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Patch 1.3 on PTR - Page 113

Forum Index > SC2 General
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BandonBanshee
Profile Joined February 2011
Canada437 Posts
February 27 2011 03:46 GMT
#2241
On February 27 2011 12:42 dump wrote:
By the way I haven't seen a bunker rush in a while. What match-up/league was it a problem for?

are u trollin?
ch33psh33p
Profile Blog Joined October 2010
7650 Posts
February 27 2011 03:47 GMT
#2242
On February 27 2011 11:26 mprs wrote:
Show nested quote +
On February 27 2011 11:05 Pandain wrote:
Wow I am very disapointed with this patch. While there are some good changes (Fungal no longer instant cast, and Stim time increase will at least be interesting to see), it just seems like they've taken out so much of the exctiement in Starcraft 2.

1.Great, now archon toilets are impossible, so whenever we did get to see an epic game it is 10x less epic? Furthermore, now these units will be invulnerable for a full 1.5 seconds? What is that?

2. Grandmaster league. As a top 400 player struggling to get into top 200, the specifics about grandmaster league make me a very sad panda. Great, so I have to wait a whole (6 months? How long has this season lasted) in order to become top 200?

Furthormore, there are a series of lesser points which are still important:

1.Viking flower, very cute and enjoyable to see move that players used. Sort of like muta stacking, but no one complained about not being able to see how many mutas there were, did they?

2. So now, despite how well you macro, zealots will be guranteed to chase a target?

3.Khahdryion amulet removed...templar tech is so much less viable as the warp in potential is greatly reduced.


3) Grandmaster league is for the top 200. If you are at any point a top 200 player part of your region, then you will be in the grandmaster league. When you lose top 200, you will be kicked out. The only times you cannot be promoted/demoted is during the last week of a season's end.



Wrong.

Grandmaster league is predetermined at the beginning of a season, using the top 200 from last season. ITs set, and only inactivity can kick you out. So you can't "break" into GM League until a season reset.
secret - never again
Nilrem
Profile Blog Joined February 2009
United States3684 Posts
February 27 2011 03:47 GMT
#2243
On February 27 2011 12:42 dump wrote:
By the way I haven't seen a bunker rush in a while. What match-up/league was it a problem for?


The top, GSL and such. It was being used far too often at high level play and the problem is that, even if it fails, there is little consequence. While on the other hand, it has the potential of putting the Zerg behind enough for the Terran to expand and be one base ahead. Making it extremely improbable for the Zerg to win.
Meepo Haters gonna Hate. https://twitter.com/KazeNilrem (@KazeNilrem)
Sfydjklm
Profile Blog Joined April 2005
United States9218 Posts
February 27 2011 03:51 GMT
#2244
On February 27 2011 12:32 PrinceXizor wrote:
Show nested quote +
On February 27 2011 12:23 proot wrote:
I don't see how the zerg infestor change is a nerf at all. To the players crying it's a nerf, have you gone on the PTR and tested it out? It's a brilliant change in practically every way. The skill cap for the spell has been increased significantly both ways and it now hits pretty damn hard. I really see this change making hydra/ling/infestor viable again seeing infestors absolutely obliterate packed bio now.

the people who feel it's a nerf used infestors for the snare ability, the people who think it's a buff saw the dps increase as a buff. If psi storm did 40 damage but snared units for 4 seconds, people would view that as a buff or a nerf? it all depends on what you want to do with the unit.

it's a nerf because it relies on terran to make mistakes to land. Yes sure people Catz and Sheth face on US servers probably dont have sufficient micro to avoid those mistakes but good luck landing fungals on someone MVP/Jinro caliber.
twitter.com/therealdhalism | "Trying out Z = lots of losses vs inferior players until you figure out how to do it well (if it even works)."- Liquid'Tyler
Kyadytim
Profile Joined March 2009
United States886 Posts
February 27 2011 03:51 GMT
#2245
On February 27 2011 12:32 PrinceXizor wrote:If psi storm did 40 damage but snared units for 4 seconds, people would view that as a buff or a nerf? it all depends on what you want to do with the unit.


I think most Protoss would view this as a buff against Terran, because for the most part, I don't think bio sits in storm for more than 2 seconds, and snaring the units would keep them from both moving forward to snipe colossi and moving backward to kite zealots, so you wouldn't need as many sentries, just enough for guardian shield.
Stiver
Profile Joined April 2010
Canada285 Posts
February 27 2011 03:55 GMT
#2246
Grandmaster league -> the top 200 are picked at the beginning of the season.
-> players in the top 200 are there until the season ends?
-> you can be kicked out of the league only if you stop playing and bonus point gets to high

So once you are in top 200 you just have to play a lot and you are safe. seems odd to me
"The most difficult thing in the world is to know how to do a thing and to watch someone else do it wrong without comment."
PrinceXizor
Profile Blog Joined April 2010
United States17713 Posts
February 27 2011 03:59 GMT
#2247
On February 27 2011 12:51 Kyadytim wrote:
Show nested quote +
On February 27 2011 12:32 PrinceXizor wrote:If psi storm did 40 damage but snared units for 4 seconds, people would view that as a buff or a nerf? it all depends on what you want to do with the unit.


I think most Protoss would view this as a buff against Terran, because for the most part, I don't think bio sits in storm for more than 2 seconds, and snaring the units would keep them from both moving forward to snipe colossi and moving backward to kite zealots, so you wouldn't need as many sentries, just enough for guardian shield.

so if sacrificing damage for a snare is a buff, then why is sacrificing snare for damage also a buff?

zerg players who solely muta ling bane can be so single minded, damage damage damage. while alot of non Z's see infestors as having more dps and ignore the fact that infestors are best used to force good positioning, since with good positioning zerg can overwhelm most armies anyway.
uSnAmplified
Profile Joined October 2010
United States1029 Posts
February 27 2011 04:03 GMT
#2248
On February 27 2011 12:47 ch33psh33p wrote:
Show nested quote +
On February 27 2011 11:26 mprs wrote:
On February 27 2011 11:05 Pandain wrote:
Wow I am very disapointed with this patch. While there are some good changes (Fungal no longer instant cast, and Stim time increase will at least be interesting to see), it just seems like they've taken out so much of the exctiement in Starcraft 2.

1.Great, now archon toilets are impossible, so whenever we did get to see an epic game it is 10x less epic? Furthermore, now these units will be invulnerable for a full 1.5 seconds? What is that?

2. Grandmaster league. As a top 400 player struggling to get into top 200, the specifics about grandmaster league make me a very sad panda. Great, so I have to wait a whole (6 months? How long has this season lasted) in order to become top 200?

Furthormore, there are a series of lesser points which are still important:

1.Viking flower, very cute and enjoyable to see move that players used. Sort of like muta stacking, but no one complained about not being able to see how many mutas there were, did they?

2. So now, despite how well you macro, zealots will be guranteed to chase a target?

3.Khahdryion amulet removed...templar tech is so much less viable as the warp in potential is greatly reduced.


3) Grandmaster league is for the top 200. If you are at any point a top 200 player part of your region, then you will be in the grandmaster league. When you lose top 200, you will be kicked out. The only times you cannot be promoted/demoted is during the last week of a season's end.



Wrong.

Grandmaster league is predetermined at the beginning of a season, using the top 200 from last season. ITs set, and only inactivity can kick you out. So you can't "break" into GM League until a season reset.
That really sucks for up and coming players trying to break into the top 200, will just make it that much harder for players who ladder to get noticed.
~
Sfydjklm
Profile Blog Joined April 2005
United States9218 Posts
Last Edited: 2011-02-27 04:08:36
February 27 2011 04:03 GMT
#2249
On February 27 2011 12:59 PrinceXizor wrote:
Show nested quote +
On February 27 2011 12:51 Kyadytim wrote:
On February 27 2011 12:32 PrinceXizor wrote:If psi storm did 40 damage but snared units for 4 seconds, people would view that as a buff or a nerf? it all depends on what you want to do with the unit.


I think most Protoss would view this as a buff against Terran, because for the most part, I don't think bio sits in storm for more than 2 seconds, and snaring the units would keep them from both moving forward to snipe colossi and moving backward to kite zealots, so you wouldn't need as many sentries, just enough for guardian shield.

so if sacrificing damage for a snare is a buff, then why is sacrificing snare for damage also a buff?

zerg players who solely muta ling bane can be so single minded, damage damage damage. while alot of non Z's see infestors as having more dps and ignore the fact that infestors are best used to force good positioning, since with good positioning zerg can overwhelm most armies anyway.

how many muta-ling zergs do u see use infestors? Not many even tho each fungal can change the tide of the game. It's just very hard to land even insta cast fungals, between stim snipes, tank range, and ghosts.

Although i guess it might proven to be a buff if it is just sooo good that it makes roach viable again
twitter.com/therealdhalism | "Trying out Z = lots of losses vs inferior players until you figure out how to do it well (if it even works)."- Liquid'Tyler
scFranco
Profile Joined December 2010
United States127 Posts
February 27 2011 04:18 GMT
#2250
Oh great, now not only is the mothership the WORST unit in OUR arsenal, but it's the BEST unit in our OPPONENTS arsenal?!?!?!?!?!??!?!?!? Invulnerability ftl...
My goose is getting cooked.
Kyadytim
Profile Joined March 2009
United States886 Posts
February 27 2011 04:22 GMT
#2251
The reason sacrificing damage for snare would be a buff is that storm wouldn't be losing a lot of damage because units usually move out of it before it does much more than the number you gave. So, it would really just be gaining the snare effect. Against Zerg, it might be a nerf.
Sfydjklm
Profile Blog Joined April 2005
United States9218 Posts
February 27 2011 04:26 GMT
#2252
On February 27 2011 13:22 Kyadytim wrote:
The reason sacrificing damage for snare would be a buff is that storm wouldn't be losing a lot of damage because units usually move out of it before it does much more than the number you gave. So, it would really just be gaining the snare effect. Against Zerg, it might be a nerf.

yea its a ridiculous comparasion to take a look at one spell froma race arsenal when each race has completely different set of utilities. Even for zergs alone it's definitely a nerf in the mindset of muta-ling but might be an upgrade if roach is viable.
twitter.com/therealdhalism | "Trying out Z = lots of losses vs inferior players until you figure out how to do it well (if it even works)."- Liquid'Tyler
WUTLOL
Profile Joined February 2011
Finland1 Post
February 27 2011 04:28 GMT
#2253
I was hoping that some of the things that actually ARE imbalanced would get nerfed.... You really need to be a masochist to play zerg nowdays

Kyadytim
Profile Joined March 2009
United States886 Posts
February 27 2011 04:32 GMT
#2254
On February 27 2011 13:26 Sfydjklm wrote:
Show nested quote +
On February 27 2011 13:22 Kyadytim wrote:
The reason sacrificing damage for snare would be a buff is that storm wouldn't be losing a lot of damage because units usually move out of it before it does much more than the number you gave. So, it would really just be gaining the snare effect. Against Zerg, it might be a nerf.

yea its a ridiculous comparasion to take a look at one spell froma race arsenal when each race has completely different set of utilities. Even for zergs alone it's definitely a nerf in the mindset of muta-ling but might be an upgrade if roach is viable.

Quite. I only answered PrinceXizor from the perspective of Protoss against MMM-based Terran compositions, which is where storm seems to be most commonly used. Against pretty much everything else (mech Terran, Hydras off creep, Roaches, it's definitely a nerf.

Probably, the Fungal change overall is going to make Infestors weaker against Marine/Tank based compositions, because it really was most useful for the snare effect against Marines to hold them in place for Banelings. It also worked pretty well for supplementing Zergling damage against Marines. Now, it's really good at supplementing Zergling damage against Marines, but much worse at assisting banelings.
dump
Profile Joined August 2010
Japan514 Posts
February 27 2011 05:04 GMT
#2255
On February 27 2011 12:46 BandonBanshee wrote:
Show nested quote +
On February 27 2011 12:42 dump wrote:
By the way I haven't seen a bunker rush in a while. What match-up/league was it a problem for?

are u trollin?


Wtf?

That was an honest question. I haven't been watching GSL or any other pro games for a while, just Day9 and my own games.


On February 27 2011 12:47 Nilrem wrote:
Show nested quote +
On February 27 2011 12:42 dump wrote:
By the way I haven't seen a bunker rush in a while. What match-up/league was it a problem for?


The top, GSL and such. It was being used far too often at high level play and the problem is that, even if it fails, there is little consequence. While on the other hand, it has the potential of putting the Zerg behind enough for the Terran to expand and be one base ahead. Making it extremely improbable for the Zerg to win.


Thanks.
Fenrisulf
Profile Joined August 2010
United States325 Posts
February 27 2011 05:22 GMT
#2256
On February 27 2011 11:18 TheTenthDoc wrote:
This patch:

-nerfs Terran early game
-nerfs Protoss late game
-buffs infestors to be mini-templar

Isn't this exactly what the pro community has been demanding more or less? I really don't see the hate for this patch beyond the mothership nerf (which might be less harsh if you can attack while invulnerable; vortex my army for them to be invincible for a bit could be fun).


the pro community has been demanding nerfs to Collosus specifically. This nerf to HT makes for a Tier 3, 1.875 mvspd unit with 80 health and no attack that has to wait 45 seconds to cast its only offensive spell that works on non-spellcaster units (which still has to be researched). Why would you make this unit?
SCPenguin
Profile Joined February 2011
United States19 Posts
Last Edited: 2011-02-27 05:42:52
February 27 2011 05:42 GMT
#2257
Poor High Templar. Also never thought that Stim was that big of a problem where it needed a 30 second build time increase.
I hope to see that they add more. Whether they make or break the game, I love balance patches. They gives us something to talk/complain about.
Lucid90
Profile Joined September 2008
Canada340 Posts
Last Edited: 2011-02-27 06:02:23
February 27 2011 05:51 GMT
#2258
I dislike the changes made to fungal because it literarly kills the infestor. I mainly use the intestor in conjuction with lingbaneling to kill MMM vs a T, and I use fungal to stop bio movement so my lingbling can clean up, but now it's much less effective than before. First of all, it's a projectile so its going to have a lowered accuracy depending on the speed on the projective. So if previously the fungal would hit 12 marines, now it might hit 8 or a lowered %. This means a much lowered dps from fungal because it hits less often, and it means less marines aren't affected by the effect. The 30% extra damage to armored units brings fungal damage from 35 to 45.5, a whopping 10 damage, that out to scare protoss and T users, now their armored units get tickled even harder when fungaled.

Second of all, the fucking timing of the fungal is 4 seconds from 8 seconds. Now this is a massive fucking change, big enough to make most top zergs stop using infestors, and only use them in a small specific situation, or when they are ahead in the game. Making the immobility 4 seconds means much less banelings will connect with marines, which is actually a huge buff to Terran. So now what most likely will happens is zergs will switch their resources from infestor to just making more lingbling and muta. This is the best option because the infestor can't kite nearly as well as it used to.
My sc2 account: http://www.sc2ranks.com/us/1296221/LuciD
Garnet
Profile Blog Joined February 2006
Vietnam9047 Posts
February 27 2011 05:53 GMT
#2259
Anyone else not hearing any sound when MULE/Chrono Boost/Inject lava finishes?
RifleCow
Profile Joined February 2008
Canada637 Posts
February 27 2011 05:54 GMT
#2260
Wow, these are some of the worst balance notes I have ever read. They don't address collosus but make storm worse, when everyone loves watching storm and hates collosus. Stim nerf does next to nothing, and the removal of viking flowers makse me sad. Don't even wanna get started on the stupid infestor stuff, Blizzard is out of their mind....
hohoho
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