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What do you think of 1.3.3 PTR Patch Notes? - Page 7

Forum Index > Polls & Liquibet
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Korto Vos
Profile Joined May 2011
Germany1 Post
May 01 2011 09:16 GMT
#121
I don´t llike this change ok 4 i weaker now but now each game will start with a 2gate wich will be very hard for zerg to defend and PvP will be like TvT just a boring macro game and at the end a fight wich goes like 20 sec...
I mean ok you also can play blink stalker or thinks like this but now when blink stalker come out ther are alrady a imortal and a collos so they are like useless and youre behind in the collos count...
Uni1987
Profile Joined September 2010
Netherlands642 Posts
May 01 2011 09:19 GMT
#122
I voted "Good Job" but do feel pretty meh about the fact that we can't use the PTR on EU to test it out..
.............
Warzilla
Profile Joined December 2010
Czech Republic311 Posts
May 01 2011 09:54 GMT
#123
On April 28 2011 05:06 Optimator wrote:
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.


Very spreaded out mistake around the people.. All of the units are already in the game. Dont expect any brood war-like changes... expansions, as you say, are going to be only a singleplayer camapaigns and new achievements.. If you were hoping for something else better go back to brood war
"AFTER LOST GAME - I usually run around in circles yelling "WHY OH GOD WHY" in my room, pointing towards the sky. After 5 to 10min ,i get tired and go back to playing"
Warzilla
Profile Joined December 2010
Czech Republic311 Posts
May 01 2011 10:46 GMT
#124
On April 30 2011 14:13 The Final Boss wrote:
Show nested quote +
On April 30 2011 09:12 SxYSpAz wrote:
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.


Could i remind you that ghost still has his nice energy upgrade, so is infestor, and woa ghost has a cloak and can shoot and snipe, not to mention those def/off nukes (your problem you dont use them..). simple go around his army and emp the crap out of them. To your late game status, you can do 4 prompt attack with medivacs and protoss can maybe 4 prompt-like smash his head into the wall.. Protoss is fucking immobile... This is somewhat being balanced out, believe it or not through out warpgate tech and leaving one two templar in each base(and to be quite honest did you ever see templar kill the whole drop by himself??), so we can place some random pylons and at least apply some pressure..(warp prism is a joke, right when first vikings pop-out, with so low health) Protoss has so powerful tech because otherwise it would be an unplayable race... HT's should have +15 energy upgrade (brood war style).. even though this doesnt touch the topic, what sense make buffing infestor after removing of amulet, like seriously you need more energy for feedback, once zerg gets mix of roach festor bling with overlord dropping youre dead meat yeh sure you wall your-self up with FF but then fungal goes down and the banerain comes on your head (As the song goes "sometimes i think feedback is lame, my templar has no energy but that's okay:D).. Anyway with archons being massive now i do believe that HT will become a viable option against it Still i am not sure how the 4gate thing will turn out.. it might end up
the same just with nice early units and kick time will be pushed around 8 minute mark
"AFTER LOST GAME - I usually run around in circles yelling "WHY OH GOD WHY" in my room, pointing towards the sky. After 5 to 10min ,i get tired and go back to playing"
nixis
Profile Joined July 2010
United States42 Posts
May 01 2011 15:19 GMT
#125
I am so super happy with this new patch. The archon change especially will make them a hell of a lot more viable and the bunker change is a god send. Not to mention the 4gate changes are quite awesome and I never thought they would find a way but a the few slight nerfs they made are logical. Everything is within the boundries of common sense and for once in my life I am happy with Blizzard's patching process.
Study strategy over the years and achieve the spirit of the warrior. Today is victory over yourself of yesterday; tomorrow is your victory over lesser men.
The Final Boss
Profile Joined February 2011
United States1839 Posts
May 01 2011 16:26 GMT
#126
On May 01 2011 19:46 YosHGo wrote:
Show nested quote +
On April 30 2011 14:13 The Final Boss wrote:
On April 30 2011 09:12 SxYSpAz wrote:
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.


Could i remind you that ghost still has his nice energy upgrade, so is infestor, and woa ghost has a cloak and can shoot and snipe, not to mention those def/off nukes (your problem you dont use them..). simple go around his army and emp the crap out of them. To your late game status, you can do 4 prompt attack with medivacs and protoss can maybe 4 prompt-like smash his head into the wall.. Protoss is fucking immobile... This is somewhat being balanced out, believe it or not through out warpgate tech and leaving one two templar in each base(and to be quite honest did you ever see templar kill the whole drop by himself??), so we can place some random pylons and at least apply some pressure..(warp prism is a joke, right when first vikings pop-out, with so low health) Protoss has so powerful tech because otherwise it would be an unplayable race... HT's should have +15 energy upgrade (brood war style).. even though this doesnt touch the topic, what sense make buffing infestor after removing of amulet, like seriously you need more energy for feedback, once zerg gets mix of roach festor bling with overlord dropping youre dead meat yeh sure you wall your-self up with FF but then fungal goes down and the banerain comes on your head (As the song goes "sometimes i think feedback is lame, my templar has no energy but that's okay:D).. Anyway with archons being massive now i do believe that HT will become a viable option against it Still i am not sure how the 4gate thing will turn out.. it might end up
the same just with nice early units and kick time will be pushed around 8 minute mark


When Ghost/Infestor has the energy upgrade, you build the unit, then 40/50 (respectively) seconds later you can cast the spell as that is how long it takes to train the unit. HT's take about 50 seconds to warp-in and then have their energy build up to be enough to cast Storm. In other words, it takes about the same amount of time for my Ghost to be able to cast EMP from the time I start training him to the time you can cast EMP. And even then you can always cast Feedback while your HT is building up energy. With Ghosts or Infestors, however, they come out where my production buildings are, where as with decent pylon placement along with the fact that HTs can move while their energy stores, they can be practically anywhere on the map when their energy allows them to storm.

Nukes are much harder to effectively use then storms. They're also quite easy to counter if you're playing against them by just sniping the Ghost and they cost both 100 Minerals and 100 Gas. Late game, the minerals are not that big of a deal, but if you lose a Ghost while he's trying to drop a nuke, you're out 250 minerals and 250 gas, and unlike HTs, I cannot just warp in a Ghost who instantly is walking around with my army able to Feedback and eventually storm.

Storm=Easy to hit/use+free > Nuke=Based a lot upon luck/easy to counter/costs 100/100/ ghosts are very vulnerable while calling down a nuke/not really cost efficient unless you get lucky, as opposed to Storm which will always be the most cost efficient things in the game.

And who's to say you can't use Warp Prisms later in the game when the Vikings aren't necessarily in the main base. Perhaps while they're out on the map securing their third or fourth base (course then again with Blizz's maps there's no real reason to ever take a third base as 2 base pushes are so powerful), drop a couple of Zealots or Stalkers into a mineral line. You know there's a speed upgrade for warp prisms that makes them very tricky to catch with T anti air and I believe (I may be wrong) that they can directly fly over a Missile Turret and not die.

Protoss has powerful tech, but watch AdelScott play. It's almost exclusively Gateway units, it's very mobile, very powerful, and exceedingly effective versus bio compositions. Protoss Gateway units are ridiculously strong, and they benefit from upgrades so much. Double Forge is so great with Chronoboost as you can get your upgrades faster than anybody else. P has good low tech options just like the other races, it's just that they also have ridiculously strong late game tech units.

And as far as fighting Infestor/Bane Rain goes, T's have been doing that since the idea for it ever came up. It's hard, but you just have to spread out your army (as opposed to what most P's do and just clump up all their units with Voids, Colossi, and Stalkers all so that a single fungal growth or an EMP hits all your units. I see it all the time when I use tanks, P's I play against will just happily try to march their Colossi and Stalkers into my tanks without even thinking about spreading out their units. Z also is just a really hard race to play; you need to have great mechanics in order to do anything as them as just their macro is very difficult compared to that of P and T.

On May 01 2011 18:16 Korto Vos wrote:
I don´t llike this change ok 4 i weaker now but now each game will start with a 2gate wich will be very hard for zerg to defend and PvP will be like TvT just a boring macro game and at the end a fight wich goes like 20 sec...
I mean ok you also can play blink stalker or thinks like this but now when blink stalker come out ther are alrady a imortal and a collos so they are like useless and youre behind in the collos count...


TvT is a fun match-up, but it can be boring playing a long macro game with huge tank lines. Luckily for you, in your PvP you don't have to worry about Tanks which is what makes the games boring sometimes. Now there will be more diversity in the PvP match-up, maybe we'll see some Archons or Stargates as opposed to just mass gateway rushes and Robo units. Don't complain because Blizzard made your mirror match-up less garbage.
[F_]aths
Profile Blog Joined February 2010
Germany3947 Posts
May 01 2011 16:48 GMT
#127
I think that this patch proves how smart the Blizzard balance team actually is. They try to fine tune the game with the least and slightest amount of changes possible.
You don't choose to play zerg. The zerg choose you.
SxYSpAz
Profile Joined February 2011
United States1451 Posts
May 02 2011 01:07 GMT
#128
On April 30 2011 14:13 The Final Boss wrote:
Show nested quote +
On April 30 2011 09:12 SxYSpAz wrote:
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.

alright:
1. like i said, amulet was clearly op
2. stop acting like its instant just because its warp, u still have to include the cooldown of the gates, so if it takes 44 seconds, it also takes an additional 45, so now that u have given me the correct time it takes to wait for storm, it is so much more ridiculous 45 sec (cooldown) + 44= 99 in game seconds, more than twice as much as ghosts and almost twice as much as infestors
3. not expecting amulet returned to its former glory, just thinking it needs to start with like +15 energy
4. emp is just as offensive and defensive, you don't emp for fun, you do it to take out a huge portion of the units life and energy, so u kill them faster offensive or defensive
5.as for lesser spells, no it can't, but it can cloak (super good to emp if ur worried about it being feedbacked) and also has the option to nuke.
The KY
Profile Blog Joined October 2010
United Kingdom6252 Posts
May 02 2011 16:14 GMT
#129
Heh...what's the bets the 2000 people who voted the changes as 'awful' are either plat protoss; 'STILL NO MARAUDER NERF BLIZZARD WTF STIM CLEARLY OP EVERYONE KNOWS IT' or zergs; 'God damn it no huge zerg buff, spore crawler bury time reduce are you kidding me? Sigh I'm gonna switch to protoss.'
Brewed Tea
Profile Joined October 2010
United States124 Posts
May 02 2011 18:02 GMT
#130
i think they hould probably adjust something with the barracks, because 2 gate rushes are gonna be mega strong, but who knows!, we can probably get away with 2 gate expands now.
if it wasnt for mules terrans would have to 15 hatch every game.
ZaCloud
Profile Joined April 2011
Sweden9 Posts
May 02 2011 18:10 GMT
#131
ghosts should be more like 150 / 100 ..

and why the bunker change?? dont get that...

protoss wins most of all tournaments, now why is that?...
and colossos is to strong.. their range should be 1 shorter

and reapers sux, they should be faster on creep than lings or they should get 1 more range or something..


mothership should be better also, no one uses em.. cheaper or something.. 100 cheaper?

and ultralisks should get 50 more hp or something..

i dunno.. but how many terrans wins tournaments overall? just curious
Monox1de
Profile Joined March 2011
United States101 Posts
May 02 2011 21:16 GMT
#132
I chose Meh. I played on the PTR a bit and couldn't decide if i liked what they did in this patch. I'll wait to see the next patch notes and if they tweak anything before i make my mind up.
"Some of the best lessons are learned from past mistakes. The error of the past is the wisdom of the future." -Dale Turner
dnl-TV
Profile Joined February 2011
Germany6 Posts
May 02 2011 22:17 GMT
#133
disappointing
-> still no balance in PvZ
DD_The_Shmey
Profile Joined September 2010
United States22 Posts
May 03 2011 03:44 GMT
#134
Ghosts now cost minerals instead of gas

I never used to get ghosts in TvT or TvZ, only in TvP where they were used exclusively for that super devastating EMP, but I always wanted to try them. Now I feel like with this change I will be able to get a whole bunch of them. Mass ghost might even become a viable option. I'm going to try it out. :D :D :D
JAG.war
Profile Joined May 2010
United States76 Posts
May 03 2011 05:13 GMT
#135
@blizz how about fixing the chat room 'message limit' bug?
sOs, Parting, MC and JAGW.
undyinglight
Profile Joined December 2008
United States611 Posts
May 03 2011 12:45 GMT
#136
I voted not bad, because this is kind of a meta balncer. Nothing in here is bad, it just isn't quite as juicy as what I was hoping for.
Rise Up!
CaptainKirk
Profile Joined February 2011
Canada34 Posts
May 03 2011 18:29 GMT
#137
I have been playing Zerg since beta, and the one thing that would help Zerg the most would be having overseers not require lair tech. This would balance the game completely, for zerg anyways. Other than this, the recent balance changes are fine - except for the 38 to 33 second gateway production time for zealots. Now we are going to see an incredible amount of 2 gate and 2 gate proxy openings from toss - just like in beta. Forget FE as zerg vs toss any longer or prepare to lose the game in the first 4 minutes.
JusticeUS
Profile Joined August 2010
36 Posts
May 03 2011 18:47 GMT
#138
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.


Since SCV's carry 5 minerals and only 4 gas per trip, the Ghost cost will be strictly less than it was before. Not to mention we have to dump 75 minerals for the Refinery. Should be obvious, just saying.

Early Ghost timing pushes v T will be much easier to execute. And yes, I've already seen them at the pro level, so this is a big change. Consider that snipe one-shots a Marine at full health.

And everyone has already picked up correctly on how this will change TvP.
BobbyBern
Profile Joined December 2010
Canada4 Posts
May 03 2011 19:41 GMT
#139
When will there be a patch for hydras?
I miss the good old BW hydras...
I think just changing their unit type to just standard biological unit like the banelings would be great.
Sanguinarius
Profile Joined January 2010
United States3427 Posts
May 04 2011 01:42 GMT
#140
Overall I think they are a good job. They address what needs to be addressed with no massive, sweeping changes.
Your strength is just an accident arising from the weakness of others -Heart of Darkness
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