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[D] Patch 1.4 and its implications

Forum Index > StarCraft 2 Strategy
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Thraundil
Profile Joined August 2010
Denmark278 Posts
Last Edited: 2011-09-16 17:21:42
August 25 2011 09:54 GMT
#1
EDIT: I included some edits to the original post that was pointed out in the replies. They all bear the "Edit" tag underneath my OP.

UPDATE: Added the newest infestor change!


Greetings esteemed TL members.

As many may have noticed by now, the patch 1.4.0 PTR notes are out:
http://us.battle.net/sc2/en/forum/topic/1213111662

I present here a small breakdown of the changes and their possible reasonings and what implications they might have. I wish to open a discussion on these, and hopefully get as many thoughts down on text as possible. Disclaimer: I am a Zerg player primarily, so I might understand many of the balance changes from a zerg point of view. I will try to see past this but I am only human.

Specifically, the Balance changes.

General

Unit vision up ramps has been reduced by 1.
Implications and reasoning: I am not entirely sure why this change is being made. It will make it even harder to gain any scouting information in the early game by poking up the ramp with a cheap unit, and the early stages of the game are already by far the most fragile where scouting info is oh so important. In addition, agressive pushes up the ramp of a defender will be severly weakened by this, as e.g. a stalker will now be able to shoot a hydralisk standing on the low ground without the hydralisk being able to shoot back via a ramp spotter; only an air unit can provide the vision now.
Edit; In addition, blinking and warping in past forcefields will be hindered now, allowing the PvP match to continue its evolution.



PROTOSS

Immortal: Attack range increased from 5 to 6.
Implications and reasoning: In my opinion a change that will make the immortal more useful in a protoss army mix. As it is, the immortal is a powerunit - yet in order to be in range of the enemy, it needs to stand in front of the stalkers to even be in proper range, making it easier to target down. This small range increase should help.
Edited; Combined with all the other changes, the PvP matchup could evolve beyond pure blinkstalker agression.

Mothership: Acceleration increased from 0.3 to 1.375.
Implications and reasoning: Special tactics! Motherships are rarely seen, this will make the unit slightly more used without nessecarily making it super overpowered. The road to a dedicated air build is still paved with difficulties for a protoss, so I think this will reward this just a little bit more.

The Mothership’s Cloaking Field no longer cloaks all units instantaneously, but rather adds units to the cloak field over time (maximum of 25 per second). This should alleviate “Mothership Lag” issue when a Mothership comes online.
Implications and reasoning: This one is fairly selfexplanatory.

Stalker: Blink research time increased from 110 to 140.
Implications and reasoning: Recently, we have seen many protosses decimate especially zerg armies with blink stalker micro. While of course good micro should be rewarded, I have seen blinkstalkers be microed in stalker vs roach battles where the stalkers killed an equal amount of roaches without sustaining any casualties at all. This change will not make blinkstalkers any weaker, but it will give the zerg those additional 20 seconds (or 30 seconds w/o chronoboost) to scout and react the twilight council research.
Edit; In PvP the implications are obviously stronger than in other matchups, as the current metagame often features blink contains while expanding. Such a contain will be vulnerable to a counterattack now, and in addition the vision range on ramps will make it harder to blink into a main base.

Warp Prism: Shields increased from 40 to 100.
Implications and reasoning: Good change to encourage more drop play by protoss. I have often been surprised at how fast a queen takes out a warp prism.



TERRAN

Barracks: Build time increased from 60 to 65.
Implications and reasoning: Again a change I am slightly puzzled by. I guess the primary implications here are; +5 seconds to orbital command being up. +5 seconds for enemies to keep their worker alive inside the terran base. 2 x +5 seconds added to 2 barracks pressure vs zergs. Personally I have seen far too many proxy 11/11 2-rax pull 7-8 SCV's and put up bunkers all over the place, and on those short maps its so frustratingly hard to stop. I welcome the additional 5 seconds to prep defenses.

Hellion: Infernal Pre-Igniter damage upgrade decreased from 10 to 5.
Implications and reasoning: I want to really throw my hat into the air and sing on this one (again, my zerg bias arises here, and I apologise). BFH is an upgrade that almost cannot NOT pay for itself, if you understand me. Zergs relinquish map control for at least the time until mutalisks come out, and for the very scouting dependant and reactive race this is so crucial. BFH completely hard-hardcounters zerglings, and while they will still be a counter to zerglings after this it will not completely nullify zerglingbased armies the way they do it at the moment.
In addition, I feel there has been too much onesided focus on upgrading blue flame and then dropping them into the main along with some marines. I have experienced games where I saw it coming from miles away, had roaches ready as well as speedzerglings, hade spine crawlers in place, and STILL the terran carried on with the attack and even managed to do significant drone damage simply because hellions are faster than anything except zerglings, and those they completely roast. The hellion will still be a great harassing unit, but hopefully the whole "whoops 2 hellions just cleaned out your mineral line at your 4th base" will stop now. I would've welcomed a reduce in the splash ratio more than this direct damage nerf though, because once hellions are in a mineral line, damage will still happen since you simply cannot retreat your workers...
Edit; However, it will take 3 shots now for a hellion to kill a worker, effectively adding +50% to your reaction time.

Raven: Seeker missile movement speed increased from 2.5 to 2.953.
Implications and reasoning: Now this one is interesting. HSM is the most underused spell out of the raven, but I cant help feel like the raven spells serve the same purpose. Turret; do damage. PDD: avoid damage. Seeker: do splash damage. Tanks already serve as splash on the ground, and thors as splash in the air. I am not sure if HSM will see more use after this, to be honest - its a very large investment for a spell that you might have included in your army by other means, anyway.



ZERG

Infestor: Fungal Growth damage changed from 36 (+30% armored) to 30 (40 vs Armored).
Implications and reasoning: I think we had all seen this coming. I was thinking that infestors might get a "HT nerf", by removing pathogen glands. Infestors are so strong because they spawn and can imidiately fungal, so creating 6+ infestors at once is not really a danger. The damage nerf will make big army balls just slightly more durable, and make roach/infestor battles depend just slightly more on the roach upgrades and armycontrol. I think this is good for the zerg playstyle, and infestors are still very powerful for sure.

Update:
Infestor: Infestor’s Neural Parasite can no longer target Massive units.
Implications and reasoning: Okay. Neural parasite was strong. And yes, I am going to be zerg biased now, but this change will literally leave zerg with no answer to massive mech play by terrans (no NP on thors), and standard deathballs of colossi will once again be incredibly scary - as will chargelot/archon mixes that already do very well against our shortrage bionic armies. I am not sure what blizzard has been eating, but I sincerely hope something will be given to zerg to compensate for this, as NP is literally the only answer I can think of to mass zealot/archon/HT armies, just to give an example. In addition a big blow to ling/infestor style - forcefield + colossi will simply be the go-to build vs zerg again now. Terran and especially protoss should clap their hands seeing this.


Overseer: Morph cost decreased from 50/100 to 50/50.
Implications and reasoning: Yay! 1: Detection is cheaper. I have seen SO many protoss try out new styles as of late, one of the more popular being blinkstalker/DT, where the stalkers only job is to snipe the overseer. 2: For zergs to get a fast scout, they must first morph lair, and THEN morph overlord speed. Now, there is the option of delaying ovie speed slightly and morph a nearby overlord to an overseer for a cheaper cost and a faster scout.

Contaminate energy cost increased from 75 to 125.
Implications and reasoning: Contaminate is so strong especially in ZvZ. I think this is completely justified.

Ultralisk: Build time decreased from 70 to 55.
Implications and reasoning: Hooray! Ultralisks are more easily accesable now. The brood lord is so much better in terms of accesability and army compatibility at the current metagame that I actually see terrans start to add vikings blindly past the 16-17 minutes in the ZvT's I play - simply because they know it will be brood lords. Now by making ultralisks a bit more appealing, we might see terrans be more reluctant to do this. What still worries me, however, is that ghosts are fairly strong vs both brood lords and ultralisks alike.

Edit:
Other changes of note:

Neural Parasited units will now retain their weapons upgrades. This will make NP'ed colossi and tanks / thors alot more powerful, and should cause protoss to think twice before upgrading to +3 attack before even starting armor level 1. (Actually saw this in the patch, just completely forgot to include it - cheers for pointing this out).

Edit number 2: But since massive units such as colossi are now going to be immune to neural parasite, this change is all but inconsequential.

Edit number 3: http://www.teamliquid.net/forum/viewmessage.php?topic_id=265770
Massive unit change reverted, but range nerfed from 9 to 7. The discussion is more or less covered in this thread, in my opinion, and I am sorry but I simply do not have the time to write a good sum-up of it right now.

Guardian Shield change:
I redirect you to This Post, which seems to sum this up way better than I could


Overall thoughts:

I think this patch looks very promising. Some of the core "imbalances" currently in the game will be adressed: the brute dominance of infestors in zerg armies, the total insanity that is blue flame hellions, and finally blink research time vs 'blink-defense-research-time' is adressed which I like especially in relation to ZvP.

In addition, all 3 races gain easier access to some of the tech that is not seen as often; motherships, raven/HSM and ultralisks. It will provide more interesting games on the daily ladders, and it will surely improve the quality of pro games. Especially terran play seems very rigid to me: once the "fotm" strategy comes up everybody plays it and sticks to that and that alone.


What do the rest of you guys think?

Just tossing a link to a reply I quite enjoyed, its further into the thread.
http://www.teamliquid.net/forum/viewmessage.php?topic_id=258846&currentpage=9#177
Hivemind! Just like IRL...
MartynX
Profile Joined May 2011
United Kingdom122 Posts
August 25 2011 09:56 GMT
#2
The sight up the ramp is to stop warping/blinking over force fields that are blocking the ramp.
The_Templar
Profile Blog Joined January 2011
your Country52797 Posts
August 25 2011 10:03 GMT
#3
ULTRALISKS :D
And all the other changes are good too.
Moderatorshe/her
TL+ Member
ElusoryX
Profile Blog Joined December 2010
Singapore2047 Posts
August 25 2011 10:05 GMT
#4
i think the vision range change for the uphill is to give defenders a further advantage. probably they feel that people defending from the high ground don't have enough advantage...
xd
Thraundil
Profile Joined August 2010
Denmark278 Posts
August 25 2011 10:09 GMT
#5
On August 25 2011 18:56 MartynX wrote:
The sight up the ramp is to stop warping/blinking over force fields that are blocking the ramp.


Now that is excellent. I didnt even think of this implication
Hivemind! Just like IRL...
ScOkamiWolf
Profile Joined April 2011
South Africa6 Posts
August 25 2011 10:16 GMT
#6
They should at least decrease the time and/or cost of the the infernal preigniter.

My tankhellionviking-build work well enough for me and now that the damage decrease and ultras build-time increase I might have a hard time, grrr... The inferfestor nerf is great! More than half of the additional damage decrease. Now it'll take three FG's to take down a full hp tank.

DoubleB
Profile Joined January 2011
Germany870 Posts
Last Edited: 2011-08-25 10:19:06
August 25 2011 10:18 GMT
#7
I am Z and I think the Infestor nerf is okay, but the damage reduce from nearly 49damage to 40 is a little (just a tiny bit) too much, it should have been reduced to like 42-43. But okay I still can understand the fact, that FG is way to powerfull!
AnibalEsmit
Profile Joined May 2011
Spain9 Posts
August 25 2011 10:20 GMT
#8
From a Protoss perspective, the patch is excellent. It further nerfs 4gate in PvP by making it harder to warp over FF as stated previously, so we will see the matchup continue evolving. It also nerfs blink timings which was an important part in modern PvP, but I don't think it means that everyone will go back to collosus wars. The inmortal buff makes it much more useful in a stalker ball and as a standalone unit, and the mothership acceleration buff is totally deserved. I really hope that we will see more Warp Prism usage too, not only for drops but as a portable reinforcement pylon and to protect those HT VIPs from mass EMP usage.

BFH nerf is more than deserved too, a unit that cost no gas can't do such insane splash damage to both workers and the mineral sinks of Z and P (lings and zealots). Also all earlier T pushes are a tiny bit delayed by the rax build time increase, and maybe we will see more Raven usage (although I don't see the Raven as "weak" by all means).

The overseer changes are welcome, it's good that it's cheaper but that contaminate costs more to compensate. Infestor nerf was a must IMO, and ultralisk buff makes zerg lategame more interesting.

All in all, I think it's a good patch!
Me encanta que los planes salgan bien :D
Scheme
Profile Blog Joined April 2011
United Kingdom210 Posts
August 25 2011 10:26 GMT
#9
3 BFH still one shot workers tho, so no difference in harassement!
Taf the Ghost
Profile Joined December 2010
United States11751 Posts
August 25 2011 10:31 GMT
#10
The seeker missile change makes it so pretty much only Zerglings & Mutalisks can outrun them. They're now faster than workers.

The first TvZ that has a quick Seeker Missile over Cloak, can show what the nasty things Seeker Missile can do to a drone line.
Numy
Profile Blog Joined June 2010
South Africa35471 Posts
August 25 2011 10:36 GMT
#11
On August 25 2011 19:31 Taf the Ghost wrote:
The seeker missile change makes it so pretty much only Zerglings & Mutalisks can outrun them. They're now faster than workers.

The first TvZ that has a quick Seeker Missile over Cloak, can show what the nasty things Seeker Missile can do to a drone line.


If a slow raven makes it in and out of a drone line the zerg has bigger problems. Ravens in the core army will be much better now. Raven harass still silly
rpgalon
Profile Joined April 2011
Brazil1069 Posts
August 25 2011 10:36 GMT
#12
the Immortal +1 range and the blink 30+ seconds research is going to fuck PvP, I don't see both going through the PTR.

they should have buffed phoenix graviton beam instead of the immortal, making graviton beam 25 energy vs light units, it would make phoenix a great harras and counter to the 1-1-1, it would not make hydras useless since you need 1 phoenix for each hydra (energy is not a problem) while you need 1 phoenix for each 3-4 marines (energy IS a problem).
badog
humbre
Profile Joined August 2011
353 Posts
August 25 2011 10:37 GMT
#13
On August 25 2011 19:26 Scheme wrote:
3 BFH still one shot workers tho, so no difference in harassement!

yes BFH and unupgraded helions are basically equal in harassing



NOT
Laursen
Profile Joined April 2011
Denmark8 Posts
August 25 2011 10:45 GMT
#14
Will definitely have to agree with MartynX, a nice tweak in that regard, but as you mention, it will make scouting a bit harder.

In regard to the seeker missile upgrade, you can do mineral line seeker harass (a bit like the HT drop, just without the drop ) This will make it more effective, because it will be a bit harder to pull probes/drones/scvs.
AA.spoon
Profile Joined January 2011
Belgium331 Posts
August 25 2011 10:46 GMT
#15
blink change doesn't affect pvz at all. As an avid fan of blinkstalker play vs zerg, waiting 20sec more in pvz for blink is not going to affect me at all.
The trouble is they nerfed blink stalker play in pvp BADLY. None will be opening blink anymore, as the timing will give your opponent one more immortal, or dts. Combined with the immortal buff, this is awful for pvp. It will be robo vs robo all the way, all the time.
sleepingdog
Profile Joined August 2008
Austria6145 Posts
Last Edited: 2011-08-25 11:01:34
August 25 2011 10:57 GMT
#16
On August 25 2011 19:46 AA.spoon wrote:
blink change doesn't affect pvz at all. As an avid fan of blinkstalker play vs zerg, waiting 20sec more in pvz for blink is not going to affect me at all.
The trouble is they nerfed blink stalker play in pvp BADLY. None will be opening blink anymore, as the timing will give your opponent one more immortal, or dts. Combined with the immortal buff, this is awful for pvp. It will be robo vs robo all the way, all the time.


I'm not convinced that this is bad, though.

We've seen that good observer + blink micro can contain a colossus-rusher on one base until an expansion has kicked in.
Best case scenario is, that one base colossus won't be safe vs robo into TC and that we see immortal/stalker vs immortal/stalker while both transition into chargelots/archons. This is pretty much what PvP "should" look like in my opinion. I think the robo + TC doesn't get affected much by the blink nerf, and colossus rushing isn't stronger now either.

EDIT: as others have mentioned, rushing colossus makes you vulnerable vs stargate as well; I don't think blink is dead at all, it's just that TC into robo will be much less viable compared to robo into TC
"You see....YOU SEE..." © 2010 Sen
blooblooblahblah
Profile Joined February 2011
Australia4163 Posts
August 25 2011 10:57 GMT
#17
I'm not sure you fully understood the implications of the ramp vision change, the immortal change and the blink change in PvP. Otherwise, decent breakdown.
Ganzi beat me without stim. Ostojiy beat me with a nydus. Siphonn beat me with probes. Revival beat my sentry-immortal all-in.
gejfsyd
Profile Joined September 2009
Poland156 Posts
August 25 2011 11:00 GMT
#18
On August 25 2011 19:46 AA.spoon wrote:
blink change doesn't affect pvz at all. As an avid fan of blinkstalker play vs zerg, waiting 20sec more in pvz for blink is not going to affect me at all.
The trouble is they nerfed blink stalker play in pvp BADLY. None will be opening blink anymore, as the timing will give your opponent one more immortal, or dts. Combined with the immortal buff, this is awful for pvp. It will be robo vs robo all the way, all the time.


Thats somehow true, but if more people opens robo, we may see more stargate play and more guessing/mindgames(since its impisiible to scout in pvp)
Kornholi0
Profile Joined November 2010
Canada634 Posts
August 25 2011 11:04 GMT
#19
Well Personally I am glad hellions got nerfed THANKS KOREANS!
I think instead of making ultralisk take less time, they should run faster (about the same speed as lings) that way you can be like BW and actually have effective strong units that are fast instead of relying on the meatshield. Problem with a meatshield is that you need other units to DPS for you... If you only have lings they get in the way of ultralisk -.- Oh well maybe HoTS we get hydralisk that are much faster or at least stronger (bulkier in health would be nice).
Team Channel: VTeX Team Co-leader: AGGhost 223 Stream: http://www.twitch.tv/agghost
Imalengrat
Profile Blog Joined November 2010
Australia365 Posts
August 25 2011 11:06 GMT
#20
This is going to be interesting. I wonder if all these will get past the PTR. I think BFH if were nerfed I think the price might need to be lower with it. Just because 150 gas is a lot if it isn't as good as it once was. Shall be interesting.
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