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Patch 1.3 on PTR - Page 12

Forum Index > SC2 General
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ZombiesOMG
Profile Joined October 2010
United States282 Posts
February 26 2011 01:51 GMT
#221
On February 26 2011 10:45 DrBoo wrote:
Show nested quote +
On February 26 2011 10:42 Neivler wrote:
Loss counts are no longer displayed in Profile and Ladder pages for players below Master League.


LOL


WHAT THE FOOOOOOK!?!


Yeah I don't understand why they did this at all. I'll look at it once my ptr stops looping the patch process(lol) but it seems like one of those "lets make everybody feel goooood about their stats!"

Also, the alerts for mule/chrono/inject. . . idk if I like that at all. I hope this doesn't take away the skill from timing these macro abilities properly.

aaaand the archon toilet is gone? Ugh, that was one of the most entertaining things in the game to watch(albeit rare to see). Viking flowers were cool too.
BLinD-RawR
Profile Blog Joined April 2010
ALLEYCAT BLUES51102 Posts
February 26 2011 01:51 GMT
#222
On February 26 2011 10:47 zyzski wrote:
no way half of this stuff goes live


99% of this will go live.only the most pointless change will be reverted.
Brood War EICWoo Jung Ho, never forget.| Twitter: @BLinDRawR
Neivler
Profile Blog Joined November 2008
Norway911 Posts
February 26 2011 01:51 GMT
#223
On February 26 2011 10:49 MrPrezbo wrote:
Pretty funny that people are whining about the removal of amulet. Ur right, warping in insta-storms whenever you want anywhere on the map is pretty fair...

That being said, Blizz addressed pretty much nothing when it comes to Z, except for weird-ass infestor changes that weren't needed. Thanks blizz!


Still if most of these changes happen it will be the best patch in a looong time.
I pwn noobs
Clerseri
Profile Joined June 2010
Australia150 Posts
February 26 2011 01:51 GMT
#224
HTs were the great hope for those of us who don't like collossus everywhere. I'm literally speechless.
Fantasy will be the next big thing in SC2.
Pinith
Profile Joined September 2010
651 Posts
February 26 2011 01:51 GMT
#225
Archons exiting the vortex should also be invulnerable for 1.5s, so the archon toilet isn't completely dead. Either the enemy spreads out a little and reduces the instagib to something manageable or you need force fields to box stuff in.
XothermeK
Profile Joined May 2010
United Arab Emirates245 Posts
February 26 2011 01:52 GMT
#226
On February 26 2011 10:45 KiWiKaKi wrote:
what a joke


QQ moar
Sfydjklm
Profile Blog Joined April 2005
United States9218 Posts
February 26 2011 01:52 GMT
#227
# Players can no longer hide units by setting them in a close proximity patrol (Viking flower).

wonder how they implemented it
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
raf3776
Profile Blog Joined August 2010
United States1904 Posts
February 26 2011 01:52 GMT
#228
Technically nerfing HT is making the collosi even stronger cuz it will be used more. My thought is, when terran get a lot of vikings and ghosts out... how do protoss win?
WWJD (What Would Jaedong Do)
MrRicewife
Profile Blog Joined February 2011
Canada515 Posts
Last Edited: 2011-02-26 01:53:15
February 26 2011 01:52 GMT
#229
I emailed in to Artosis and Idra the toilet spell needs a nerf WAY before this patch. I really hope they mention me on the next show whooo!!! I knew I was right about that stupid fuckin spell.
So? My dad can beat up your dad. - Jesus
bonedOUT
Profile Joined September 2010
United States140 Posts
February 26 2011 01:53 GMT
#230
Storms are still powerful but now you just need to get them in advance and stock up energy. I think they are still useful
Stiver
Profile Joined April 2010
Canada285 Posts
February 26 2011 01:53 GMT
#231
there is no way the Archon toilet was fair. Good change. just my opinion.
"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."
Piski
Profile Blog Joined April 2010
Finland3461 Posts
February 26 2011 01:53 GMT
#232
I blame Naniwa. He revealed the patch notes so they swore revenge to all protoss ^^
Draconicfire
Profile Joined May 2010
Canada2562 Posts
February 26 2011 01:53 GMT
#233
Does anyone have a screenshot of the under-Master's profile page? Curious as to how it displays information now.
@Drayxs | Drayxs.221 | Drayxs#1802
MrPrezbo
Profile Joined November 2010
92 Posts
February 26 2011 01:53 GMT
#234
Super glad archon toiled is removed. It was gimmicky and dumb. Nothing should exist in this game that instantaneously kills your entire fucking army.
If chess is life, Starcraft is science
IamBach
Profile Blog Joined August 2010
United States1059 Posts
February 26 2011 01:53 GMT
#235
On February 26 2011 10:51 Pinith wrote:
Archons exiting the vortex should also be invulnerable for 1.5s, so the archon toilet isn't completely dead. Either the enemy spreads out a little and reduces the instagib to something manageable or you need force fields to box stuff in.

The whole point of an archon toilet is so that all the units are clumped together and receive the total splash damage.
Just listen http://www.youtube.com/watch?v=__lCZeePG48
Oreo7
Profile Blog Joined December 2010
United States1647 Posts
February 26 2011 01:53 GMT
#236
What the shit are they doing....

No one was saying Archon toilet or viking flower were making the game imba.

Few were saying amulet was a problem.

If these go live imma be mad.
Stork HerO and Protoss everywhere - redfive on bnet
KaiserReinhard
Profile Blog Joined October 2008
United States554 Posts
February 26 2011 01:53 GMT
#237
Make mothership even more terrible and make HT much less viable. Sweet.

Hope these changes aren't final.
twitch.tv/imkirok
Jibba
Profile Blog Joined October 2007
United States22883 Posts
February 26 2011 01:53 GMT
#238
I guess we'll see how slow the infestor's missile is, but they've definitely made it a lot less interesting by making it a generic damage spell and it's potentially a huge nerf if it's slow. :/

I'm glad I switched to P last month.
ModeratorNow I'm distant, dark in this anthrobeat
coddan
Profile Joined May 2010
Estonia890 Posts
February 26 2011 01:54 GMT
#239
I guess BCs will be more prevalent in long TvT's now, since they can't (I think?) be completely kited by vikings anymore
andrewwiggin
Profile Joined September 2010
Australia435 Posts
February 26 2011 01:54 GMT
#240
Wow.

This is crazy. I think I love this patch.. I can't be sure though.

- No more archon toilets. But the mothership nerf doesn't hurt the split-army-with-vortex-tactic, 1.5 seconds isn't long, just enough for spread.

- No more amulet... that means way less HTs. Or at least, HTs will come out much earlier, to start saving energy for storms. (People will also become more efficient at storming rather than storming anywhere and everywhere).

- Love the chargin zealot patch. FINALLY, zealots will hit something before getting snuffed out! =(

- Stim timing pushes got pushed back a bit. But toss already knew how to hold against these well, so no problems here.

- Funal growth with +30% against armoured? DAMN. now that's a buff.. O_O

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