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Patch 1.3 on PTR - Page 102

Forum Index > SC2 General
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TaKemE
Profile Joined April 2010
Denmark1045 Posts
February 26 2011 20:52 GMT
#2021
On February 27 2011 05:44 _Darwin_ wrote:
lol broodlords are 300 250 in this patch (prolly a mistake)

needs to be added to OP


Its bug same with overseer.
etceteraetcetera
Profile Joined June 2009
United States38 Posts
February 26 2011 20:53 GMT
#2022
On February 27 2011 05:44 _Darwin_ wrote:
lol broodlords are 300 250 in this patch (prolly a mistake)

needs to be added to OP

uh..? that's how much they cost. always.

I think if infestors could cast fg while burrowed it would make the missile fine since you can get all the way up to your opponent, but I feel like blizz was trying to make infestors better vs p while trying to make them not op at the same time but didn't really think through how it would actually be vs p with both changes.. :/
Yoshi Kirishima
Profile Blog Joined July 2009
United States10324 Posts
February 26 2011 20:54 GMT
#2023
Question: In the PTR it says stuff about the final weeks of the season and not being promoted or demoted. Does this mean this is so far in the PTR only, and when 1.3 comes live you won't be able to be promoted and demoted? Or does it mean right now, in the 1.2.2 version, we can't be promoted/demoted?
Mid-master streaming MECH ONLY + commentary www.twitch.tv/yoshikirishima +++ "If all-in fails, all-in again."
FinestHour
Profile Joined August 2010
United States18466 Posts
February 26 2011 20:55 GMT
#2024
What they should do is just remove the +25 energy when unit spawns upgrade entirely from the game and take it away from all units. Make all caster units spawn with just 50. No one would be at a disadvantage and people would actually have to wait to use a big spell.
thug life.                                                       MVP/ex-
LOLingBuddha
Profile Joined February 2011
Netherlands697 Posts
February 26 2011 20:57 GMT
#2025
On February 27 2011 05:54 Yoshi Kirishima wrote:
Question: In the PTR it says stuff about the final weeks of the season and not being promoted or demoted. Does this mean this is so far in the PTR only, and when 1.3 comes live you won't be able to be promoted and demoted? Or does it mean right now, in the 1.2.2 version, we can't be promoted/demoted?

Keyword being "in the final weeks of the season" of course you will be able to get promoted, just not near the end of a season.
DarkPlasmaBall
Profile Blog Joined March 2010
United States44185 Posts
Last Edited: 2011-02-26 20:59:55
February 26 2011 20:58 GMT
#2026
Needs to be listened to: http://www.justin.tv/rootcatz/b/280412952

Around the 22-minute mark, there's a really good idea to get rid of the ridiculous Archon Toilet patch:

Yeah, the current Kiwikaki nerf is understandable, but the way they're going about doing it is devastating to the caster of the vortex, since the invincible units that pop out can just cast free spells or just get free shots.
Instead, they should be spread out or thrown out of the vortex, something along those lines, to get rid of the current area of effect problem. That way the nerf is in effect and you don't have the ridiculous invincibility reverse buff.

(They start talking about the patch from 15-minutes onward.)
"There is nothing more satisfying than looking at a crowd of people and helping them get what I love." ~Day[9] Daily #100
mishimaBeef
Profile Blog Joined January 2010
Canada2259 Posts
Last Edited: 2011-02-26 21:00:11
February 26 2011 20:59 GMT
#2027
On February 27 2011 05:58 DarkPlasmaBall wrote:
Needs to be listened to: http://www.justin.tv/rootcatz/b/280412952

Around the 22-minute mark, there's a really good idea to get rid of the ridiculous Archon Toilet patch:

Yeah, the current Kiwikaki nerf is understandable, but the way they're going about doing it is devastating to the caster of the vortex, since the invincible units that pop out can just cast free spells or just get free shots.
Instead, they should be spread out or thrown out of the vortex, something along those lines.

(They start talking about the patch from 15-minutes onward.)


Umm... aren't the units just invulnerable for 1.5 seconds for them to spread out? I don't imagine them being able to shoot, cast spells, move, etc.

well maybe move..
Dare to live the life you have dreamed for yourself. Go forward and make your dreams come true. - Ralph Waldo Emerson
blooblooblahblah
Profile Joined February 2011
Australia4163 Posts
February 26 2011 21:00 GMT
#2028
On February 27 2011 05:41 Lush wrote:
I play random. So every patch effects me in a negative and positive way. But here's some thoughts.

Am I wrong, or vortex essentially beneficial to the opponent now? I didn't think toilets were all that prevalent, they're difficult to pull off, and if you're in that situation, you've probably already won anyway.

The nerf to HT's is too much. It renders them useless after the first engagement with them. Terran going mass bio can reproduce his army insanely fast off 3 base. Protoss cannot afford to waste the 44 ingame seconds to wait for another storm in late game battles... at least that's my impression. This makes collosus the go to unit now, which I really despise collosus play, it's just boring IMO. I would have preferred a damage nerf, or a range nerf. If this ptr patch is goingto be the final form of the next patch, I will not use HT's

Fungal Growth a missile... so it's useless against blink stalkers in any league higher than gold? Not sure I understand the buff's/nerfs to FG. I thought it was great, but perhaps I wasn't paying attention.

I like all changes to terran. Now I can actually use BCs. Also, two rax is a bit more difficult to pull off... but it's still going to be pretty strong. Salvage is hilarious. I can camp a zerg's ramp, kill his expo... lose nothing if I run home and salvage. Also... spine crawler? I'll just auto repair lol


I believe vortex is beneficially for ur opponent if ur units are outside of the vortex since ur opponent gets free shots. I think u must put everything in the vortex now, not just archons so u both attack at the same time. I think toilets were very strong, but they must have been some other way to nerf it instead of nerfing it to the point tht its the opponent has the advantage.

IMO, a nerf to amulet making it 70 energy instead would've been fine IMO. Waiting 44 seconds for a storm just to get EMP'd is really harsh, especially since u can't reinforce with templar. I personally wouldn't care about a Colossi nerf too much as its boring and over-centralising not to mention that its a problem in all 3 matchups. Colossi to me seems like the first thing that needs addressing but instead they limit Protoss options so u can only go Colossi.
Ganzi beat me without stim. Ostojiy beat me with a nydus. Siphonn beat me with probes. Revival beat my sentry-immortal all-in.
Salv
Profile Blog Joined December 2007
Canada3083 Posts
February 26 2011 21:02 GMT
#2029
Let me explain something to you Terrans thinking the amulet removal is good. This isn't about the cost of a ghost to the cost of a high templar, that isn't balance. Balancing doesn't mean, 'This unit costs 100 minerals and 50 gas, therefore it should only be able to kill units that cost that much or less". The problem with the HT energy change is because as it is, it's incredibly difficult to attack a Terran with HT as your tech. Ghosts EMP outranges storm, and that doesn't include the radius. If you include the radius of the spell, the ghost' EMP is more like range 12.5, and the storm is range 9. If you get feedbacked, it's because you weren't paying attention or cannot micro - simple as that.

Also, if you're attacking, you need to overmake high templar to compensate for the fact that some HT are going to be EMPed. If you want to storm 4 times, you need to make more like 7-8 HT, because a few are going to be EMPed without a doubt. This means you use all your gas on HT, and you only have zealots left to attack the Terran with. Zealots are kite-able for one, and for two, have you ever tried to storm on an army that is running away? It's very difficult, which isn't a problem, but it makes your templar prone to clumping up because they're chasing the Terran army trying to get in range.

You need the HT instant storm to be able to defend when and if your attack doesn't go as planned. You can't rely on using HT if you cannot do this. This means that you have to use colossi to some extent all the time, which means the Terran can go vikings blindly - all the time. You can't punish them for it at all, because if you don't make colossi, and they wreck your army, too bad you don't have the luxury of the defensive warpin. If you're using HT against a T, you can't just attack with them, you need to harass and do other forms of damage, which you need warp-in for. It's not like you cannot storm drop anymore, that part hasn't been changed, but the absolute reliance now on colossus is stupid.
DarkPlasmaBall
Profile Blog Joined March 2010
United States44185 Posts
Last Edited: 2011-02-26 21:03:46
February 26 2011 21:02 GMT
#2030
On February 27 2011 05:59 mishimaBeef wrote:
Show nested quote +
On February 27 2011 05:58 DarkPlasmaBall wrote:
Needs to be listened to: http://www.justin.tv/rootcatz/b/280412952

Around the 22-minute mark, there's a really good idea to get rid of the ridiculous Archon Toilet patch:

Yeah, the current Kiwikaki nerf is understandable, but the way they're going about doing it is devastating to the caster of the vortex, since the invincible units that pop out can just cast free spells or just get free shots.
Instead, they should be spread out or thrown out of the vortex, something along those lines.

(They start talking about the patch from 15-minutes onward.)


Umm... aren't the units just invulnerable for 1.5 seconds for them to spread out? I don't imagine them being able to shoot, cast spells, move, etc.

well maybe move..


Well the way the patch reads, I'm not seeing that they can't attack or cast spells once they pop out of the vortex for the first 1.5 seconds (while they're invincible). They shouldn't though, or else it would be fantastic to jump in!
"There is nothing more satisfying than looking at a crowd of people and helping them get what I love." ~Day[9] Daily #100
_Darwin_
Profile Joined August 2010
United States2374 Posts
Last Edited: 2011-02-26 21:05:07
February 26 2011 21:04 GMT
#2031
On February 27 2011 05:53 etceteraetcetera wrote:
Show nested quote +
On February 27 2011 05:44 _Darwin_ wrote:
lol broodlords are 300 250 in this patch (prolly a mistake)

needs to be added to OP

uh..? that's how much they cost. always.

I think if infestors could cast fg while burrowed it would make the missile fine since you can get all the way up to your opponent, but I feel like blizz was trying to make infestors better vs p while trying to make them not op at the same time but didn't really think through how it would actually be vs p with both changes.. :/


no they are 150 150 normally

http://starcraft.wikia.com/wiki/Brood_lord

http://wiki.teamliquid.net/starcraft2/Broodlord
I cant stop lactating
Roxy
Profile Joined November 2010
Canada753 Posts
February 26 2011 21:11 GMT
#2032
i play protoss
i am not happy
i don't want to get banned, so i'm not going to give my opinion

let me ask this though.

if we get 3 medivacs worth of units dropping marauders in our base and we only have 10 gateways... how are we going to stop them before they take out a substnacial amount of our pylons?

we wont.. they will tear shit up and run away before losing any units
http://sc2ranks.com/us/941824/Roxy - Masters Protoss: "Respect my authoritai"
Salv
Profile Blog Joined December 2007
Canada3083 Posts
February 26 2011 21:13 GMT
#2033
On February 27 2011 06:11 Roxy wrote:
i play protoss
i am not happy
i don't want to get banned, so i'm not going to give my opinion

let me ask this though.

if we get 3 medivacs worth of units dropping marauders in our base and we only have 10 gateways... how are we going to stop them before they take out a substnacial amount of our pylons?

we wont.. they will tear shit up and run away before losing any units


I'm a Protoss as well, but no offense, if you let them do this without knowing about it, you deserve to lose.
ZeraToss
Profile Joined January 2011
Germany1094 Posts
February 26 2011 21:13 GMT
#2034
lol,
u get an alert if larva expires, and mules and chronoboost ?? wtf
this divides good from bad players, i think it depends how this alert will be designed.

what do you guy think?

oh btw i need to get promoted, or it will take a while. somebody know how long a season will be?
"Personality should be irrelevant. This is a computer game tournament, not a dating show." EGIdrA on "introduce yourself and say something about your personality" Idra <3
xCyan1de
Profile Joined May 2010
United States64 Posts
February 26 2011 21:15 GMT
#2035
On February 27 2011 06:04 _Darwin_ wrote:
Show nested quote +
On February 27 2011 05:53 etceteraetcetera wrote:
On February 27 2011 05:44 _Darwin_ wrote:
lol broodlords are 300 250 in this patch (prolly a mistake)

needs to be added to OP

uh..? that's how much they cost. always.

I think if infestors could cast fg while burrowed it would make the missile fine since you can get all the way up to your opponent, but I feel like blizz was trying to make infestors better vs p while trying to make them not op at the same time but didn't really think through how it would actually be vs p with both changes.. :/


no they are 150 150 normally

http://starcraft.wikia.com/wiki/Brood_lord

http://wiki.teamliquid.net/starcraft2/Broodlord


No because you have to build a corrupter as well
mprs
Profile Joined April 2010
Canada2933 Posts
February 26 2011 21:16 GMT
#2036
On February 27 2011 06:13 ZeraToss wrote:
lol,
u get an alert if larva expires, and mules and chronoboost ?? wtf
this divides good from bad players, i think it depends how this alert will be designed.

what do you guy think?

oh btw i need to get promoted, or it will take a while. somebody know how long a season will be?


If your eye is going to be on the left side of the screen waiting for the alert, we won't have to worry about the divide between good and bad.
We talkin about PRACTICE
EmilA
Profile Joined October 2010
Denmark4618 Posts
February 26 2011 21:17 GMT
#2037
On February 27 2011 06:15 xCyan1de wrote:
Show nested quote +
On February 27 2011 06:04 _Darwin_ wrote:
On February 27 2011 05:53 etceteraetcetera wrote:
On February 27 2011 05:44 _Darwin_ wrote:
lol broodlords are 300 250 in this patch (prolly a mistake)

needs to be added to OP

uh..? that's how much they cost. always.

I think if infestors could cast fg while burrowed it would make the missile fine since you can get all the way up to your opponent, but I feel like blizz was trying to make infestors better vs p while trying to make them not op at the same time but didn't really think through how it would actually be vs p with both changes.. :/


no they are 150 150 normally

http://starcraft.wikia.com/wiki/Brood_lord

http://wiki.teamliquid.net/starcraft2/Broodlord


No because you have to build a corrupter as well


But people are talking about the morph price obviously.
http://dotabuff.com/players/122305951 playing other games
Yoshi Kirishima
Profile Blog Joined July 2009
United States10324 Posts
February 26 2011 21:17 GMT
#2038
Keyword being "in the final weeks of the season" of course you will be able to get promoted, just not near the end of a season.


Ahh thanks, I was thinking that it implied that when 1.3 comes live is when the "final weeks of the season" begins.
Mid-master streaming MECH ONLY + commentary www.twitch.tv/yoshikirishima +++ "If all-in fails, all-in again."
etceteraetcetera
Profile Joined June 2009
United States38 Posts
February 26 2011 21:30 GMT
#2039
On February 27 2011 06:17 EmilA wrote:
Show nested quote +
On February 27 2011 06:15 xCyan1de wrote:
On February 27 2011 06:04 _Darwin_ wrote:
On February 27 2011 05:53 etceteraetcetera wrote:
On February 27 2011 05:44 _Darwin_ wrote:
lol broodlords are 300 250 in this patch (prolly a mistake)

needs to be added to OP

uh..? that's how much they cost. always.

I think if infestors could cast fg while burrowed it would make the missile fine since you can get all the way up to your opponent, but I feel like blizz was trying to make infestors better vs p while trying to make them not op at the same time but didn't really think through how it would actually be vs p with both changes.. :/


no they are 150 150 normally

http://starcraft.wikia.com/wiki/Brood_lord

http://wiki.teamliquid.net/starcraft2/Broodlord


No because you have to build a corrupter as well


But people are talking about the morph price obviously.

So you're saying that the full price of a brood lord now is 450 / 350?
hitman133
Profile Joined October 2010
United States1425 Posts
February 26 2011 21:30 GMT
#2040
Without khayderian amulet, there's no way protoss can stop 3 dropship full of marauders when the colossi balls are outside the expo. NEVER, unless they remove stim cuz that shit is fucking joke in this game.
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