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at the buttom part of the UI there is a place where you see your control groupe, and the new option is able to make unable to be clicked or just make them disapear
Ahh sweet :D I hate when I accidently set a new control group or such, takes so many precious seconds trying to fix it xD
@Ksi
FG got a buff in damage against Armored. DPS is huge especially against Terran. They can't out-heal your fungal now, and so it'll be much easier to kill MMM with FGs
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On February 27 2011 15:00 Furycrab wrote:Show nested quote +On February 27 2011 12:51 Sfydjklm wrote:On February 27 2011 12:32 PrinceXizor wrote: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. 30 extra health on the infestors should let you get into better positions in huge fights. Seems like it will do more damage and quicker (at least to armored) but has more of a skill component involved to land it. Skill component involved to land it would only be a good thing if fungal was a spell that needed a nerf. As it is an extremely hard to use spell even on instacast. It used to be a projectile mind you, back in beta, and it was changed to insta cast for a very good reason. And back then noone possessed a fraction of ability MVP has.
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Fungal now fires a missile instead of being instant cast.
So everything is dodge-able except EMP? They need to hurry up and make EMP a dodge-able effect. Right now it currently is too strong. This overall is a pretty good patch though. I'm a Protoss player and I like the Protoss nerfs. They definitely were needed. HT was too strong late game with Khadarin. It was basically a instant win button.
This is steps in the right direction, but somehow every time Blizzard releases a patch it seems like not quite enough. I still believe Marine, Maurader needs some work beyond stim.
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On February 27 2011 15:13 Necro)Phagist( wrote:Show nested quote +On February 27 2011 13:28 WUTLOL wrote: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 lol wait what? ZERG Infestors get a health buff and damage boost. Protoss Every viable late game strategy gets nerfed except collosi Hmm.... If it takes a masochist to play zerg, then there is no word describing the pain loving freak it takes to play protoss nowdays.... it's not Blizzards fault you're so bad you can't even sit on two base and mass collosus void ray.
User was temp banned for this post.
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On February 27 2011 15:54 Sfydjklm wrote:Show nested quote +On February 27 2011 15:13 Necro)Phagist( wrote:On February 27 2011 13:28 WUTLOL wrote: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 lol wait what? ZERG Infestors get a health buff and damage boost. Protoss Every viable late game strategy gets nerfed except collosi Hmm.... If it takes a masochist to play zerg, then there is no word describing the pain loving freak it takes to play protoss nowdays.... it's not Blizzards fault you're so bad you can't even sit on two base and mass collosus void ray. notice how he said "Every viable late game strategy gets nerfed except collosus."? stop trying to be cute.
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Am i the only one who is concerned about not being able to efficiently fungal + infested terran any drops or banshees now?
It seems like there have been significant changes to increase the effectiveness of drops now, across the board (including map design, like the extra smoke on metalopolis).
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On February 27 2011 15:30 Vorlik wrote: Protoss players are overreacting on the exclusion of amulet. Yeah, it was a great skill, but it's not going to force everyone to go colossus...HT's will still be used. I guarantee it. Ht are still going to be used obviously the issues are more subtle then that.
A warped in HT was a way to deal with a drop or any attack coming from multiple Angles, Further more when a timing attack was used against a protoss who had just finished storm+amulet upgrades is was often depended on warped in HT to defend the pushes. All these things taken away.
To address PVT specifically A common start not adays is mass marine, well common response is either HT or Collosi. Now with all your mineral going to marine and nothing consuming gas everything went to medvacs but if you go collosi a viking army can spring out with really no draw back (no lost maurder count or Ghost count) So most of the time HT were the best option b/c even though they ended up dying right after storms due to high marine dps you could always warp more in to hold.
Now granted these are specific situations and dont happen in all games so dont point that out. I also understand that Your not suppose to be able to be invisible from everything b/c thats not balance.
If they keep this amulet change I vote they make archons immune to Concussive shells so protoss still has some use for our poor HT
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On February 27 2011 15:58 SiguR wrote: Am i the only one who is concerned about not being able to efficiently fungal + infested terran any drops or banshees now?
It seems like there have been significant changes to increase the effectiveness of drops now, across the board (including map design, like the extra smoke on metalopolis). You should be more concerned about not being able to fungal well microed Phoenixes. When they reach a critical mass hydras can't do anything against them, without a fungal that is.
This is what bothers me most about this change as there will most likely be some new Phoenix strats that are absolute pain to beat.
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On February 27 2011 15:58 SiguR wrote: Am i the only one who is concerned about not being able to efficiently fungal + infested terran any drops or banshees now?
It seems like there have been significant changes to increase the effectiveness of drops now, across the board (including map design, like the extra smoke on metalopolis). I am, the entire change to fungal is bad for so many reasons.
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Why wont they just change give +1 or +2 range to fungal growth it is going to be a projectile like that. Since with the recent change to it being a slow and not stun, i think it completely reasonable.
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Fungal + Infested Terran didn't work anyway. Hatch time was too long. Fungal able to deal w/ marine/medivac is much, much more useful.
Zergs float so many minerals too, build some damn spines/spores at your bases!
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I'm not convinced these changes are enough to balance ZvT, unfortunately.
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I like the changes regarding ZvT but the amulet nerf is basically saying "go Colossi because immo/HT isn't viable anymore". IMO a better nerf to a protoss upgrade would have been something affecting Colossi Range upgrade (more expensive, longer etc.).
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uhm, as a zerg, id trade all these buffs and give protoss their little necklace back in exchange for a viable way to scout before lair =(
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On February 27 2011 15:24 Drunkasarous wrote:Show nested quote +On February 27 2011 15:22 HowardRoark wrote: Fixed an issue to prevent force fields from pushing units during construction.
What does this mean? I read it as a nerf to Sentry, but I am not playing on US. If FF on a unit, will it now get stuck inside the FF? Can it move out? Thats a good question. I would like to know what happens. Would be kinda funny if things get stuck inside now. Yeah, would be weird. I just wish we could find any player on the US server to ask about this. I know there are Americans on TL, a lot actually seeing that several voted for the US time zones a couple days back. Tempted to buy US account just for the PTR, but would rather prefer that Blizzard allowed other gateways to try it out aswell.
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Okay, so I have to change my opinion about the fungal growth buff after experiencing the patch. This seems really effective against marine/marauder/medivac and even tank pushes. As long as you can catch them off guard, which decent scouting will grant you, this fungal growth buff seems pretty nice. I'm not sure how it will pan up against a mid-late game army, but I have to take back my extreme negativity towards it.
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On February 27 2011 15:54 Barett wrote: Fungal now fires a missile instead of being instant cast.
So everything is dodge-able except EMP? They need to hurry up and make EMP a dodge-able effect. Right now it currently is too strong. This overall is a pretty good patch though. I'm a Protoss player and I like the Protoss nerfs. They definitely were needed. HT was too strong late game with Khadarin. It was basically a instant win button.
This is steps in the right direction, but somehow every time Blizzard releases a patch it seems like not quite enough. I still believe Marine, Maurader needs some work beyond stim. Psystorm isn't.
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On February 27 2011 17:03 SwiftSpear wrote:Show nested quote +On February 27 2011 15:54 Barett wrote: Fungal now fires a missile instead of being instant cast.
So everything is dodge-able except EMP? They need to hurry up and make EMP a dodge-able effect. Right now it currently is too strong. This overall is a pretty good patch though. I'm a Protoss player and I like the Protoss nerfs. They definitely were needed. HT was too strong late game with Khadarin. It was basically a instant win button.
This is steps in the right direction, but somehow every time Blizzard releases a patch it seems like not quite enough. I still believe Marine, Maurader needs some work beyond stim. Psystorm isn't. It takes 0.5seconds to start doing damage and you can run out of it, would say that it is dodgeable... EMP does it's entire damage upfront, impossible to dodge
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Fungal growth buff is actually huge, if you catch some marines with it and attack with bunch of zerglings marines will die instantly. Before the patch marines would manage to kill all zerglings and run away with half health.
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On February 27 2011 16:54 AnAngryDingo wrote: uhm, as a zerg, id trade all these buffs and give protoss their little necklace back in exchange for a viable way to scout before lair =( Scouting before lair, how ridiculous! We would see long macro games then, just absurd! - Blizzard
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