my sh*t keyyboard for always messing up my 'Y's
TimeTale
Profile Joined April 2011
Australia1 Post
April 28 2011 11:53 GMT
#63
to be honest i dont have a clue how this is going to effect me as a protoss player :/ i hope it isnt to bad :D
"Never Say Never"
ava34
Profile Joined March 2010
United Kingdom153 Posts
April 28 2011 12:34 GMT
#64
Unit stacking removal is silly. I suppose BW =/= SC2, but won't removing stacking just lead to a-move clumpiness?

Everything else is great. Blizz should be careful and watch if 2 gate gets rebuffed though.
vol_
Profile Joined May 2010
Australia1608 Posts
April 28 2011 12:41 GMT
#65
Im worried about zealots in close positions in PvZ
Jaedong gives me a deep resonance.
decaf
Profile Joined October 2010
Austria1797 Posts
April 28 2011 13:22 GMT
#66
blizz is getting good at balancing
Mr Showtime
Profile Joined April 2011
United States1353 Posts
April 28 2011 14:03 GMT
#67
A lot more 2 gate proxys/rushes and a lot fewer 4 gates. That's all this change is gonna do. I'm not necessarily for or against it, but I don't know if they are really fixing anything. Toss has a HUGE advantage over zerg for early rushes imo. 150 for gateway and 100 for 1 zealot = 250 minerals. For zerg it's 200 spawning pool, 100 for enough lings to kill 1 zealot, 50 for the drone lost in the spawning pool, and 150 for the necessary queen = 500 minerals. Now obviously these seems like a bogus comparison, and it may be. But my point exist for the VERY early game rushes. Lings and zealots essentially cost the same since 1 zealot can take out 2 lings. The queen is necessary to make enough lings to defend with and that's expensive. Obviously this balances out shortly after when zerg can quickly mass up a bunch of units in an instant, but there is a big window where zerg is in horrible shape to defend an early zealot rush. Especially since the train time has been buffed.
lurked
Profile Blog Joined March 2010
Canada918 Posts
April 28 2011 15:28 GMT
#68
If it wasn't for the Ghost's gas cost reduction, I would've voted "Amazing", but lets just go with "Good job" for now.

Let's see how it changes before to hit live servers though.
Magic is "just" magic until I get my hands on the source code.
Semtext
Profile Blog Joined September 2010
Germany287 Posts
April 28 2011 15:38 GMT
#69
On April 28 2011 04:23 Char711 wrote:
Not bad but I'm irked by some stuff. Did pylon radius really have to be changed? It's not like anyone was saying, "Man, that power radius on pylons is hella imba!"


Everyone who was getting 4gated and had units warped in on his high ground?
http://de.twitch.tv/semtext | FBH, Socke, WhiteRa, GoOdy, TLO
Falkner
Profile Joined January 2011
Philippines9 Posts
April 28 2011 16:30 GMT
#70
i kinda liked the protoss nerf cause i hate being 4gated, im a protoss player too, i dont care about easy win, i want epic matches where win or lose doesnt matter.. :D


go blizzard :3

ps: bring the AMULET back! :/
iNfeRnaL *
Profile Blog Joined August 2005
Germany1908 Posts
April 28 2011 18:18 GMT
#71
Listen up Blizzard, here is your REAL 4 gate fix:
TAKE OUT THE FUCKING BUG THAT YOU CAN WARP IN A MOTHERFUCKING UNIT INTO A GOD DAMN FORCE FIELD.
= NO fucking warpin on top of a ramp that you do N O T have FUCKING VISION OF.

/warpgate

Is that so hard...?!
LesPhoques
Profile Joined December 2010
Canada782 Posts
April 28 2011 19:21 GMT
#72
Increasing warp gate time just messes up timing for many protoss players especially in higher levels. Decreasing pylon range is good enough in my opinion.
-orb-
Profile Blog Joined September 2007
United States5770 Posts
April 28 2011 19:54 GMT
#73
"good job"

Archon change is absolutely fantastic, should help fix PvP immensely coupled with the warpgate tech nerf.

Gateway change is a little too simplistic to just lower all the build times like that... 16 nexus will probably be a lot safer now and proxy gates will be too powerful I imagine.

'life of lively to live to life of full life thx to shield battery'
how sad that sc2 has no shield battery :(
intrigue
Profile Blog Joined November 2005
Washington, D.C9935 Posts
April 28 2011 20:45 GMT
#74
mm... i think in general everything sounds great. at the very least this is moving in the right direction.
Moderatorsloppy little slug
Gackt_
Profile Joined March 2010
335 Posts
April 28 2011 22:17 GMT
#75
so they'll fix the root for spore crawlers but not spine? I think spine crawlers should have the same root speed? zerg needs it.

and Im still having my hopes for the Queen getting the "beta off-creep speed" back. I never saw anything wrong in Spinecrawler rushes since terran and toss can do cannon and bunker rushes. Cheese vs Cheese.
Geovu
Profile Blog Joined November 2010
Estonia1344 Posts
April 28 2011 23:07 GMT
#76
On April 29 2011 07:17 Gackt_ wrote:
so they'll fix the root for spore crawlers but not spine? I think spine crawlers should have the same root speed? zerg needs it.

and Im still having my hopes for the Queen getting the "beta off-creep speed" back. I never saw anything wrong in Spinecrawler rushes since terran and toss can do cannon and bunker rushes. Cheese vs Cheese.

Queen rushes were fucking unstoppable lol. U herd of transfuse bro?
Also the spore crawler burrow time was kind of ridiculous, the only reason the probably haven't changed it in the past would be because of the sore Zergs being reminded of the spine crawler burrow time and start QQing over that.

I mean they had to couple it in with a 4 gate nerf just to take it somewhat off of Zergs' minds.
KovuTalli
Profile Joined May 2010
United Kingdom325 Posts
April 29 2011 00:04 GMT
#77
I really dont see the Warp gate nerf is going to make too much of a Deal to toss, it just means they get one more production cycle before 4gate comes online. (or forces them to) - True it delays it by 40 seconds - depending on when stim/tanks are started it could make a huge deal (speaking on a TvP stand point) - or it may just make toss proxy more/do 4gate none warp for first push due to faster build times? idk. we'll see. Over all pretty Meh, the ghost buff is kinda nice I guess since Terran is gas heavy as it is.
"Milk tastes like milk" - Raelcun.
nitdkim
Profile Blog Joined March 2010
1264 Posts
April 29 2011 00:32 GMT
#78
On April 28 2011 03:05 endy wrote:
Show nested quote +
Fixed a bug where players were still able to stack flying units on top of each other.


Thanks god they never did that in BW. Stacked corsairs vs scourges, stacked muta sniping HTs, etc. <3<3

Bunker that are not free anymore is a really good change though.

isn't it only referring to the viking flower trick?
PM me if you want random korean images translated.
Count9
Profile Blog Joined May 2009
China10928 Posts
April 29 2011 04:01 GMT
#79
Meh, nothing huge except the gate changes, but I honestly don't think that will make it to live so just a 'meh' from me until I play with it. Terran having more gas will be cool though, more medivacs with my ghosts or for ghost upgrades will be cool, might even get medivac energy.
Alethios
Profile Blog Joined December 2007
New Zealand2765 Posts
April 29 2011 04:25 GMT
#80
For the most part, I like the changes. The archon change in particular is reasonably subtle and exactly the sort of balance change blizzard should be implementing at this stage... The spore crawler root time decrease is nice, but i've never agreed with the increased time in the first place (how about spine crawler as well now?).

As opposed to the gateway change which takes does a hatchet job on all established early game protoss and vs protoss timings. All presumably as a highly questionable nerf to the 'overpowered' and 'unstoppable' 4 warp gate.

At the same time, i'm right behind changes to the warpgate mechanic, though i'm not sure this is the right way to go about it.
When you arise in the morning, think of what a precious privilege it is to be alive - to breathe, to think, to enjoy, to love.
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