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Protoss: Immortal nerf (build time increase) Phoenix buff (+ base damage) Force field costs more energy
Zerg Broodlord nerf (broodling spawn time increased or make them to cost minerals, carrier style) Roach nerf (-hp) Queen buff anti air so it can deal with void ray rush Ultralisk Buff (less cost or quicker build time?))
Terran OC buff (supply drop gives supply +hp, scan costs less energy) Planetary Fortess buff (+air weapon) Helions buff (+hp)
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No one is going to get this.
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1) Immortal hardened shields require an upgade (at the cybercore for 100/100/80 sec) 2) banshee damage reduced by 2 per shot 3) Forcefield requires research from templar archives, 100/100/80 sec 4) Marine damage increased by 1 5) Ultralisk starts with upgraded move speed
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1.) The energy required to cast Forcefield was increased to 70 up from 50 2.)Marauder Stim health cost increased to 30 3.) Buildings no longer take bonus damage from all units 4.) Hydralisk health increased to 85 5.)Immortal's damage reduced by 2
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1.Force field, reduce size and/or duration. 2.Immortal dmg reduced to 20+24. Build time increased. 3.Reaper healt increased +10. 4.Charge cooldown reduced. 5.Orbital Command build time increased.
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1.Ultralisk get +0.1 move speed. 2.Warp gate cost + 50/50. 3Force field, cost +5energy.
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1. Force Field now requires 60 energy and maximum energy of sentry decreased to 180, also force field is now attackable with 120 hp and psionic armor. (Takes no extra damage) 2. Immortal damage reduced to 20+23 to armored. 3. Stalker damage changed to 10+6 to armored. 4. Reaper health increased by 10 and its build time increased by 15 seconds. 5. Ultralisk starts with upgraded move speed. 6. Phoenix can hit to the ground now with 6+1 to light damage. 7. Broodlord's spawn broodling ability on attack removed. 8. Infestor's Neural Parasite ability no longer channeled but its range reduced to 4 radius and energy increased to 100. 9. Infestor's moving while burrowed removed. 10. Infestor's Fungral Growth ability changed to 6 radius in range and 150 energy. 11. Planetary Fortress can only be repaired by 5 scv's at the same time.
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1) Concussive Shells upgrade time and cost reduced. 2) Immortal build time increased 3) Neural Parasite range increased 4) Reactor build time reduced 5) Fixed splash radius for Planetary Fortress and Heat-Seeking Missile
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1. Ultralisk now can move on top of own/allied units. 2. Siege Tank supply cost reduced to 2. 3. Viking transformation delay reduced by 0.2s (arbitary). 4. Hardend Shield upgrade cost 175/50(arbitary) research 40s(arbitary), put into cybernetics core, researchable once robotics is finished. 5. Phoenix can now be upgraded to either AoE or Gravity Beam mode.
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Dude, this thread is gonna kill me someday!
Every time I look on the SC2-Section and see "Patch" as one of the Topics on top, I'm totally hyped - but then I realize it's this Thread. ^^'
@Topic: Atm, I think this Patch is gonna be a big one - why else would they announce it so early and then take so long to actually patch SC2? With that being said, I think we could actually see some bigger changes:
to Units that don't get used so often, like Archon, Mothersip, Phoenix, Ultralisk etc.
Also, I think they'll do sth about Storm (make it better again), EMP (so that you can actually see a EMP-Missile that goes slow and accelerates, just like in SC:BW), Immortals, Marauders and Roaches. I hope they'll also buff Terran-Mech a bit...
Maybe they'll also do sth about the Hard-Counter-System and further reduce bonus-DMG but increase standard-DMG of certain Units, like Immortal, Marauder etc. Maybe they'll also add a new Armor-Type for structures.
I also hope for some new Maps obviously! xD
If we're extremely lucky - we'll also see changes in the highground-system... Hopefully they'll be worth the wait. :S
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1. Marauder shell upgrade cost reduced. 2. Planetary Fortress splash damage radius tweaked (splash damage reduced from 150% to 100%) 3. Hunter Seeker Missile splash damage radius tweaked (changed to 1.6 100%, 2.0, 50% and 2.4 25%). 4. Archon Splash Damage radius increased. 5. Reaper production time increased.
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No, but I see where Protoss users are getting this whole "monster buff" idea. When you look at patches 6 and 7, Protoss got seriously nerfed everywhere but the Photon Cannon and the Void Ray damage (depending on how you look at it). I think this whole business is just a way of saying "goddammit give us a freaking buff already"
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1.immortal damage nerf 2.pheonix damage buff (maybe splash) 3.siege tank damage buff 4.brood lord damage or attack speed nerf 5.new infestor abillity
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1. Roach hp changed to 125, damage changed to 12 + 4 vs light, burrowed speed and regeneration reverted to previous values. 2. New unit: Medic, stats as sc1 medic, can heal units while inside a bunker or a dropship (medivac changed to dropship) 3. Marauder hp changed to 80 4. Immortal bonus damage reduced by 10 5. Siege tank cost changed to 150/100 and 2 supply
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1. Fleet Beacon cost + build time decreased.
2. Forcefield mana cost increased
3. Marauder damage changed to do more base damage, less +bonus to armored.
4. Boost to hellion hp
5. Larvae cap reduced
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1. Concussive shells upgrade time and price reduced.
2. Forcefield time reduced
3. Brood Lord armor or broodling nerf
4. Terran mech buff of some kind
5. Random protoss nerf that nobody understands
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TERRAN Hellion hit points increased by 10. Banshee attack range reduced by 1. Concussive shells research time reduced by 15 seconds. Supply drop energy cost reduced by 10. A bug concerning the splash damage of the Planetary Fortress has been fixed.
PROTOSS Force field energy cost increased by 10. Phoenix base damage increased by 2. Mothership speed increased and build time decreased by 15 seconds.
ZERG Ultralisk attack range increased by 1. New Unit: Lurker
MISC All structures no longer have the "Armored" armor type.
"Player will be revealed" and "Player will no longer be revealed" messages will no longer show. Reveal time increased by 30 seconds.
Destructible rocks on Kulas Ravine and Blistering Sands have been adjusted so that vision of higher ground is completely blocked from the lower ground (no more blinking up without observers).
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1. Void Ray building increased from 60 to 65.
2. Hellion health points increased form 90 to 100.
3. Reactor cost increased from 50 minerals and 50 gas to 50 minerals and 100 gas.
4. Transform to warpgate duration increased from 10 to 15.
5. Hydralisk den cost decreased from 150 minerals and 150 gas to 150 minerals and 100 gas.
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1. Force field duration decreased from 15s to 12s 2. Siege tank cost changed from 150/125 to 150/100 3. Overlord speed cost changed from 50/50 to 100/100 4. Roach hp is decreased from 145 to 125 5. Dark templar cost is decreased from 125/125 to 125/100
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On April 21 2010 07:06 summerloud wrote:Show nested quote +On April 21 2010 07:01 PGHammer wrote:On April 21 2010 06:14 GsOne wrote: People that want to buff Stalkers obviously never tried any harras with them. Stalkers come equipped with monstrous range (effectively "1 better than your units"), are very fast and not clumsy like Dragoons, shoot very fast and have rapidly regenerating shields. Terran has like no way to deal with even one stalker just firing one, two shots at his units and then running away to regenerate, at least not until Concussive Shells are researched. Also, stalkers + warpgates stop like any harras anywhere on the map, something like 4+ banshees is required to deal damage, and Reapers cannot even run from them.
I'd like to see something like starting speed reduced, blink also upgrades it to current value, base range 5 + upgrade at core, maybe some dmg buff to balance it out in PvZ. Two nerfs seem bit too much obiously. On the other hand, Stalkers got buffed while Marauders and Roches got nerfed, and they didn't start at 8 + 6 without a reason. That's exactly why I predicted the opposite for Stalkers (a nerf as opposed to a buff). Right now, it's easier (and earlier) to build Stalkers than Immortals (which is problematical, since Immortals don't have the capabilities of Stalkers, and are the replacement for Dragoons). In short, Immortals are, if anything *underpowered*, while Stalkers are overpowered. Unless you are going to buff Immortals (so there is not that wide gap power-wise between Immortals and Stalkers), then Stalkers need a nerfing. that doesnt make any sense
Oh? Then explain all the Stalker-based rushes by Protoss players.
The Stalker rush has replaced the Dragoon rush for the Protoss player in SC2 (as opposed to BW). Considering that Stalkers are later in the Protoss tech tree than Immortals (which are the stated replacement for Dragoons), why has the Stalker pretty much made Immortals irrelevant? Unless you are going to simply get RID of the Immortal, then the Stalker deserves a nerfing (and buff the Immortal at the same time) to give Immortals relevancy.
Zerg: The Roach has almost done the same thing to the Hydralisk that the Stalker has done to the Immortal (made it largely irrelevant). In fact, I'm seeing Zergling/Roach rushes where in BW I used to see Zergling/Hydralisk or Zergling/Ultralisk rushes. Unless you are going to get rid of the Hydralisk, nerf the Roach. (That was probably why the Roach got nerfed; it was encroaching on Hydralisk turf.)
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