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What do you think of 1.3.3 PTR Patch Notes?

Forum Index > Polls & Liquibet
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FreezerJumps
Profile Joined May 2010
Canada653 Posts
April 27 2011 17:36 GMT
#1
Pylon change is something I never would have thought of, but lol zealot build time flip-flop.

I think the bunker change will fix everything though.
TheAwesomeAll
Profile Joined January 2011
Netherlands1609 Posts
April 27 2011 17:40 GMT
#2
fewer worries about 4gates and less gas intensive ghosts, im pleased :D
too bad i suck against proxy gateways though =/
dr Helvetica <3
JonnyLaw
Profile Blog Joined May 2010
United States3482 Posts
April 27 2011 17:43 GMT
#3
The timings for protoss really need some more time on the PTR for testing before deciding much.
MrMotionPicture
Profile Joined May 2010
United States4327 Posts
April 27 2011 17:45 GMT
#4
Good job! I like it.
"Elvis Presley" | Ret was looking at my post in the GSL video by Artosis. | MMA told me I look like Juanfran while we shared an elevator with Scarlett
prOxi.Beater
Profile Joined December 2008
Denmark626 Posts
April 27 2011 17:46 GMT
#5
Everything seems good. The spore change, bunker changen archon change all make perfect sense and are hardly worth even arguing about. Changing the cost of ghosts is interesting and the pylon nerf is really nice actually, so well done on that. The gateway/warpgate changes bothers me a little bit. Seems like protoss gets access to much stronger super early rushes, at the cost of having 4 gate rushes hit a little later. Protoss has had zealot build time nerfed before, so we know that 2 gate zealot pressure has been a problem in the past, especially if they're proxy gates. Overall it's probably fine. While protoss can now do some hard-core early rushes they don't ignore the defender's advantage unless they proxy the gates, which is a big risk. So time will tell whether the gate/warp gate changes are good or not
Nobody beats the Beater
TheRhox
Profile Joined March 2011
Canada868 Posts
April 27 2011 17:48 GMT
#6
The balance changes are getting better and better
Rinrun
Profile Joined April 2010
Canada3509 Posts
April 27 2011 17:54 GMT
#7
No-cost bunkers. Now Boxer can't show them to yellow anymore.

Okay, Not a bad patch.
MBC/Liquid/TSM always.
endy
Profile Blog Joined May 2009
Switzerland8970 Posts
April 27 2011 18:05 GMT
#8
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.
ॐ
terrOne
Profile Joined September 2009
Italy172 Posts
April 27 2011 18:16 GMT
#9
Some changes are good others are bad


Yeah it's kinda..... meh....
HeLL yeah!
Th0R
Profile Blog Joined October 2010
Canada359 Posts
April 27 2011 18:19 GMT
#10
No more warping units onto their ramp in PvP. I love this patch already. No more 4 gates FTW
Protoss Player | @ScThoR_ | www.Twitch.tv/ScThoR | Business Student and Entrepreneur
McKTenor13
Profile Blog Joined November 2010
United States1383 Posts
April 27 2011 18:22 GMT
#11
I think it's a step. A couple good changes but I really dont like the protoss changes. Not because I play protoss, but because I dont think it'll fix anything. They need to tweek something else. So i just think it's....meh
If you can chill. chill. - Liquid'Tyler
Kuzmorgo
Profile Joined May 2009
Hungary1058 Posts
Last Edited: 2011-04-27 19:56:39
April 27 2011 18:37 GMT
#12
I think they are very clever. Like they implemented multiple things to nerf WG rush, but i think that is what a PTR is for. They may keep the research time increase or the pylon range decrease or both, depending on the results imho. I myself think the pylon change could really help PvP (and I think its a very clever change!!), cause obviously you will now be able to snipe pylons from the high ground more easily with stalkers. so yeah, i think they did a good job.
"No, whine not! Play, or play not! There is no whine."
pred470r
Profile Blog Joined April 2010
Bulgaria3265 Posts
April 27 2011 18:45 GMT
#13
I don't play sc2 so I voted meh....
FliCe
Profile Joined February 2008
Netherlands13 Posts
April 27 2011 19:00 GMT
#14
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.


haha yeah i loved it when a zerg did that, 1 mealstrom + a storm = gg :D
god i miss dark archons

anyways the PTR isnt bad i guess
It only takes one Probe to build an empire.
Cyanocyst
Profile Joined October 2010
2222 Posts
April 27 2011 19:03 GMT
#15
The Zerg change was pretty underwhelming for a PTR patch so i voted meh.

Though i think all changes are good, just nothing that gets me "excited" as a Zerg.
|| Fruit Dealer | Leenock | Yughio | Coca | Sniper | True | Solar | Dark |
Char711
Profile Blog Joined October 2010
United States862 Posts
April 27 2011 19:23 GMT
#16
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!"

I'm interested to see how the gateway/warpgate turns out: I'm just as big a PvP hater as anyone else, but I'm also not sure if this will fully solve the problem. We're really just going to see more colossus wars now (or maybe phoenix play).

I lol'd when I saw the bunker change. It wouldn't be a patch without a bunker change.

A little wary of the ghost change, too. I don't think they're underpowered or too expensive, just underused. I don't expect/want that one to get through.

Spore crawler buff makes total sense since Zerg had way too hard of a time against especially Protoss early air (honestly, Cruncher? Quit it. Mega exploitative.).
"If you can chill, chill." -Liquid`Tyler "Special tactics." -White-Ra
Cpadolf
Profile Joined August 2009
Sweden1199 Posts
April 27 2011 19:27 GMT
#17
Was looking for "interesting" in the poll. Because that's definitely what they are. Some changes that could possibly have huge consequences, but it's hard to know whether they will actually be good or bad.
Deleted User 45971
Profile Blog Joined April 2009
533 Posts
April 27 2011 19:30 GMT
#18
Other - I don't know or care for it until I can play and watch pros play it.
Lint42
Profile Joined March 2011
United States17 Posts
April 27 2011 19:41 GMT
#19
On April 28 2011 04:03 Cyanocyst wrote:
The Zerg change was pretty underwhelming for a PTR patch so i voted meh.

Though i think all changes are good, just nothing that gets me "excited" as a Zerg.


agree with this 100%
Nasradime
Profile Joined January 2011
France83 Posts
April 27 2011 19:44 GMT
#20
"Good job".
Because they obviously watch the problems and listen to solutions proposed, while trying to mix their own ideas (eg pylon decrease) to balance the whole stuff
Go go Bliz' !
Comsat me bro
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
Hoodlum
Profile Blog Joined December 2010
United States350 Posts
April 28 2011 00:57 GMT
#41
Tell me if im wrong cause im way too lazy to actually look in to it but with the new pylon radius change wont that make it possible to snipe any pylons (used to warp units intro your base) with marines from inside your base... If this is true then I think proxy play is gonna be way less effective xD

Also Mellon with gas being such a commodity for terran army, you can def expect to see more ghosts... Even in tvt or tvz with ghosts being more of a mineral dump and as effective as the snipe ability can be I think its gonna be a huge part of terran force... I could be wrong just my opinion X__X
xO gaming owner
ChaseR
Profile Blog Joined July 2009
Norway1004 Posts
Last Edited: 2011-04-28 01:42:10
April 28 2011 01:05 GMT
#42
"Meh" Force Fields are still to cheap, increase energy cost at least.

I need to take a screenshot of the 30 FF's by 5+ full energy sentries spammed across the entire screen In a game I played :<

Double 4g in 2v2 is the most ridiculous OP thing I have ever experienced in SC2...3 times -_-
And I would know I'm World/Region: #48/#11 in R 2v2 and they get an insane amount of gateway units with very little cooldown and easily spending every ounce of resources, it's almost unbeatable.
Life is not Fucking Fair and Society is not Fucking Logical - "Frankly, my dear, I don't give a damn"
Chronopolis
Profile Joined April 2009
Canada1484 Posts
April 28 2011 01:31 GMT
#43
I think the pylon radius is 2 fold, to weaken warp up the ramp zealots, and to weaken the cannon rush. The cannon rush can be held perfectly fine already though, with scouting at key timings and a mistake free reaction. Its just that you pay for any mistake (no matter how small) with the game.
goal 888
Profile Joined April 2011
167 Posts
April 28 2011 01:46 GMT
#44
Is there any way i can see a list of all the changes made?
BrahCJ
Profile Joined January 2011
Australia659 Posts
Last Edited: 2011-04-28 02:18:24
April 28 2011 02:07 GMT
#45
As a (bad) Zerg, I feel "good" about the changes.

Bunker rushes are made less viable in 2 ways: Shorter re-burrow (always been something I've thought needed changes) and 75% returns, again, something where I feel 100% didn't make LOGICAL sense.

That will help early ZvT. It will mean I will hatch first more often. It will help the game reach macro stage.

Where I feel the changes to P do the opposite. I like the intention of dampening 4gate strength, but at a cost of adding to the viability of proxy 2gate? I'm not sure. I didn't play too much zerg back when 2gate proxy was the done thing, so I don't really know the timings. Would a defensive 5roach be done in time? In my head, it doesn't look like it will be. I suppose an option is to 14 gas, 13 pool, and plant a sunken in your sim-city, into a second hatch. COULD be more viable given shorter re-burrow. 1 spine is never too wasteful, but so early in the game?

EDIT IN: Forgot to mention. Changes to Ghosts are good for the game. They turn PvT into "The battle of witts and position" late game, essentially being Ghost vs High Temp. Though, watching the TSL3 + Show Spoiler +
with Boxer vs HasuObs, sometimes the perfect EMPs don't mean insta-victory.
Want to see the ghosts have more of an effect PvT.
As far as ZvT goes, while not GOOD for me, its good for the game. It means ghosts are VERY cost effective if used correctly against Infestor. Yes, infestor are strong, but now there isn't any excuse for not getting ghosts. Terran will be able to afford them, so its forcing them to engage in a micro battle, and lets face it - infestors are kinda big and cumbersome - they're not hard to click on. Post patch, Terran whinging about having to get Ghosts to deal with Infestors will be like Zergs whinging about having to get Mutas to control drops. It should balance the infestor more. I think Ghosts should be made Light, mind you, but thats another discussion


I want to play it out before I formulate any firm opinions, but thus far. Good effort.

Note: As you can probably tell, I didn't try to be subjective at all. Yes, I was biased.


2nd Edit: Just realised that the decrease in burrow time only effects Spores, not Sunkens.
FU, blizzard.
Play the games!
Slago
Profile Joined August 2010
Canada726 Posts
April 28 2011 02:34 GMT
#46
decent, seem like some odd changes guess well wait and see
I came here to kick ass and chew bubble gum and I'm all out of... ah forget it
Apoth
Profile Joined May 2010
England194 Posts
April 28 2011 02:39 GMT
#47
My only worry is that as showed recently in the NASL by Kiwikaki, Zerg has no answer to small groups of zealots in the very early game, and everyone has known since beta that the key yto keeping zerg on the back foot is messing with his natural expansion and keeping that drone count low.

This patch is awesome in everything, i really like giving protoss more early harass options, but will they be too strong?
trombonomophonononononononone
Flameling
Profile Joined July 2010
United States413 Posts
April 28 2011 04:23 GMT
#48
On April 28 2011 10:05 ChaseR wrote:
"Meh" Force Fields are still to cheap, increase energy cost at least.

I need to take a screenshot of the 30 FF's by 5+ full energy sentries spammed across the entire screen In a game I played :<

Double 4g in 2v2 is the most ridiculous OP thing I have ever experienced in SC2...3 times -_-
And I would know I'm World/Region: #48/#11 in R 2v2 and they get an insane amount of gateway units with very little cooldown and easily spending every ounce of resources, it's almost unbeatable.


Well, basically just saying that increasing FF energy would be balancing it is a pretty bad idea. You need to think of the tragedy for all the toss players. I'm not comfortable with talking about balance, but you're too quick to say that FF is imbalanced.
BigFan
Profile Blog Joined December 2010
TLADT24920 Posts
April 28 2011 04:39 GMT
#49
I went for Good Job. As mentioned they are making notes of issues and working on solutions for them. Hopefully, we start seeing more ghosts and less 4 gates
Former BW EiC"Watch Bakemonogatari or I will kill you." -Toad, April 18th, 2017
TheDominator
Profile Blog Joined November 2009
New Zealand336 Posts
April 28 2011 04:55 GMT
#50
Good
Really glad about the bunker nerf. I always found it annoying that terran gets free defences.
"Research Warp Gate time increased from 140 to 180." Awesome. 4 warpgates will be less effective now.
Spore crawler buff=Blizzard is awesome.
Not sure
Ghost cost change.
Pylon power radius.
Archon becoming a massive unit. Not exactly sure how much of a change this may be.
Don't like
I don't really like the 5 second decrease for the gateway units (stalker sentry zealot) built from gateways. This means that protoss early game is a lot stronger and rushes will be harder to hold. It also means that if a player can prevent himself from getting supply blocked as well as have their gateways constantly producing units, its more efficient to have gateways than warpgates. I don't know whether this is a good thing or not.
Overall, its not bad.
You can go a long way with a smile. You can go a lot farther with a smile and a gun.
SKaREO
Profile Joined September 2010
Canada58 Posts
April 28 2011 04:59 GMT
#51
Ghost change was needed. Protoss nerfs are good, Early zealot pressure is easier to handle than the 4-gate used to be. I think they did a good job.
행운 게임을 즐길 수
MaxField
Profile Blog Joined May 2010
United States2386 Posts
April 28 2011 05:09 GMT
#52
Meh pretty such sums it up perfectly, i hope they work out well.
"Zerg, so bad it loses to hydras" IdrA.
icclown
Profile Blog Joined July 2009
Denmark270 Posts
April 28 2011 07:45 GMT
#53
what does PTR stand for? .... >.<
He who controls the past commands the future, He who commands the future, conquers the past. BUFFER INTO GG
aLuLz
Profile Joined January 2011
Germany175 Posts
Last Edited: 2011-04-28 07:56:44
April 28 2011 07:55 GMT
#54
On April 28 2011 16:45 icclown wrote:
what does PTR stand for? .... >.<


Public Test Realm.

btw i think that reaper expand is after this patch way more viable because of the risk getting 2 gated
icclown
Profile Blog Joined July 2009
Denmark270 Posts
April 28 2011 08:02 GMT
#55
Ty....


I like the new cost of the ghosts, this will make them way more useable early game. I was sick tired of being almost unable to get ghosts + upgrades early/mid game without destroying my other tech!
He who controls the past commands the future, He who commands the future, conquers the past. BUFFER INTO GG
BetterSummer
Profile Joined April 2011
United States3 Posts
April 28 2011 08:13 GMT
#56
Not bad, not bad at all.

I think people are overplaying exactly how much the Bunker change will effect anything. What people don't realize is that during a 2 Rax rush, minerals can flow in so fast that it might as well be free, the 25% nerf is kinda comforting knowing that at least Terran's sacrificing something for putting it down.

The Ghost cost change is kinda nice. I've felt the gas cost was a bit too heavy considering you might have to use them on 2 bases, on top of your other gas heavy units in Terran's tier 2.

I'm sure 4 Gating will still exist and still be a problem, just like Stim pushes, even with the extended research time.

Pylon range will make it harder to do those high-ground Zealot warp-ins, but might make the Pylons in a base a tiny bit more vulnerable.

Overall I'm not surprised by any of it really.
The Things We Won't Let Settle But Let Set
AnxiousHippo
Profile Blog Joined January 2011
Australia1451 Posts
April 28 2011 08:43 GMT
#57
I said meh, worried about proxy 2 gates though, they're already bad enough... :/
An apple a day keeps the Protoss away | TLHF
Madkipz
Profile Blog Joined February 2010
Norway1643 Posts
April 28 2011 08:57 GMT
#58

Bunker rushes are made less viable in 2 ways: Shorter re-burrow (always been something I've thought needed changes) and 75% returns, again, something where I feel 100% didn't make LOGICAL sense.


SPORE NOT SPINE. SPOOOOORE
"Mudkip"
MrKn4rz
Profile Joined November 2010
Germany2153 Posts
April 28 2011 09:14 GMT
#59
Finally no Bunker Banking anymore!
"We don't take kindly to folks who don't take kindly around here..."
5FDP
Profile Joined May 2009
Germany44 Posts
April 28 2011 09:34 GMT
#60
may be interesting for some Nexus first builds because you can chrono units faster out of normal gates.
But all in all - meh
nobody wants to be a loser drone and mine all day (Tasteless)
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.C9933 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.
Moderatorhttps://soundcloud.com/castlesmusic/sets/oak
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.
Kerwinius
Profile Joined October 2010
United States58 Posts
April 29 2011 04:53 GMT
#81
I play zerg and I think that this screws up my understanding of zvp early game. Previously, they increased zealot build time because they surmised that the 2gate rush was too strong in zvp and now the build times ares almost back to what they were... don't know what to think about that.
jazzbassmatt
Profile Joined August 2010
United States566 Posts
April 29 2011 07:28 GMT
#82
MEH
Craixs
Profile Joined January 2008
Denmark170 Posts
April 29 2011 07:51 GMT
#83
disapointed, i want less hardcounters, nerf fungal and storm and no need to change ghost cost. I want tier 1 units to be usefull in the lategame like in bw, now getting 2 fungals and 30 marines dead. or 1 fungel and a baneling. -.- without even being able to move my men, the damage is insane, but the immobility is out of this world.
Entusman #9.
Roflhaxx
Profile Joined April 2010
Korea (South)1244 Posts
Last Edited: 2011-04-29 13:23:51
April 29 2011 08:20 GMT
#84
On April 29 2011 16:51 Craixs wrote:
disapointed, i want less hardcounters, nerf fungal and storm and no need to change ghost cost. I want tier 1 units to be usefull in the lategame like in bw, now getting 2 fungals and 30 marines dead. or 1 fungel and a baneling. -.- without even being able to move my men, the damage is insane, but the immobility is out of this world.

Yeah and they should nerf blue flame hellions 1 shot and 30 lings dead!!
On a serious note, I am curious to see how the new zealots timing will change zvp
A game where the first thing you do is scout with a “worker”. Does that make any sense? Who scouts with a “worker”? That’s like sending out the janitor to perform recon, what general would do that? Retarded game.
Mirror0423
Profile Blog Joined October 2009
United States175 Posts
April 29 2011 08:56 GMT
#85
I'm sorta confused as to all the terrans saying "the ghost change is good since all my T2 units are so gas heavy, now i can get ALL of my tech choices at T2 off 2 base"...
Protoss is WAYYYY more gas heavy. And it's not like "oh i think i wanna drop i'll make medivacs!" or "oh i think i'll play fortress style i'll make tanks!" but it's more of "I have to make sentries to be able to defend... i have to make obs to scout anything.... i already have a robo bay and the only way i can deal with MMM is colossi...." Being as forced to do things as we are all the units we're FORCED to make are gas heavy... it's not like "oh i think this game i wanna try a ghost timing push" or "oh this game I'm just gonna do standard MMM".... Wish with the HT nerf came a decrease in it's cost at least.... to make it worth taking the rist of getting it EMPed/sniped....

Apart from that, i don't mind most changes. Spore timing never mattered to me much, the pylon change... i guess will change 4 warpgate? i'm not good enough to comment on that i think. The warpgate timing will make almost no difference for a "safe" style player. But it will hurt a early aggressive or cheesy player. With the warpin time increase the unit time decrease was necessary.

Change i wish they would make:
Nerf colossi, but make HT more viable than they are now... Archon change does not coung -_-;;
With the nerf of colossi they'll need to nerf roaches for PvZ, since storm barely tickles a roach... apparently roaches can survive a lightening as well as a nuclear winter. With the nerf of roaches buff hydras.
Nerf marauders, since colossi and roaches are weaker marauders can be weaker to balance it out... But make mech more viable. Such as increase health for hellions (though their dmg against workers are a bit high)

I guess i want the current "dominating" strategy to be nerfed a bit, and the "alternative" strategy to be buffed a bit, so there's a lot more variety.
I can't speak as much for ZvT MU stuff, since i mainly play toss. Banelings seems a bit too... hit or miss. Sometimes reminds me of a reaver scarab. Except maybe a bit more controllable. And i guess thors sometimes makes me completely mis-judge who's going to come out ahead in a fight. o_o super range, super health, super dmg, super repair.. There needs to exist more than one way to effectively/at least even par counter a unit. Countering thors effectively is.... i almost feel impossible?

But my opinions on thors and banes are from very very limited experience apart from just obsing/watching games.
TheTurk
Profile Joined January 2011
United States732 Posts
April 29 2011 10:32 GMT
#86
The world is crying "OP" for Protoss, so what do they do?
They buff Protoss.
With the new gateway timing protoss can fast expand and hold off a 2rax scv allin.
Proxy gates were a problem before and now they'll just be ridiculous.
15 Nexus is disgustingly powerful and not at all risky.
Delaying warp gate is NOT worth the gateway buff.
I would much rather deal with a 4gate.

Also, waiting for more than a spore crawler root time decrease.
They need to buff Zerg so badly.
Maybe Roach dps increase please?
Starcraft is a lifestyle.
Thezzy
Profile Joined October 2010
Netherlands2117 Posts
April 29 2011 11:05 GMT
#87
Good points:

PvP now revolves less around 4gate vs 4gate, which is good as it got old really fast.
As a Terran player, the Ghost change is nice, leaving me with more gas, making a Ghost/Mech play a possibility as well as Ghosts in earlier TvZ.
Bunker change seems fair, although I think a better change would be to keep the 100%, but require an SCV to break it down, costing mining time and forcing an SCV to move somewhere more dangerous.

Archon change seems fine, will affect Phoenix lift off, Void Ray damage and Forcefields in PvP and Concussive Shells in TvP.

Pylon change seems a little random, it'll force the pylon to be close enough to get hit by range 6 units and it may not stretch over certain gaps/abyss anymore.

Spore Crawler...I dunno really.
Usually the problem with one is getting it built before it gets destroyed by cloaked units, the whole rooting thing doesn't seem to make much of a difference.
If Zerg knows cloaked units are out in the field, Zerg will build Spore Crawlers where they are needed, not just build one and move it around. Mobile stealth detection for all races are higher up the tech tree.

Still, less 4gating in PvP and Ghosts being changed, looks to be good changes, although I am worried about (proxy) 2 gates.
Playing Terran is like flying down a MULE drop in a marine suit, firing a Gauss Rifle
deanyo
Profile Joined December 2010
United Kingdom206 Posts
April 29 2011 13:49 GMT
#88
On April 29 2011 19:32 TheTurk wrote:
The world is crying "OP" for Protoss, so what do they do?
They buff Protoss.
With the new gateway timing protoss can fast expand and hold off a 2rax scv allin.
Proxy gates were a problem before and now they'll just be ridiculous.
15 Nexus is disgustingly powerful and not at all risky.
Delaying warp gate is NOT worth the gateway buff.
I would much rather deal with a 4gate.

Also, waiting for more than a spore crawler root time decrease.
They need to buff Zerg so badly.
Maybe Roach dps increase please?


I cant handle this much stupid in one post.
twitch.tv/deanyo
Gracksaurusrex
Profile Joined February 2011
United Kingdom171 Posts
April 29 2011 15:15 GMT
#89
Instead of 4 gate in pvp
it is now going to be proxy gateways all over the place.
pinkbunny20
Profile Joined October 2010
Australia26 Posts
April 29 2011 15:40 GMT
#90
protoss pushes are going to hurt terran and zerg now but on the other hand it fixes pvp so 50/50 they could have changed something else though
Amnesia
Profile Blog Joined September 2009
United States3818 Posts
April 29 2011 16:25 GMT
#91
On April 28 2011 03:45 pred470r wrote:
I don't play sc2 so I voted meh....

Really cause I voted it sucked!
Duskbane
Profile Joined August 2010
United States178 Posts
April 29 2011 16:40 GMT
#92
I'm probably switching to Protoss now. PvP was what killed it for me.
PYLOOOOOOOOO NOOOOOOOOOOOOO
supersoft
Profile Joined April 2010
Germany3729 Posts
April 29 2011 16:43 GMT
#93
On April 29 2011 19:32 TheTurk wrote:
The world is crying "OP" for Protoss, so what do they do?
They buff Protoss.
With the new gateway timing protoss can fast expand and hold off a 2rax scv allin.
Proxy gates were a problem before and now they'll just be ridiculous.
15 Nexus is disgustingly powerful and not at all risky.
Delaying warp gate is NOT worth the gateway buff.
I would much rather deal with a 4gate.


What?

seriously, do you even play the game? Terran was strong earlygame and Protoss was strong lategame. Now Protoss got a buff earlygame and Terran got a buff lategame...
33% gascost decrease for ghosts is a change that is in my oppinion very well thought out. Not only Mech against Protoss will be more viable (because you can afford some ghosts beside Mech) moreover, TvZ won't change at all.
As for Proxygates, I am not worried at all. It's a cheesy strategy and if it's scouted it won't succeed, if nor then yes. It'll be more powerfull. But you were also dead before the patch if you didn't prepare...

I can't judge the impact of the gateway changes on PvP or PvZ but for PvT I think the patch is good.
pallad
Profile Joined September 2010
Poland1958 Posts
April 29 2011 17:05 GMT
#94
On April 28 2011 03:45 pred470r wrote:
I don't play sc2 so I voted meh....


Then , why you take vote , if you dont play.. no sense

I think patch is not bad , pylon change is very interesting and will hit game play hard imo , but we see

SC 2 -LingsLover- EU -- Jaedong , NesTea , Nerchio , DRG , Moon , Oz , Tarson , Scarlett -- Dota 2 Pallad EU- NaVi - LGD
Gackt_
Profile Joined March 2010
335 Posts
April 29 2011 17:12 GMT
#95
On April 29 2011 08:07 Geovu wrote:
Show nested quote +
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.


wait a lil? U claim they were unstoppable cuz of the transfuse (that costs alot of energy)? thats like me claiming the bunkerrush is unstoppable cuz of the SCV reparing it? and the SCV can repair the bunker as much as he want since u got the minerals. The transfuse is limited til its energy. And it's not like you cant stop a spinecrawler rush the very first mintues when 1 queen doesnt have unlimited transfuse..thats just bs.
Trobot
Profile Joined August 2010
United States125 Posts
April 29 2011 18:54 GMT
#96
Kinda wish they'd shortened the root time for spine crawlers as well as spores. Not as drastically as 6 seconds, but still. :/

Other than that...back to 2-gates being the bane of my existence. ^_^
Beware, for I shall correct your grammar even as I read it.
Leetley
Profile Joined October 2010
1796 Posts
April 29 2011 20:14 GMT
#97
On April 30 2011 03:54 Trobot wrote:
Kinda wish they'd shortened the root time for spine crawlers as well as spores. Not as drastically as 6 seconds, but still. :/

Other than that...back to 2-gates being the bane of my existence. ^_^

Yeah, these are pretty my thoughts too.
HEROwithNOlegacy
Profile Joined June 2010
United States850 Posts
April 29 2011 21:41 GMT
#98
I like the bunker change, it's small but I like it. As for the toss changes I am curious to see how strong two gate will be again and how early game will change since the warp gate upgrade time increased. I like the change, however I think warp gate should just be removed completely.
SlayerS Fighting!
The Final Boss
Profile Joined February 2011
United States1839 Posts
April 29 2011 23:15 GMT
#99
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!"


It makes it harder to warp units up ledges and stuff, something that allows for very easy to execute and powerful cheeses. Personally I like that change a lot, as it doesn't really hurt a P who decides to go for a more macro oriented game plan but it stops them from winning with something stupid like Proxy Void+warp in elevated Zealots on maps like Backwater Gulch.
The Final Boss
Profile Joined February 2011
United States1839 Posts
April 29 2011 23:38 GMT
#100
On April 29 2011 17:56 TossNub wrote:
I'm sorta confused as to all the terrans saying "the ghost change is good since all my T2 units are so gas heavy, now i can get ALL of my tech choices at T2 off 2 base"...
Protoss is WAYYYY more gas heavy. And it's not like "oh i think i wanna drop i'll make medivacs!" or "oh i think i'll play fortress style i'll make tanks!" but it's more of "I have to make sentries to be able to defend... i have to make obs to scout anything.... i already have a robo bay and the only way i can deal with MMM is colossi...." Being as forced to do things as we are all the units we're FORCED to make are gas heavy... it's not like "oh i think this game i wanna try a ghost timing push" or "oh this game I'm just gonna do standard MMM".... Wish with the HT nerf came a decrease in it's cost at least.... to make it worth taking the rist of getting it EMPed/sniped....

Apart from that, i don't mind most changes. Spore timing never mattered to me much, the pylon change... i guess will change 4 warpgate? i'm not good enough to comment on that i think. The warpgate timing will make almost no difference for a "safe" style player. But it will hurt a early aggressive or cheesy player. With the warpin time increase the unit time decrease was necessary.

Change i wish they would make:
Nerf colossi, but make HT more viable than they are now... Archon change does not coung -_-;;
With the nerf of colossi they'll need to nerf roaches for PvZ, since storm barely tickles a roach... apparently roaches can survive a lightening as well as a nuclear winter. With the nerf of roaches buff hydras.
Nerf marauders, since colossi and roaches are weaker marauders can be weaker to balance it out... But make mech more viable. Such as increase health for hellions (though their dmg against workers are a bit high)

I guess i want the current "dominating" strategy to be nerfed a bit, and the "alternative" strategy to be buffed a bit, so there's a lot more variety.
I can't speak as much for ZvT MU stuff, since i mainly play toss. Banelings seems a bit too... hit or miss. Sometimes reminds me of a reaver scarab. Except maybe a bit more controllable. And i guess thors sometimes makes me completely mis-judge who's going to come out ahead in a fight. o_o super range, super health, super dmg, super repair.. There needs to exist more than one way to effectively/at least even par counter a unit. Countering thors effectively is.... i almost feel impossible?

But my opinions on thors and banes are from very very limited experience apart from just obsing/watching games.

Are you being serious? I mean I guess I like the idea about HTs and Colossi, as one actually requires some micro or at least good storm placement where as the other involves just straight up A-moving (and any P player who says "Colossi require more micro, sometimes, when I macro awfully I have to move them back until i warp in more units" I would just like you to try microing like marines against banelings). I think that amulet was too powerful as being able to create a HT at 2 seconds notice that was ready to storm seems ridiculous; maybe increase the damage storms deal?

Banelings don't need to be changed, you have to micro against them or have higher tech, and in all honesty they stop a T from doing straight up bio.

Thors are a really powerful unit, but they don't need to be nerfed. They're slow, expensive, die fairly easily against the right composition without proper support, and have a lot of units that they fall exceedingly quickly to. Sure they can be powerful in large numbers, but so are Colossi, Carriers, Battle Cruisers, Broodlords, and Ultralisks; each unit just requires the correct support or else they can get countered by something that your opponent may make (for example: Colossi need Gateway units, Ultras need Infestors ect.). Mass Thors will lose to mass Roach or mass Marauder, but with other mech units they do much better. Similarly, mass Colossi (and I mean only colossi) loses to mass Marauder and mass Roach, but with gateway units it deals with those quite easily.

And the Ghost nerf will bring a lot of diversity into the TvP match-up. Heavy, heavy mech (I mean like GoOdy style people) can be very effective, but also very hard to accomplish. EMP is pretty much necessary for it to work, and every bit of gas is vital. I don't know if you've ever tried playing that style, but it requires a ridiculous amount of gas. To say that P is more "gas heavy" is silly. Maybe the way you play is, but I mean AdelScott's mass gateway style doesn't require nearly as much gas as GoOdy's mech style.

The nerf to Ghosts will make them easier to afford in a more gas intensive army (meaning higher tech) and less easy to fit into a lower tech army (meaning MMM). P's should be happy if MMM becomes less popular as I have seen numerous people claim that "T is OP because all you do is build Tier 1" (which is stupid because MMM+Viking+Ghost is hardly all tier 1, no more so than gateway+Colossi ball is all tier 1, plus tanks are getting more and more common in the match-up because they're a great unit). Blizzard made a change that may make your dreams come true, more T's will start doing builds that aren't straight MMM+some tech units.

Most of your suggestions about "Nerf Marauders, nerf Roaches" all are ridiculous. I literally started playing P for 3 days and by the end of that I was able to play Diamond level ladder matches and the only MU I had trouble with was PvP because it takes time to get used to (I'm a Diamond level T). And Hellions are a very powerful unit vs workers, but so are storm drops or sneaking a Zealot into a T expansion during a fight.

P isn't UP, P players just got to higher places in the ladder then they should have gotten by just 4 Gating or DT rushing. Then when they start losing to players with better mechanics, game sense, macro, and overall better understanding and skill at StarCraft they claim that other races are OP. I mean, my problem with TvP is that it's hard to safely get to mech compositions due to P's versatile early game cheeses, but late game bio builds crumble to colossi builds that almost all P's do.

I mean look at CrunCher in the TSL3. He played horribly in those two games on Shakuras (vs Idra and vs Mondragon) or at least he didn't play as well as his opponent. Looking at the Mondragon match, he made far more mistakes than Mondi, Mondi harassed, he had more bases, he managed to shut down CrunCher's economy, then CrunCher a-moved across the map with an unstoppable death ball. Your suggestions for nerfs are literally awful ideas that should never be implemented.
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
Australia4329 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.

UC Davis Fighting!!! Support CSL visit their webpage and watch their streams!
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
Lightningbullet
Profile Blog Joined April 2010
United States507 Posts
May 04 2011 02:23 GMT
#141
On April 28 2011 05:16 osand317 wrote:
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.

So does this mean that 4gate won't work in bronze anymore? Or do I have to start using 2 gate robo?
BoxeR is AWESOME!!!!//Proud 2nd Member of the BW>SC2 club.
neotrix
Profile Joined May 2011
Canada1 Post
May 04 2011 05:55 GMT
#142
Happy to see they decided to look into the 4gate opening.
gg
phrenzy
Profile Joined October 2010
United Kingdom478 Posts
May 04 2011 06:04 GMT
#143
On May 04 2011 03:29 CaptainKirk wrote:
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.


Yeah ive been seeing more zergs FE against toss. I think people feel they can handle cannon rushes now, but i think it comes down to scouting. If you see the two gate it has to be canceled and you gotta deal with it.

But on the overseer. As a zerg player i higher agree. But then you would have to make it much more of a risk at least.

It would have to cost more. Maybe once you have lair it could cost less

And just like Overlords after Lair have the ability to spew creep, likewise overseers can have the ability to contaminate. Because being able to contaminate before lair would be pretty imbalanced.

In essence i just that zerg should be able to research speed at least from Hatch-tech. Dont know about drop.
Rekondo
Profile Joined March 2011
Denmark14 Posts
May 04 2011 11:53 GMT
#144
So.. Only sentries are trained faster now. I thought this patch was meant to change the early game of protoss, which it obviously won't do anyway. +20 seconds on warp gate is barely anything. 13 seconds if using chrono. I'd rather have +40 seconds on warp gate and both stalkers, sentries and zealots to 35 seconds train time.
Toss OP
Eclipselol
Profile Joined May 2011
Germany4 Posts
May 04 2011 12:39 GMT
#145
I like the 4gate nerf, even though I myself am a protoss-player. It was kinda boring to see 4gate in every 2nd PvP...so yeah. The changes are welcome
Madhofd
Profile Joined March 2011
Netherlands2 Posts
May 04 2011 15:06 GMT
#146
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!"

I'm interested to see how the gateway/warpgate turns out: I'm just as big a PvP hater as anyone else, but I'm also not sure if this will fully solve the problem. We're really just going to see more colossus wars now (or maybe phoenix play).

I lol'd when I saw the bunker change. It wouldn't be a patch without a bunker change.

A little wary of the ghost change, too. I don't think they're underpowered or too expensive, just underused. I don't expect/want that one to get through.

Spore crawler buff makes total sense since Zerg had way too hard of a time against especially Protoss early air (honestly, Cruncher? Quit it. Mega exploitative.).



I think the power radius has been reduced to reduce the effectiveness of PvP 4 gate. The protoss would build the pylon close to the ramp to warp in units on the high ground of the opponent.
Zblek lek
Nakata
Profile Joined December 2010
Bulgaria67 Posts
May 04 2011 16:31 GMT
#147
Some changes make sense but others are really bad so THEY SUCK.
Terran is IMBA!!!
JLew
Profile Joined February 2011
Canada353 Posts
May 04 2011 21:36 GMT
#148
Don't really understand going back on the gateway build timings? Like someone said earlier I thought this patch was supposed to reshape PvP, a 20 second delay on WG research is really going to do that? Seems like they're basically just nerfing Protoss early game but what do I know.
@Triumph_eSports . www.Triumph-eSports.com
AGIANTSMURF
Profile Blog Joined September 2010
United States1232 Posts
May 05 2011 00:05 GMT
#149
Archon changes are really nice and give somewhat of an alternative to colossus...

I am dissapointed they revoked the shorter gateway unit build times, while i do understand that proxy cheese would become more potent, I was looking forward to all the new openings that those times would have made possible...
Thats "Grand-Master" SMURF to you.....
Angueo
Profile Joined March 2011
Korea (South)53 Posts
Last Edited: 2011-05-05 01:19:16
May 05 2011 01:15 GMT
#150
It seems Starcraft 2 is still in the Beta phase...I hope Heart of the Swarm brings something out that won't be changes like this. The game constantly has to update because after we fix one problem, we get another one from the Community which grows in popularity, and then we have to fix that so we're constrained to a one-way build which is currently long drawn-out games with microing and macroing everywhere. I miss Cheesing. But seriously, this is really annoying...

I gave it a Good Job because it's something Zerg players like me hate to play against, but simultaneously I think it's just another constriction to what type of games Blizzard wants to see.
The Baneling is a Zergling with it's fart gases so dense they're an acidic liquid.
densha
Profile Joined December 2010
United States797 Posts
May 05 2011 01:20 GMT
#151
The updated notes seem quite good to me. One of my major concerns as a Zerg player was proxy gating, but thankfully that's been reverted. I don't really see how +20 seconds will change PvP too much, though, but it could give high level players "wiggle room" to play around with. Really, I think the pylon range decrease is one of the more brilliant changes as it affects, in ways both large and small, any sort of proxy play.

Now I think if Blizz just takes another look at the Spine Crawler, the game would be so close to perfect. For example, I would like to see spines build in 40 seconds (instead of 50) with a root time of 6 seconds. I'd rather deal with slightly scarier ZvZ spine rushes than keep the current build/root times in ZvP and ZvT.

Anyway, I'm very happy with where they're going with this patch.
If you wish to make an apple pie from scratch, you must first invent the universe.
SxYSpAz
Profile Joined February 2011
United States1451 Posts
May 05 2011 04:20 GMT
#152
On May 03 2011 03:10 ZaCloud wrote:
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

can't tell if trolling, or just very stupid
xaovs
Profile Joined May 2011
Mexico3 Posts
May 05 2011 07:59 GMT
#153
With this changes we will see more archons, they are really mighty units now.
DTWolfwood
Profile Joined May 2010
38 Posts
May 05 2011 12:33 GMT
#154
wait y did they give the Thors back their energy? were people abusing the strike cannon when it was free? they were only ever used to snipe Immortals the one unit that kills Thors 1v1 for cheap

o wells guess we'll never see thors used in TVP ever if they bring that back. Really hope they scrap that part of the Patch

Bunker salvage for 75% was long overdue! freakin terrans and their no risk bunker placements!

I do really like the Spore crawler 6 sec burrow and Archons as Massive Units. Saddest sight ever is watching an Archon go down to a single marauder! XD
No its not Dark Templar
Cyber_Cheese
Profile Blog Joined July 2010
Australia3615 Posts
Last Edited: 2011-05-05 19:55:43
May 05 2011 19:53 GMT
#155
judging by the latest version of 1.3.3 notes, im not really a fan of this patch anymore

also,
On May 05 2011 10:20 densha wrote:
The updated notes seem quite good to me. One of my major concerns as a Zerg player was proxy gating, but thankfully that's been reverted. I don't really see how +20 seconds will change PvP too much, though, but it could give high level players "wiggle room" to play around with. Really, I think the pylon range decrease is one of the more brilliant changes as it affects, in ways both large and small, any sort of proxy play.

Now I think if Blizz just takes another look at the Spine Crawler, the game would be so close to perfect. For example, I would like to see spines build in 40 seconds (instead of 50) with a root time of 6 seconds. I'd rather deal with slightly scarier ZvZ spine rushes than keep the current build/root times in ZvP and ZvT.

Anyway, I'm very happy with where they're going with this patch.


i agree with this, i would love to see them match spore crawlers in build and burrow times. even if spores took longer to build as a result
The moment you lose confidence in yourself, is the moment the world loses it's confidence in you.
prock
Profile Joined March 2011
Canada17 Posts
May 05 2011 21:10 GMT
#156
<rage>why can terran just lift off a single building, put it in a corner and still be in the game?</rage>
It is what it is.
Linoge
Profile Joined January 2011
Hungary115 Posts
May 06 2011 13:07 GMT
#157
+1 " They suck"
EU; Linoge.240 ;
cozzE
Profile Joined September 2010
Australia357 Posts
May 06 2011 14:00 GMT
#158
Good changes imho
jarod
Profile Joined September 2010
Romania766 Posts
May 06 2011 14:46 GMT
#159
On May 06 2011 06:10 prock wrote:
<rage>why can terran just lift off a single building, put it in a corner and still be in the game?</rage>

this is off topic... wtf..

The changes are okish.. will see. Do you guys know when will come out?(the patch)
Maru | Life | herO
Glioburd
Profile Joined April 2008
France1911 Posts
May 06 2011 15:07 GMT
#160
On May 06 2011 06:10 prock wrote:
<rage>why can terran just lift off a single building, put it in a corner and still be in the game?</rage>

How to recognize a guys who isn't from BW, without checking at his post counter.
"You should hate loosing, but you should never fear defeat." NaDa.
DARKdemonMex
Profile Joined February 2011
Mexico21 Posts
May 06 2011 23:18 GMT
#161
i like REALLY LOTS :D
KBOOOM BABY
zZygote
Profile Blog Joined January 2007
Canada898 Posts
May 07 2011 07:19 GMT
#162
The bunker change was a well needed nerf for Terrans. I've been complaining since beta! :D
Crytch
Profile Joined March 2011
Germany135 Posts
May 07 2011 12:12 GMT
#163
thor energy is a fucking joke, why they removed it some ptaches before?

gogo, let ht counter every fucking unit of terran
You: Quick idra, answer this: 3 men walk into a bar. is one of them gay? EGIdrA: depends on whether or not anyone of them plays protoss
lewstherin
Profile Joined December 2010
United States5 Posts
May 07 2011 18:36 GMT
#164
On April 28 2011 02:36 FreezerJumps wrote:
Pylon change is something I never would have thought of, but lol zealot build time flip-flop.

I think the bunker change will fix everything though.



LOL
Only a Sith deals in absolutes.
shawnyee
Profile Joined February 2011
Sweden53 Posts
May 07 2011 20:28 GMT
#165
"meh" zerg need more love.
Sverige fajting!
theinfamousone
Profile Joined February 2011
United States103 Posts
Last Edited: 2011-05-08 06:16:54
May 08 2011 06:16 GMT
#166
On May 07 2011 21:12 Crytch wrote:
thor energy is a fucking joke, why they removed it some ptaches before?

gogo, let ht counter every fucking unit of terran


Do you realize ghosts counter everything protoss? EMP is like a giant feedback and psionic storm all in one AOE attack that has a huge cast distance and can't be run away from like storm. Don't worry, no one will use HTs even still. Even damage done feedbacking thors is not worth the cost of an HT if you were 100% positive it wouldn't die trying to get there. Go check out how much it costs to tech to HT. Watch Thorzain rip LiquidTyler apart in the TSL with thors. As it stands now, thors are basically the hard counter to immortals and colossus as one strike cannon rips through them before they can even get a shot off and the cool down is faster than the immortal/colossus build time. Herp derp.

Other than that, I'm happy they are attempting to fix PvP, at low levels it's fine, but watching high level PvP is so boring and coin flippy.
Crytch
Profile Joined March 2011
Germany135 Posts
May 08 2011 11:50 GMT
#167
On May 08 2011 15:16 theinfamousone wrote:
Show nested quote +
On May 07 2011 21:12 Crytch wrote:
thor energy is a fucking joke, why they removed it some ptaches before?

gogo, let ht counter every fucking unit of terran


Do you realize ghosts counter everything protoss? EMP is like a giant feedback and psionic storm all in one AOE attack that has a huge cast distance and can't be run away from like storm. Don't worry, no one will use HTs even still. Even damage done feedbacking thors is not worth the cost of an HT if you were 100% positive it wouldn't die trying to get there. Go check out how much it costs to tech to HT. Watch Thorzain rip LiquidTyler apart in the TSL with thors. As it stands now, thors are basically the hard counter to immortals and colossus as one strike cannon rips through them before they can even get a shot off and the cool down is faster than the immortal/colossus build time. Herp derp.

Other than that, I'm happy they are attempting to fix PvP, at low levels it's fine, but watching high level PvP is so boring and coin flippy.



Ofc, noone will feedback Thors in a "normal" TvP, but if the Terran is going mouz.Thorzain's build Protoss can counter it easily, without strike cannons this build is a epic fail.

And Thors are the hardcounter to colossus? Roflkartoffel, for sure not...
Whats the range of strike cannons...hm, im not sure, but 6? maybe 7....?
Range of Colossus? 9.
imo a bronze player is skilled enough to kite the thors with the colossus, plus the gatewayunitball who are blocking the Thors its just a joke to say that Thors counter Colossus, or as you said, they "hardcounter". If you realy think so you sh ould start to play with 2 hands... ;p

And i wouldnt compare HTs with Ghosts...
(Ghosts-Sentry; Raven-HT)
You: Quick idra, answer this: 3 men walk into a bar. is one of them gay? EGIdrA: depends on whether or not anyone of them plays protoss
CaptainKirk
Profile Joined February 2011
Canada34 Posts
May 08 2011 14:54 GMT
#168
Blizzard please.... please do not encourage the 2 gate proxy.... zealot build time was just fine at 38 seconds...
jazzbassmatt
Profile Joined August 2010
United States566 Posts
May 08 2011 17:58 GMT
#169
MEH
johlar
Profile Joined September 2010
Sweden165 Posts
May 08 2011 19:08 GMT
#170
I like most of it, but I feel that the thor change is not needed YET.
Jaxo
Profile Joined May 2011
Austria4 Posts
May 08 2011 19:23 GMT
#171
As a zerg player im delightet :D
i had some major problems against fast warpgate tech and now that problem is fixed.
especially bunker rushing my expo or blocking my ramp isnt for free at all now for my opponent.
the only thing which needs zo be changed now is the phenix. its sooo hard so counter as a zerg....
they are soo fast and snipe my queens and overlords. but still a very good patch. only better one was 1.1^^
I must say, HuK... Stargate unit so imbaaaaaa - oGsMC
worldestroy
Profile Joined May 2011
United States1 Post
May 08 2011 20:59 GMT
#172
the one thing i dont like at all is the food count its different for each race they should make a standard food count ie maybe the zerg count (coming from a zerg point of view )
Everybodys weird just some people aren't as weird as others
Drazerk
Profile Blog Joined September 2010
United Kingdom31255 Posts
May 08 2011 21:22 GMT
#173
Voted Meh - Zerg needs some loving
flutsh
Profile Joined April 2011
Netherlands3 Posts
May 09 2011 02:03 GMT
#174
Really nice stuff, infestor speed nerf, pylon range seem really good to me!

*cough* something about speedling/zergling rushes? (mostly in 2v2s etc) they hurt =P *cough*

cheers
sluggaslamoo
Profile Blog Joined November 2009
Australia4494 Posts
May 09 2011 06:02 GMT
#175
Blizzard wrote:
*fixed a bug where players could still micro their units.


Sigh
Come play Android Netrunner - http://www.teamliquid.net/forum/viewmessage.php?topic_id=409008
fr00tcrunch
Profile Joined May 2011
Australia1 Post
May 09 2011 15:04 GMT
#176
On May 09 2011 04:23 Jaxo wrote:
As a zerg player im delightet :D
i had some major problems against fast warpgate tech and now that problem is fixed.
especially bunker rushing my expo or blocking my ramp isnt for free at all now for my opponent.
the only thing which needs zo be changed now is the phenix. its sooo hard so counter as a zerg....
they are soo fast and snipe my queens and overlords. but still a very good patch. only better one was 1.1^^


Hydralisks...?

Its a good patch. Archon buff was needed.
The bravest Probe is the Probe that scouts.
Fuchsteufelswild
Profile Joined October 2009
Australia2028 Posts
Last Edited: 2011-05-10 01:51:22
May 10 2011 01:49 GMT
#177
I love the radius change to pylons' psi field.
The speed change to the infestor will probably turn out to be a good change, but now it is 2.25, isn't it?
That's the same as unstimmed marines and marauders, so I just fear the possibility of marauders now being able to concuss and then just waddle over to kill infestors when your (zerg) army is weaker than theirs and you know you cannot take on the army in a straight fight. It may be too easy to lose them (but for different reasons to the previous single one - infestors wanting to take the front row).

I do wish infestors were a little more keen to push through roach ranks to get to the front ONCE the army had stopped though, as trying to use neural parasite vs long range units like colossi, for me at least, usually ends up with one wandering about stupidly just out of range of the colossus it's attempting to control while the other infestors are stuck just behind the first and ALL of them are in range of a different colossus (that is meant to be controlled by an infestor trying to get through). NP = infestor suicide in my experience, but I know it can work. A little higher pathing priority would be good though, I think.

Good archon buff.
I don't like the idea of energy for thors, rather than cooldown, but you know the cost is now 150 energy, which does make the 250mm strike cannons strategy less powerful. It used to have a 50 second cooldown and 150 energy takes 266.66 game seconds to regenerate, so they can only use it about 18.75% as often and, given the starting energy of 50, they can only use the first round from a new Thor 177.77 game seconds later than previously, seeing as the thors used to start WITHOUT having to wait for cooldown, unlike corruptors.

Also, I haven't read all of the posts in this thread, but from what I saw, zergs seem to be overlooking the fact that ultralisks are now a smidgeon more viable (huge damage from tanks, marines and Thor's Hammer though). Both Thor's Hammer and 250mm Strike Cannons do have 7 range, by the way.
ZerO - FantaSy - Calm - Nal_rA - Jaedong - NaDa - EffOrt - Bisu - by.hero - StarDust - Welmu - Nerchio - Supernova - Solar - Squirtle - LosirA - Grubby - IntoTheRainbow - Golden... ~~~ Incredible Miracle and Woongjin Stars 화이팅!
KnightOfNi
Profile Joined December 2007
United States1508 Posts
May 10 2011 03:03 GMT
#178
Meh... I see no reason for having thor energy. Aside from that time to go try out some ghost play in all matchups :D
RIP eSTRO :(
Korred
Profile Joined August 2010
Poland16 Posts
May 10 2011 07:47 GMT
#179
Yeah...meh. Disregarding the thor change, I'm okay with this patch.
the-darkest-templar
Profile Joined February 2009
United States32 Posts
May 10 2011 12:16 GMT
#180
The 4-gate nerf and pylon nerfs make me a happy camper as non-toss, and I'm contemplating how viable ghosts will be now that they're functionally cheaper than before. You'll be able to get more of them out faster, we may see earlier ghosts in games.

Saddened by the infestor speed change, but it doesn't seem huge.
CubEdIn
Profile Blog Joined April 2006
Romania5359 Posts
May 10 2011 12:17 GMT
#181
How are you guys happy with this? How did they fix PvP? They did not. All 4-gate, all the time.

I'm terran but come on, aren't you sick of watching 4gates? Or do you actually think that smaller pylon range will fix that? No way.
Im not a n00b, I just play like one.
EnderSword
Profile Joined September 2010
Canada669 Posts
May 10 2011 12:37 GMT
#182
I really don't understand the principles behind the changes.

I think it will barely touch PvP play, but hits Protoss pretty badly in the other matches.

I think the pylon radius could be quite detrimental when it comes to trying to wall off, arrange cannons and efficiently power buildings.

Less radius is good for the offensive capability of it, but on the defensive and Simcity planning side of it, pretty annoying.
Bronze/Silver/Gold level Guides - www.youtube.com/user/EnderSword
Pulimuli
Profile Blog Joined February 2007
Sweden2766 Posts
Last Edited: 2011-05-10 13:41:26
May 10 2011 13:40 GMT
#183
"they suck" did protoss really need to be any easier to play? -.-

also: wasnt the whole idea of this to fix the 4gate in PvP? sure doesnt seem like they did
FlaminGinjaNinja
Profile Blog Joined January 2011
United Kingdom879 Posts
May 10 2011 15:02 GMT
#184
@ TossNub

Countering thors effectively is.... i almost feel impossible?

Granted i don't play toss but.... Immortals? Chargelots? HT (feed back, strike cannon now costs energy again, not cooldown)
+ Show Spoiler +
Thor
Thor now has 200 max energy, and starts with 50 energy.
250mm Strike Cannons now cost 150 energy to use (cooldown removed).


Nerf colossi, but make HT more viable than they are now... Archon change does not coung -_-;;
With the nerf of colossi they'll need to nerf roaches for PvZ, since storm barely tickles a roach... apparently roaches can survive a lightening as well as a nuclear winter. With the nerf of roaches buff hydras.
Nerf marauders, since colossi and roaches are weaker marauders can be weaker to balance it out... But make mech more viable. Such as increase health for hellions (though their dmg against workers are a bit high)


I don't see why you would want colossi nerfed, they are a good unit when controlled well but if you miss micro then they're easily taken out but almost anything. The HT got nefted because they could storm straigh away making PvT and PvZ "imbalanced" so i don't see a buff coming along anytime soon.

Nerfing roaches would make early game zerg even weaker then it already is, and you only want to do it because HT can't kill them as quickly as you want? You have to think about the other units in the game and other MUs. So a roach nerf wouldn't help there, and a buff for hydras would be nice, most noticibly their health, but it's not critically nessesary because they do have their place where they are good in the game. As for the hellion health buff...... are you trolling? 150 minerals NO gas for a fast unit that can one shot workers and zerglings.

Anyway, concerning the actual patch notes, i think they're all ok. The bunker change has been a long time coming, the zealot change is stupid (flip flop), other then that it looks like blizzard are going in the right direction.

Some thoughts for the next patch:
1. Something should be done about early game zerg to make surviving early pressure a little easier
2. Price change for the warp prism, it's hardly ever used!

Final note: I know this what im about to say is from an earlier patch but doesn't the battlecruser just look retarded now, it's soo small!
GinjaNinja.661 EU I'd like to thank my sh*t keyyboard for always messing up my 'Y's
sylverfyre
Profile Joined May 2010
United States8298 Posts
May 10 2011 17:04 GMT
#185
Pretty sure it will be some time before people really have solid anti-4gates in PVP, but with the pre-warpgate sentry buff and slower warpgate research, I think it will be that much easier for things like 3 stalker rushes to more effectively stop 4gate builds. Also, with pylons being built closer for highground warpin potential, sentries and stalkers will be able to shoot them down more easily while they build, which once over means that sentries can more effectively defend you from a 4gate.

But what do i know, i don't play PVP, I just watch more of it than i'd like, and listen to people like artosis and tyler's analysis of it.

0neder
Profile Joined July 2009
United States3733 Posts
Last Edited: 2011-05-10 19:26:58
May 10 2011 19:25 GMT
#186
On May 11 2011 00:02 FlaminGinjaNinja wrote:
I don't see why you would want colossi nerfed, they are a good unit when controlled well but if you miss micro then they're easily taken out but almost anything. The HT got nefted because they could storm straigh away making PvT and PvZ "imbalanced" so i don't see a buff coming along

His point was that colossi are a boring unit, but HTs are more interesting. I love the archon buff. I hope they'll re-buff the HT and then nerf the colossus a bit so it's more rare (maybe slow it's movement speed but up it's damage).\

All in all, pretty happy with this patch. It would be nice to see zerglings do more attack damage, or maybe hydras weakened and cheapened in cost and supply so zerg has a greater quantity of units compared to other races.
BazookaBenji
Profile Joined April 2011
United States19 Posts
May 10 2011 20:07 GMT
#187
On April 28 2011 03:45 pred470r wrote:
I don't play sc2 so I voted meh....



...seriously?...are you lost?
"terra Firma"
ampson
Profile Blog Joined January 2011
United States2355 Posts
May 10 2011 22:52 GMT
#188
Good job. Blizzard did a good job here.
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