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Patch 6 Notes - Page 8

Forum Index > SC2 General
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Skyze
Profile Blog Joined November 2008
Canada2324 Posts
March 26 2010 00:56 GMT
#141
wow. no nerfs to zerg (the overpowered race) and more nerfs to toss (the weak race).. funny.

(im saying this as a zerg player, I know zerg is overpowered.)

btw; its good my video card didnt come in today I guess, since servers down, wouldnt be able to play =[
Canada Gaming ~~ The-Feared
Dark.Carnival
Profile Blog Joined November 2006
United States5095 Posts
March 26 2010 00:57 GMT
#142
The general changes are great. The terran changes.. while odd.. (where's the mech buff?).. are okay. The protoss changes sound really dumb, I don't get why they continue to punish protoss every patch.
@QxGDarkCell ._.
Dr.Frost
Profile Joined April 2009
United States389 Posts
March 26 2010 00:57 GMT
#143
I am a little upset that the cost of a factory and the techlab have decreased... It is hard enough as a zerg to deal with hellion + banshee rush as fast as it is now... Now it is going to be even faster..
They are here to right our fall, they have heard someones troubled call???
freelander
Profile Blog Joined December 2004
Hungary4707 Posts
March 26 2010 00:57 GMT
#144
I figured out that now DTs can one hit SCVs!
And all is illuminated.
UmmTheHobo
Profile Blog Joined April 2008
United States650 Posts
Last Edited: 2010-03-26 00:58:52
March 26 2010 00:57 GMT
#145
On March 26 2010 09:52 RexFTW wrote:
Colossus


* Thermal Lances damage decreased from 23 to 20.

Yayyy now terran bio will squash protoss even harder!


But wait!

Since marine build time had been increased, that means less marines, which means collosi don't have to be so strong. Less marines also means Immortals become more viable, which rape marauders. Furthermore Ghosts have been nerfed so Immortals won't be completely destroyed by them :D

EDIT: But dark templar nerf, wtf??
...
FSP.Siggy
Profile Joined March 2010
Canada138 Posts
March 26 2010 00:58 GMT
#146
Nerfing DTs doesn't make ANY sense :S

Hell, they need to do something spice DTs up. They're waaay too late in the game to have so little health. They should just give DTs an anti-air upgrade and solve Toss' AA problem.
Check out the StarCraft Card Game - http://www.teamliquid.net/forum/viewmessage.php?topic_id=116834
Wr3k
Profile Blog Joined June 2009
Canada2533 Posts
March 26 2010 00:59 GMT
#147
Everything seemed reasonable in this patch... except: banelings now do 20+15. OHHHH man.
freelander
Profile Blog Joined December 2004
Hungary4707 Posts
March 26 2010 01:00 GMT
#148
Maybe they nerfed DTs because they can one hit SCVs now
And all is illuminated.
LuckyFool
Profile Blog Joined June 2007
United States9016 Posts
March 26 2010 01:00 GMT
#149
On March 26 2010 09:47 FrozenArbiter wrote:
ROFL@Dark Templar nerfing. They really hate DTs or something.
I swear artosis is working with blizzard balancing department.
LunarDestiny
Profile Blog Joined August 2008
United States4177 Posts
March 26 2010 01:00 GMT
#150
Baneling buff?
Dr.Frost
Profile Joined April 2009
United States389 Posts
March 26 2010 01:00 GMT
#151
I like that stalkers got the changed damage so they do a little more damage to everything, but why change their upgraded damage vs armored to make it weaker? That means now stalkers are even more weak vs armored than they were prior to this patch. (when upgraded of course)
They are here to right our fall, they have heard someones troubled call???
Unstable
Profile Joined February 2010
Sweden64 Posts
March 26 2010 01:01 GMT
#152
Can someone explain how those 25-50 additional starting gas and/or minerals will fix Terran?
If it involves luck, skill and money ... Im probably already playing it.
EGLzGaMeR
Profile Blog Joined February 2007
United States1867 Posts
Last Edited: 2010-03-26 01:03:23
March 26 2010 01:01 GMT
#153
need a few more nerf patches for protoss then IM coming for you Smuft!! :D

also... baneling buff is insane O_O
Jyvblamo
Profile Blog Joined June 2006
Canada13788 Posts
March 26 2010 01:01 GMT
#154
On March 26 2010 10:00 Dr.Frost wrote:
I like that stalkers got the changed damage so they do a little more damage to everything, but why change their upgraded damage vs armored to make it weaker? That means now stalkers are even more weak vs armored than they were prior to this patch. (when upgraded of course)

Blizzard is probably afraid that they would get too strong with blink later on.
RedTerror
Profile Blog Joined December 2008
New Zealand742 Posts
March 26 2010 01:02 GMT
#155
Maybe they nerfed dts because they would be a lot more effective verses scv's now
Two_DoWn
Profile Blog Joined October 2009
United States13684 Posts
March 26 2010 01:02 GMT
#156
I like everything in this patch, except the baneling buff. That just confuses me. Maybe its blizzard's way of forcing terrans to go mech?
"What is the air speed velocity of an unladen courier?" "Dire or Radiant?"
Icx
Profile Blog Joined November 2009
Belgium853 Posts
March 26 2010 01:02 GMT
#157
I really like the general changes, all things we had asked for (the readability on creep, easy to look at your opponents stats, etc)

I'm not gonna theorize to much about what effect these changes this is gonna have, because most of them I didn't really expect, and I'll see how they turn out.

But:

The reactor nerf seems huge to me.
banelings are better against everything, and stay the same against light units, I don't really get the reasoning behind this. If they had made it better against everything, worse against light I would have understood it, it seems a bit weird on first glance.

I can already hear people whining about this, but imo is the reactor nerf a bigger deal in TvZ hellion openings.

The stalker buff didn't surprise me, it had to happen.

If the protoss spreads his army more out now (instead of the big attack move ball they all seems to be using) they will really lessen the effect of emp now imo because of the radius nerf.

D10
Profile Blog Joined December 2007
Brazil3409 Posts
March 26 2010 01:02 GMT
#158
I honestly think theres ways to nerf the scv cheese push without making them weaker vs everything throughout the whole game =/

buff turrets !
" We are not humans having spiritual experiences. - We are spirits having human experiences." - Pierre Teilhard de Chardin
Chen
Profile Joined June 2009
United States6344 Posts
March 26 2010 01:03 GMT
#159
On March 26 2010 09:57 UmmTheHobo wrote:
Show nested quote +
On March 26 2010 09:52 RexFTW wrote:
Colossus


* Thermal Lances damage decreased from 23 to 20.

Yayyy now terran bio will squash protoss even harder!


But wait!

Since marine build time had been increased, that means less marines, which means collosi don't have to be so strong. Less marines also means Immortals become more viable, which rape marauders. Furthermore Ghosts have been nerfed so Immortals won't be completely destroyed by them :D

EDIT: But dark templar nerf, wtf??

immortals still get hard-countered by ghosts.... nerf on ghosts wont change that unless you are extremely good at spreading your immortals apart. EMP still does 100 shield, which is all the immortal has, not to mention ghosts are cheaper now.

I find it extremely interesting that Blizzard felt like they needed to apply 5 more nerfs to the weakest race is SC2.

and god that roach nerf was sooo needed. they used to recover HP faster than storm could deal damage >.>
NET
Profile Blog Joined February 2009
United States703 Posts
March 26 2010 01:03 GMT
#160
Just an idea, maybe blizzard should also release a statement along side the patch notes in order for the starcraft community to have a better understanding of what is going through their heads. This will keep everyone from playing guessing games and auto complaining about everything.

On a side note, why kill DT's even more T_T...
"Dark Templar are the saviors of the Protoss Race." -Artosis
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