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On March 31 2010 05:16 celious wrote: I'm not sure if I agree with the thor change, but we'll have to see. I kind of like it. I think protoss needs some sort of splash air attack as well. Maybe reduce the Phoenix damage by 1-2 and make it splash.
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the problem i see is HT radius nerf is perhaps ok for pvz but in pvt it was the only way deal with this mass marauder/marine combo since coloss no more 1hit marines and now its even harder to storm terran also very bad for ht eco stormdrops (seems even more useless then before now) ... and emp who was nerfed from 3 to 2 now is bigger then storm ;(
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coloss has a 9 range get 2 and they 1 shot rines. get anti air and you're soild. just need to micro hard
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wow the psy storm radius is even smaller -___-
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Storm needed a nerf tbh, i've played both pvt and tvp in this patch and if protoss somehow does manage to get 2+ bases with templar and storm, its pretty much over for the terran if hes going MMMG, unless the toss badly screws up and lets his ghosts get EMP'd
On March 31 2010 05:30 ColorsOfRainbow wrote:the problem i see is HT radius nerf is perhaps ok for pvz but in pvt it was the only way deal with this mass marauder/marine combo since coloss no more 1hit marines  and now its even harder to storm terran  also very bad for ht eco stormdrops (seems even more useless then before now) ... and emp who was nerfed from 3 to 2 now is bigger then storm ;(
Yeah I feel that EMP and storm need to have an equal radius though, seeing as EMP damages the toss pretty bad too
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I'm finding it hard to justify spending 150 gas (not to mention the 200 gas for templar archives, 200 gas for psi storm research, and 150 gas for the energy upgrade) for one rather weaksauce AoE spell. It'd be one thing if I was guaranteed to get 2+ storms per templar, but that's just not the case in most situations. Robo tech is always safer than templar tech, and, at this point, I'm pretty sure that I'd rather have the sustained damage from colossi. Also, it's not as though storm in its previous incarnation was even that good against air.
I understand why they nerfed the AoE on psi storm, but I think that Blizzard needs to compensate by either cheapening the tech cost or making archons worthwhile.
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On March 31 2010 05:24 ColorsOfRainbow wrote: WTF toss is so hard vs zerg and now they NERF TOSS AGAIN ? what does blizzard think ? (oh zerg win every tournament lets nerf toss and buff zerg GOGO) ......
psi storm radius from 2 to 1,5 is so funny i mean first nerf colossus now nerf ht what should p do vs mass hyds roaches now ?
pretty much die....
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On March 31 2010 04:41 Jyvblamo wrote: The people going 'wtf?' over the banshee buff need to think a little. Blizz just buffed all of the anti-air static defense, so to maintain the previous version's banshee balance, they of course need to give it a buff. Like I said before, the unit does too mcuh damage as it is. So we don't care about this directly or argue it's equality to the turret/spore/thor buffs. The problem is that it needs damage nerfs.
On March 31 2010 04:44 Jyvblamo wrote:Show nested quote +On March 31 2010 04:41 0neder wrote: They can always give splash to archons like they just did to Thor. That would really be great IMO. Also, the better Archons are, the more HTs and DTs will be used beforehand. Archons already have splash, what are you talking aboot? lol, archon splash is not anything like it was in BW. Archons suck ass in sc2, blizzard even stated that they are just an extra unit now, something to do with spent templar. They did this on purpose. What the guy meant, was now they can get a better spash radius like thor has.
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gg mutas
psi storm was way too wrong so nice nerf there. it's just so much more powerful than in bw.
brood lord nerf was needed, i think they should nerf the broodlings though (like make it cost energy), not the damage.
banshee buff is odd. turret buff and thor buff makes sense.
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On March 31 2010 05:34 StorrZerg wrote:Show nested quote +On March 31 2010 05:24 ColorsOfRainbow wrote: WTF toss is so hard vs zerg and now they NERF TOSS AGAIN ? what does blizzard think ? (oh zerg win every tournament lets nerf toss and buff zerg GOGO) ......
psi storm radius from 2 to 1,5 is so funny i mean first nerf colossus now nerf ht what should p do vs mass hyds roaches now ? pretty much die....
lol yeah, zvp is as close as an impossible matchup there is and bad toss players are still whining 
edit: they NEED to nerf force field to last a max of 5 secs, cap the energy at 50, remove the damage output of sentries, or the entire ability from the game. it's very close to a I WIN-button vs zerg, AND vs terran...
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I'm sure Protoss can still hold a choke point indefinitely with a couple of sentries and HTs, despite the radius reduction.
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On March 31 2010 05:34 TheAntZ wrote:Storm needed a nerf tbh, i've played both pvt and tvp in this patch and if protoss somehow does manage to get 2+ bases with templar and storm, its pretty much over for the terran if hes going MMMG, unless the toss badly screws up and lets his ghosts get EMP'd Show nested quote +On March 31 2010 05:30 ColorsOfRainbow wrote:the problem i see is HT radius nerf is perhaps ok for pvz but in pvt it was the only way deal with this mass marauder/marine combo since coloss no more 1hit marines  and now its even harder to storm terran  also very bad for ht eco stormdrops (seems even more useless then before now) ... and emp who was nerfed from 3 to 2 now is bigger then storm ;( Yeah I feel that EMP and storm need to have an equal radius though, seeing as EMP damages the toss pretty bad too
micro your ghosts better... srsly 1 emp gg toss. cloak is there for a reason, terran has map control easy before temps come out . use medivac to hide a ghost. feedback really only works well with vision, ie obs scouting. other wise its a scramble to get off feedback/storm before emp comes.
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the reason why psi storm is so strong in SC2 is because units dont move out of the way fast enough.. Hydras basically have to take the hit, they cant dodge psi storms anymore.. Roaches kinda can, but not really.. So that was a good needed nerf.. Protoss already has millions of ways to kill zerg without psi storm, so they dont need more.
Marauders need nerf bigtime.
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On March 31 2010 05:25 Slayer91 wrote: Psi storm was really, really powerful vs terran, this helps bio quite a lot. I also thing the focus was too much on colossus and templar as mainstream instead of support. If toss really suck bad without these then it's the units that need buffing, not the colo/templar.
I dont like where this is going.. They are making templar a situational weapon used only against terran bio blob.. They should try and make mech better option so storm can be useful against zerg and air units.. Radius and damage for things other than bio blob is low considering how easy it is to dodge it with this small radius.. Fungal growth is more powerful.. I mean only suicidal people would make marines against army with templars or reavers in sc1..
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I think also, Blizzard wants to encourage more use for other air units in Zerg.
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On March 31 2010 05:33 semantics wrote: coloss has a 9 range get 2 and they 1 shot rines. get anti air and you're soild. just need to micro hard
so p should micro like a god to get an even game? T can chill and just emp with his 2 radius and deal instant 100 damage + kill all mana and i have no way to micro out of it but terrans can micro out of storms that deal nearly the same damage but over a longer time instead of instant.
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Thor change is actually worse. It's AoE added to a damage nerf, so the trade equals out to about the same damage, but it forces damage to be spread, which results in more mutalisks surviving a retreat as it kills individual mutalisks slower.
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On March 31 2010 05:38 Skyze wrote: the reason why psi storm is so strong in SC2 is because units dont move out of the way fast enough.. Hydras basically have to take the hit, they cant dodge psi storms anymore.. Roaches kinda can, but not really.. So that was a good needed nerf.. Protoss already has millions of ways to kill zerg without psi storm, so they dont need more.
Marauders need nerf bigtime. The slow is too good imo very few units can run away after being slowed and that's only if they don't stim.
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Really liking the patch changes. Now they just need to decrease the build time of Spine Crawlers and Zerg static defense will be perfect.
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On March 31 2010 05:18 mOnion wrote:Show nested quote +On March 31 2010 05:16 Paladia wrote: Great, the race that had a 42% win rate in the top before the two nerf patches (Protoss) gets even more nerfed, while the race with above 60% win rate gets even more buffed.
Banshee buff and HT nerf makes no sense. The area storm covers was decreased by almost 50%, GG no re. only decreased by 25%....and where are you getting your stats? 25%? Math ftl mate.
How do you calculate area of a circle?
Area = pi * radius^2
and thus Prenerf: pi * 2^2 = 12.7 Area Storm covers: 12.7
After nerf: pi * 1.5^2 = 7 Area Storm covers: 7
Difference in percent: 1-(7/12.7) = 45%
Total area nerf to Storm: 45%, it is possibly the biggest nerf ever done in Starcraft history.
As for the race stats, they are from esportsfrance. Counting the top 100 rated people in EU.
Race Wins Losses Win % Last patch difference
Protoss 637 834 43.30% -13.52
Random 749 569 56.83% -3.23
Terran 1681 1118 60.06% 7.46
Zerg 800 721 52.60% -1.80
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