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What do you think of 1.3.3 PTR Patch Notes? - Page 6

Forum Index > Polls & Liquibet
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SxYSpAz
Profile Joined February 2011
United States1451 Posts
April 29 2011 23:46 GMT
#101
good job, cause 4 gate needed to be handled, in all matchups but mostly pvp, it was getting out of hand...


however blizzard who came up with the idea "HT SUPER NERF!!!! YEAAAAAAH!" (they did need to be nerfed a lil obviously, but amulet completely removed?) and then followed by "BUFF THE GHOSTS!!! PARTY TIME! EXCELLENT! WOO WOO WOO WOOOO"
SKaREO
Profile Joined September 2010
Canada58 Posts
April 29 2011 23:57 GMT
#102
On April 30 2011 08:46 SxYSpAz wrote:
good job, cause 4 gate needed to be handled, in all matchups but mostly pvp, it was getting out of hand...


however blizzard who came up with the idea "HT SUPER NERF!!!! YEAAAAAAH!" (they did need to be nerfed a lil obviously, but amulet completely removed?) and then followed by "BUFF THE GHOSTS!!! PARTY TIME! EXCELLENT! WOO WOO WOO WOOOO"


It was addressing balancce issues. And for months players have observed how IMBA high templars are against any unit composition. Ghosts don't cost any less, just a different balance of minerals to gas which makes a lot of sense to me as a Terran player. Protoss got buffs in their early game making the need for 3-4 sentries to defend early Terran pressure is less important. I wish people would just use their brains instead of their races to determine what should be balanced.
행운 게임을 즐길 수
SxYSpAz
Profile Joined February 2011
United States1451 Posts
April 30 2011 00:12 GMT
#103
On April 30 2011 08:57 SKaREO wrote:
Show nested quote +
On April 30 2011 08:46 SxYSpAz wrote:
good job, cause 4 gate needed to be handled, in all matchups but mostly pvp, it was getting out of hand...


however blizzard who came up with the idea "HT SUPER NERF!!!! YEAAAAAAH!" (they did need to be nerfed a lil obviously, but amulet completely removed?) and then followed by "BUFF THE GHOSTS!!! PARTY TIME! EXCELLENT! WOO WOO WOO WOOOO"


It was addressing balancce issues. And for months players have observed how IMBA high templars are against any unit composition. Ghosts don't cost any less, just a different balance of minerals to gas which makes a lot of sense to me as a Terran player. Protoss got buffs in their early game making the need for 3-4 sentries to defend early Terran pressure is less important. I wish people would just use their brains instead of their races to determine what should be balanced.

well i wish u wouldn't assume that i'm being completely unreasonable. lets start off with the fact that 4gates were clearly too strong as i said "in all matchups", and if i was using my race i would have wanted to keep that clearly imbalanced strat in the game. i also am aware that there's early game buff, which is an obvious sacrifice for nerfing 4gate.

also, i said hts did need to be nerfed, because i be thinkin with meh noggin! i think its debatable that they needed to completely remove amulet tho. HTs are pretty horrible now, you shouldn't be able to warp in storms, but u shouldn't have to wait (i think it is) 40 seconds to storm, it puts u in super longterm defensive mode. they're really not a viable tech path now, and because of that, the other races are just kind of blindly preparing for collosi, because if u go HTs, you have huge disadvantage. Also, the reason u think the cost change is good as a terran player is because it IS a buff, terran is obviously more min heavy cause of mules

think with ur head brah, not ur race
iPlaY.NettleS
Profile Blog Joined June 2010
Australia4437 Posts
April 30 2011 00:32 GMT
#104
zeal build time was tweaked a little too much
https://www.youtube.com/watch?v=e7PvoI6gvQs
zerat00l
Profile Joined April 2010
United States100 Posts
April 30 2011 01:36 GMT
#105
I think it'll be good. Obviously I'm not ecstatic about it, but it is by and large a step in the right direction for sure. The most dubious change is 33 second zealots (this coming from somebody who got top of their diamond division in beta abusing 33 second zealots, so I'm a little concerned, but the hope is that people have learned enough about the game to be able to cope with that possibility, and not consistently die to cheese), and it's impacts largely remain to be seen. Pylon is good. Archon sounds pretty cool. Bunker is pretty minor but it leans in the right direction. All in all I'm fairly happy about it.
burster
Profile Joined December 2010
Canada66 Posts
April 30 2011 03:45 GMT
#106
trying to balance a 1 yr old game, I voted meh
"Rock is overpowered, but Paper is fine." - Scissors
The Final Boss
Profile Joined February 2011
United States1839 Posts
April 30 2011 05:13 GMT
#107
On April 30 2011 09:12 SxYSpAz wrote:
Show nested quote +
On April 30 2011 08:57 SKaREO wrote:
On April 30 2011 08:46 SxYSpAz wrote:
good job, cause 4 gate needed to be handled, in all matchups but mostly pvp, it was getting out of hand...


however blizzard who came up with the idea "HT SUPER NERF!!!! YEAAAAAAH!" (they did need to be nerfed a lil obviously, but amulet completely removed?) and then followed by "BUFF THE GHOSTS!!! PARTY TIME! EXCELLENT! WOO WOO WOO WOOOO"


It was addressing balancce issues. And for months players have observed how IMBA high templars are against any unit composition. Ghosts don't cost any less, just a different balance of minerals to gas which makes a lot of sense to me as a Terran player. Protoss got buffs in their early game making the need for 3-4 sentries to defend early Terran pressure is less important. I wish people would just use their brains instead of their races to determine what should be balanced.

well i wish u wouldn't assume that i'm being completely unreasonable. lets start off with the fact that 4gates were clearly too strong as i said "in all matchups", and if i was using my race i would have wanted to keep that clearly imbalanced strat in the game. i also am aware that there's early game buff, which is an obvious sacrifice for nerfing 4gate.

also, i said hts did need to be nerfed, because i be thinkin with meh noggin! i think its debatable that they needed to completely remove amulet tho. HTs are pretty horrible now, you shouldn't be able to warp in storms, but u shouldn't have to wait (i think it is) 40 seconds to storm, it puts u in super longterm defensive mode. they're really not a viable tech path now, and because of that, the other races are just kind of blindly preparing for collosi, because if u go HTs, you have huge disadvantage. Also, the reason u think the cost change is good as a terran player is because it IS a buff, terran is obviously more min heavy cause of mules

think with ur head brah, not ur race


How about this, if I can build my Ghosts any where near a Supply Depot, in 5 seconds, and have it start with enough energy to use my EMP, then you can have your amulet back. The real problem is that combining both a 5 second build time with instant storm is just too powerful.

It's downright ridiculous late game how powerful that is because a couple of really good storms can completely change the game the same way that a couple of brilliant EMPs can change the game. The difference is that Ghosts aren't able to be built anywhere on the map.

Late game being able to storm practically anywhere in 5 seconds was just too powerful and had too many uses. For example, it could be used to defend bases, instantly rebuild an army WITH massive splash damage (P already has one of the best instant replenish armies with Warpgates, late game when you have a lot of bases you could instantly replenish your HTs which you still can, just they take a little while longer the same way that a T must rebuild their Siege Tanks or Ghosts), it could be used to be offensive, or it could be used for harass (idk if you P's know what that is, but if you put a HT in a Prism you can go and storm the opponent's mineral line and kill their workers).

And as far as "but u shouldn't have to wait 40 seconds to storm," it's actually 44 in game seconds or so, and that's still less time than it takes to build an Infestor (50 seconds) and only four seconds more than it takes to build a Ghost (40 seconds). Of course, for the Ghost and Infestor you can only build it where you have production capabilities (plus for Ghost you need a tech lab on a barracks), they can't use their weaker spells like the HT can (because they're building obviously), and personally I would prefer Psionic Storm over EMP any day and possibly over Fungal Growth. EMP has it's uses, but it will never be able to actually kill your opponents army. If a T with a bio army ever falters and misses a HT, they can lose massive portions of their army in a matter of seconds. Plus, Psionic Storm has a lot wider variety of uses as I was saying, as it can be used to both defend expansions, be offensive, cover a retreating army, harass--EMP on the other hand really only has two uses which are to deplete energy and deplete P shields.
Robinsa
Profile Joined May 2009
Japan1333 Posts
April 30 2011 07:36 GMT
#108
Pylon thing is great as is the massive archon. Ghost is ok. Not so sure about the rest.
4649!!
CellTech
Profile Joined June 2010
Canada396 Posts
Last Edited: 2011-04-30 08:18:00
April 30 2011 08:17 GMT
#109
Really not liking this (protoss) new builds all over
^ Probably a Troll Post
s.a.y
Profile Blog Joined October 2007
Croatia3840 Posts
April 30 2011 10:34 GMT
#110
As a protoss, i love the change.

More balance to the game, and building placement is like in SC:BW a huge factor again
I am not good with quotes
Billiboes
Profile Joined January 2011
Netherlands5 Posts
April 30 2011 10:56 GMT
#111
do people not remember when the game just came out and 2 gate zealot pressure was used by the top tier players to pressure or allin zerg. 4 WG is just a little slower and because of the new protoss earlygame pressure thats possible the whole matchup is going to change.
s.a.y
Profile Blog Joined October 2007
Croatia3840 Posts
April 30 2011 11:46 GMT
#112
On April 30 2011 19:56 Billiboes wrote:
do people not remember when the game just came out and 2 gate zealot pressure was used by the top tier players to pressure or allin zerg. 4 WG is just a little slower and because of the new protoss earlygame pressure thats possible the whole matchup is going to change.


yeah, but maps were shit in the early stage of the game.

TalDarim is much larger then steppes of war for example.

I am not good with quotes
Bishamon
Profile Joined April 2011
Poland1 Post
April 30 2011 12:17 GMT
#113
I actually like all changes except the ghost one, which made me vote 'meh'. SC logic so far was for spellcasters to be gas-heavy units. this one is simply too strange and out of place imo.
Mens agitat molem.
ZorroW
Profile Joined February 2011
Sweden31 Posts
April 30 2011 13:53 GMT
#114
now will HTs be even weaker against Terran, beacuse T have more minerals then gas. and they can have more ghosts and more EMPs
I ♥ Teamliquid
kimono38
Profile Joined February 2011
Malaysia23 Posts
April 30 2011 18:40 GMT
#115
Rush ghost on TvP with marauder, snipe zealot + slow stalker?
With lesser gas, maybe can afford those timing attack.
Lobotomist
Profile Joined May 2010
United States1541 Posts
Last Edited: 2011-04-30 20:31:06
April 30 2011 20:30 GMT
#116
As a zerg player, I'm not particularly pleased about the gateway unit build time reduction. It nerfs the 4 gate, and buffs early aggression, and could bring back 2 gate zealots. I was already pretty solid against 4 gates, so really, that's not what I'm worried about. Early pressure builds corner zerg into even fewer openings (ie you pretty much have to open speed now, on anything that isn't an enormous map)

archon massive seems good, and pylon power radius seems alright as well. Pretty clever changes to PvP
Teching to hive too quickly isn't just a risk: it's an ultrarisk
Rabbitmaster
Profile Joined August 2010
1357 Posts
April 30 2011 21:10 GMT
#117
I really like the bunker change. But im not so sure about the Warpgate/zealot buildtime change... I play protoss myself, and i do agree that the 4gate needs some sort of tweak to fix the PvP matchup (even tho i almost allways win it atm). But this change will just bring back the 2 gate opening vs zerg fast expands, and proxy gates will probably be stronger than ever etc.
God is dead.
Cabinet Sanchez
Profile Joined February 2011
Australia1097 Posts
April 30 2011 21:36 GMT
#118
On April 28 2011 09:47 frosecold wrote:
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,



Please don't whine about things which aren't imbalanced - it makes other things we complain about seem less important.
Protoss is fine for air units.
All 4 of our air units attack air to air and we have cheap, fast blink stalkers.

We also now have massive archons, one of the things I felt was the biggest disservice to the Protoss lineup.
There's only one unit I'll rant about and that's the Marauder/Marine combo and the damage it does when stimmed against buildings. It's absoloutely unreasonable. Even WITH knowledge of an incoming drop, you can sometimes still see a building get taken down with focus fire in seconds.
pxL.
Profile Joined April 2011
Austria6 Posts
May 01 2011 01:36 GMT
#119
im almost afraid of playing ladder, because due to the increased warpgate researchtime and the decreased buildtime for zealots, sentrys and stalker it will be so much more cheeses and the 4gate comes anyway, doesent matter if a PvP ends at 6:30 or 7:00 min.
MagnusHyperion
Profile Joined August 2010
United States288 Posts
May 01 2011 07:27 GMT
#120
4 gate wasn't broken at high levels of play.
this patch is unnecessary and decreases the viability of one of the most skill and time intensive builds in the entire game. additionally, it completely throws all PvP up-side-down for absolutely no reason beyond pandering to people who aren't skilled enough to hold off a simple rush.

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