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Blizzard explains patch 11 - Page 7

Forum Index > SC2 General
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Knutzi
Profile Joined July 2009
Norway664 Posts
May 07 2010 03:07 GMT
#121
how do they justify archons sucking even when merged from two dark templars?
andyrichdale
Profile Joined April 2010
New Zealand90 Posts
May 07 2010 03:14 GMT
#122
On May 07 2010 11:49 HeyheyLBJ wrote:
Show nested quote +
On May 07 2010 11:45 Logo wrote:
It's ridiculous how much people focus on small parts of the changes.


Look at the infestor changes. People just grab the part about ultralisks and run with it. But think it through...

- Ok Ultras are 100% countered by infestors, they stand 0 chance of dealing damage and avoid NP.


And now, somehow, magically, they aren't?


-Neural Parasite is now an upgrade at the Infestation Pit.
-Neural Parasite research costs 150/150 and 110 seconds.
-Neural Parasite energy cost increased from 50 to 100.
Zeke50100
Profile Blog Joined February 2010
United States2220 Posts
May 07 2010 03:15 GMT
#123
On May 07 2010 12:14 andyrichdale wrote:
Show nested quote +
On May 07 2010 11:49 HeyheyLBJ wrote:
On May 07 2010 11:45 Logo wrote:
It's ridiculous how much people focus on small parts of the changes.


Look at the infestor changes. People just grab the part about ultralisks and run with it. But think it through...

- Ok Ultras are 100% countered by infestors, they stand 0 chance of dealing damage and avoid NP.


And now, somehow, magically, they aren't?


-Neural Parasite is now an upgrade at the Infestation Pit.
-Neural Parasite research costs 150/150 and 110 seconds.
-Neural Parasite energy cost increased from 50 to 100.


Screw Neural Parasite. Fungal Growth works even better, and is cheaper >.>
sob3k
Profile Blog Joined August 2009
United States7572 Posts
May 07 2010 03:17 GMT
#124
Why are we even DISCUSSING the possibility of of ULTRALISKS IN ZvZ?!!!!

It NEVER HAPPENS.

EVER.
In Hungry Hungry Hippos there are no such constraints—one can constantly attempt to collect marbles with one’s hippo, limited only by one’s hippo-levering capabilities.
Lazix
Profile Joined March 2010
Australia378 Posts
May 07 2010 03:18 GMT
#125

Sentry
We are seeing a lot of Force Fields which we really, really like. We don’t want to see fewer Force Fields

Jesus... really? : /
andyrichdale
Profile Joined April 2010
New Zealand90 Posts
May 07 2010 03:21 GMT
#126
On May 07 2010 12:17 sob3k wrote:
Why are we even DISCUSSING the possibility of of ULTRALISKS IN ZvZ?!!!!

It NEVER HAPPENS.

EVER.


The idea with these patches are to change the way the game is played. Ultralisk buffs and Infestor nerfs just may see the Ultralisk become used in ZvZ. And there's more Ultralisk buffs to come.

People need to look past the current into the future of the game, that's what Blizzard are doing - IE: if Ultralisks become a more generally "usable" unit then the NP ability needs to be looked at in the way it interacts with Ultralisks.
checo
Profile Joined November 2008
Mexico1364 Posts
Last Edited: 2010-05-07 03:33:29
May 07 2010 03:32 GMT
#127
man... Just nerf the Thor and Raven??? Come on i don't even get them most of the time... now i won't at anytime i think ....

Nerf on colo, very nice, whats the point of making protos had another awsome air unit??? Isn't damn void ray enought??? they didn't even take up energy cost on FF....

Yey buff the damn corruptor like it isn't so damn strong already.... And plz Fungal is to damn much damage and stun efect for so few energy ... god nerf it already

On everything else very nice job.

El amor no mueve al mundo, ni hace brillar el sol, pero el amor hace latir este corazon....
0neder
Profile Joined July 2009
United States3733 Posts
May 07 2010 03:34 GMT
#128
Blizzard, aside from Balance there is one MAJOR thing you need to tweak so that the game is more FUN to play. NERF MARAUDERS. THEY ARE TOO GOOD IN TOO MANY SITUATIONS!
arb
Profile Blog Joined April 2008
Noobville17922 Posts
May 07 2010 03:35 GMT
#129
On May 07 2010 12:34 0neder wrote:
Blizzard, aside from Balance there is one MAJOR thing you need to tweak so that the game is more FUN to play. NERF MARAUDERS. THEY ARE TOO GOOD IN TOO MANY SITUATIONS!

you spelled "THEY ARE TOO GOOD IN EVERY SITUATION" wrong
Artillery spawned from the forges of Hell
Chairman Ray
Profile Blog Joined December 2009
United States11903 Posts
May 07 2010 03:40 GMT
#130
I like how Blizzard explained the patches this time so we're not left in the dark
Vei
Profile Joined March 2010
United States2845 Posts
May 07 2010 03:41 GMT
#131
I honestly think that the biggest problem with marauders is stim is a tiny cost to their HP, compared to SC1 stim cost for a marine HP.
www.justin.tv/veisc2 ~ 720p + commentary
Pervect
Profile Joined June 2007
1280 Posts
May 07 2010 03:44 GMT
#132
On May 07 2010 12:32 checo wrote:
man... Just nerf the Thor and Raven??? Come on i don't even get them most of the time... now i won't at anytime i think ....

Nerf on colo, very nice, whats the point of making protos had another awsome air unit??? Isn't damn void ray enought??? they didn't even take up energy cost on FF....

Yey buff the damn corruptor like it isn't so damn strong already.... And plz Fungal is to damn much damage and stun efect for so few energy ... god nerf it already

On everything else very nice job.



How fucking retarded are you? Seriously, just shut the fuck up.
teekesselchen
Profile Blog Joined April 2010
Germany886 Posts
Last Edited: 2010-05-07 03:53:16
May 07 2010 03:46 GMT
#133
There is a kinda hidden Buff for Thor in TvZ I think (well its very very very very small since they suck against Hydralisks now).
Before Patch, Zerg could mind controll Thors and destroy another Thor right away using 250mm Cannon, whereas the cannon sucked in general and was only used against Buildings in situations where this really didn't matter much mostly.
Now, just don't research it and Infestors won't own you.

I cannot understand how they say this patch would make Thors less effective versus Roaches.
Roach old: 3.86s
Roach new: 3.84s

I guess they ment hydralisks.
Hydralisk old: 1.93s
Hydralisk new: 2.56s

It's impressive how they introduced moving shot and reduce skill usage of it at the same time. Really, that bit of clicking around, it's easier than reapers who really weren't hard to handle (and will remain unused to the end of all times)
Well, yes, its only one button to press less but really, it seems like they wanted to confirm everybody who says "too much automatization"...
Automated moving shot. Sounds like they didn't smoke too much weed but rather too much motor oil.
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.
Zeke50100
Profile Blog Joined February 2010
United States2220 Posts
May 07 2010 03:47 GMT
#134
On May 07 2010 12:35 arb wrote:
Show nested quote +
On May 07 2010 12:34 0neder wrote:
Blizzard, aside from Balance there is one MAJOR thing you need to tweak so that the game is more FUN to play. NERF MARAUDERS. THEY ARE TOO GOOD IN TOO MANY SITUATIONS!

you spelled "THEY ARE TOO GOOD IN EVERY SITUATION" wrong


Air units and Immortals would like to have a word with you.
teekesselchen
Profile Blog Joined April 2010
Germany886 Posts
May 07 2010 03:49 GMT
#135
On May 07 2010 12:47 Zeke50100 wrote:
Show nested quote +
On May 07 2010 12:35 arb wrote:
On May 07 2010 12:34 0neder wrote:
Blizzard, aside from Balance there is one MAJOR thing you need to tweak so that the game is more FUN to play. NERF MARAUDERS. THEY ARE TOO GOOD IN TOO MANY SITUATIONS!

you spelled "THEY ARE TOO GOOD IN EVERY SITUATION" wrong


Air units and Immortals would like to have a word with you.

So do Zentry/Sealot.
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.
RogerChillingworth
Profile Joined March 2010
Chad3132 Posts
May 07 2010 03:53 GMT
#136
I have to say, overall, I think this patch is really good.
sk`
Profile Joined November 2008
Japan442 Posts
May 07 2010 03:54 GMT
#137
On May 07 2010 12:41 Vei wrote:
I honestly think that the biggest problem with marauders is stim is a tiny cost to their HP, compared to SC1 stim cost for a marine HP.
Exactly. What is supposed to be a slow unit with marginal DPS becomes godly for minimal HP loss (which can be regained anyway). Oh and it auto casts slow constantly for free... k... good balance.

The fact that they list the Ultralisk as the reason for raping the Infestor means Bliz doesn't likely play this game. Ultra in ZvZ... yes, you see that all the time and not never because it would be the stupiest thing of all time. Yes... this is what is troubling ZvZ.

The Crawler rape is the biggest issue. The only means you really had to control early all-ins is gone. What does Z do now? If you read every Immortal timing all-in or Marauder timing all-in bitch thread the constant solution people spout is "crawler up dawg". K, that's been raped. Next solution?
www.pureesports.com
arb
Profile Blog Joined April 2008
Noobville17922 Posts
May 07 2010 03:55 GMT
#138
On May 07 2010 12:47 Zeke50100 wrote:
Show nested quote +
On May 07 2010 12:35 arb wrote:
On May 07 2010 12:34 0neder wrote:
Blizzard, aside from Balance there is one MAJOR thing you need to tweak so that the game is more FUN to play. NERF MARAUDERS. THEY ARE TOO GOOD IN TOO MANY SITUATIONS!

you spelled "THEY ARE TOO GOOD IN EVERY SITUATION" wrong


Air units and Immortals would like to have a word with you.

Immortals get raped by large numbers of marauders, and i swear ive seen then turn on rocket boosters too, these aret he ambitious ones not satisfyed with being imba on the ground
Artillery spawned from the forges of Hell
RogerChillingworth
Profile Joined March 2010
Chad3132 Posts
May 07 2010 03:55 GMT
#139
On May 07 2010 12:07 Knutzi wrote:
how do they justify archons sucking even when merged from two dark templars?


When you merge 2 dark templars, the archon should have permanent cloaking
arb
Profile Blog Joined April 2008
Noobville17922 Posts
May 07 2010 03:56 GMT
#140
On May 07 2010 12:55 RogerChillingworth wrote:
Show nested quote +
On May 07 2010 12:07 Knutzi wrote:
how do they justify archons sucking even when merged from two dark templars?


When you merge 2 dark templars, the archon should have permanent cloaking

didnt the old twilight archon cast storm or some shit too?
Artillery spawned from the forges of Hell
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