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Patch 1.3 on PTR - Page 120

Forum Index > SC2 General
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Prev 1 118 119 120 121 122 186 Next
pallad
Profile Joined September 2010
Poland1958 Posts
February 27 2011 15:59 GMT
#2381
Nice changes , Ht nerf fix OP combo in 2vs2 . I play some fun games whit friend as zerg , he play toss , and roches+ fungal + Stalkers + HT own all. It fix 2vs2 a little bit.

New interface canges looks good too
SC 2 -LingsLover- EU -- Jaedong , NesTea , Nerchio , DRG , Moon , Oz , Tarson , Scarlett -- Dota 2 Pallad EU- NaVi - LGD
babysimba
Profile Joined November 2010
10466 Posts
Last Edited: 2011-02-27 16:03:24
February 27 2011 16:01 GMT
#2382
On February 28 2011 00:38 Dominator1370 wrote:
Perhaps just as important, a snare duration of 4 makes Infestors a very weak response to drop play. It was really refreshing to see Infestor play gaining popularity in ZvT instead of the usual mass Muta play, but if Infestor play is going to become even more vulnerable to drops than it already is, we're back to the drawing board with Muta balls. It was nice that Zerg could actually engage Terran's army while it lasted.

Now an infestor and a small group of lings can clean up 8 rines more easily though.

Even in the event of a straight up fight, Fungal Growth doesn't do huge damage. It does 36 damage for its 75 energy cost, as compared to 80 damage from Storm or 100 shield damage from EMP for the same cost. I understand there are other factors in play, but without a significant snare effect, Fungal Growth just feels like way too much energy for so little damage. That's a huge problem, since neither Infested Terrans nor Neural Parasite is enough to justify getting Infestors by themselves.

I feel 36 dmg or 47dmg(armored) guaranteed dmg for good aiming or consecutive fungals is not a bad deal compared to ht though.

I don't know if the infestor change is balanced or not, but it's definitely moving into the right direction. Making infestor potentially stronger while making it a missle animation adds another dimension of play. Muta play is more viable in ZvZ. In PvZ and TvZ, it's a spellcaster war. Imagine ghost emp and ht feedback against infestor. And there will be lots of dodging and predicting of fungals in all 3 matchups.
Hane
Profile Joined November 2010
France210 Posts
February 27 2011 16:05 GMT
#2383
On February 28 2011 00:45 ixi.genocide wrote:
Show nested quote +
On February 27 2011 15:27 Drunkasarous wrote:
On February 27 2011 15:26 Rotodyne wrote:
Cool, blizzard has been rolling so much good stuff out in the past week. They are really working hard on sc2. I LOVE BLIZZARD.

I hope your trolling.

This patch basically forces protoss into colossus as their mid/late game. Which can be easily countered by all 3 races.


HUH!?? Colossi can be countered, but the cost effectivness of the counter is something to be laughed at. On top of that Colossi/VR is absolutely dominating versus Z. Having a unit that starts w/ 34 splash damage at 9 range (also gets +4 per upgrade) is super rediculous. It might be easy to counter colossi when ur macro sucks but outside of that....... Easily the worst thing this patch does for Toss (in this regard) is limiting there options because of an OP unit stays while a micro intensive unit is nerfed.


PvT is another story :/
Tedde93
Profile Joined October 2010
Sweden169 Posts
February 27 2011 16:06 GMT
#2384
Can't wait for this patch, seems awesome, I hope it will lead to more BCs.
Patiance is the element of succes"
Sek-Kuar
Profile Joined November 2010
Czech Republic593 Posts
February 27 2011 16:24 GMT
#2385
On February 27 2011 23:07 Wolf wrote:
Show nested quote +
[image loading]


o.o

Not that many high MMR players on, I suppose. GET ON THE PTR AND TEST THESE CHANGES!



Oh nice leage icon

Too bad all others look worse than they did before masters introduce... But this one is really cool
Scientists finally discovered what's wrong with the female brain: On the left side, there is nothing right, and on the right side, there's nothing left. [http://eu.battle.net/sc2/en/profile/213948/1/DJVibrejtr/]
Reborn58
Profile Joined August 2010
United States238 Posts
February 27 2011 17:00 GMT
#2386
I think Blizz should make it so that templar warp in with 70 energy or 75 but have them warp in with Psi Storm on a 5-10 second cooldown?
That's what she said
IamBach
Profile Blog Joined August 2010
United States1059 Posts
February 27 2011 17:02 GMT
#2387
Zealot
- Charging Zealots will now hit fleeing targets at least once.
Did people notice this? It appears they are trying to get rid of stutter step vs chargelots.
Just listen http://www.youtube.com/watch?v=__lCZeePG48
Umpteen
Profile Blog Joined April 2010
United Kingdom1570 Posts
February 27 2011 17:04 GMT
#2388
Make fungal growth instant if cast on creep. Allows a better terran to outmicro the zerg, and a better zerg to outmanoeuvre the terran.
The existence of a food chain is inescapable if we evolved unsupervised, and inexcusable otherwise.
Ratel
Profile Joined July 2010
Canada184 Posts
Last Edited: 2011-02-27 17:05:08
February 27 2011 17:04 GMT
#2389
On February 28 2011 02:02 etheovermind wrote:
Zealot
- Charging Zealots will now hit fleeing targets at least once.
Did people notice this? It appears they are trying to get rid of stutter step vs chargelots.

Blizzard: we will fix a big that makes zealots kind of useless against terran but we will take a dump in your hearts and make only 1 tech tree viable
Numy
Profile Blog Joined June 2010
South Africa35471 Posts
February 27 2011 17:05 GMT
#2390
On February 28 2011 02:02 etheovermind wrote:
Zealot
- Charging Zealots will now hit fleeing targets at least once.
Did people notice this? It appears they are trying to get rid of stutter step vs chargelots.


No it's more the fact that anything moving around the same speed as chargelots would never get hit by them even after a charge. So it's not so much stutter step, it's everything. You can still micro vs them but there will be at least some damage done not like now.
IamBach
Profile Blog Joined August 2010
United States1059 Posts
February 27 2011 17:06 GMT
#2391
On February 28 2011 02:05 Numy wrote:
Show nested quote +
On February 28 2011 02:02 etheovermind wrote:
Zealot
- Charging Zealots will now hit fleeing targets at least once.
Did people notice this? It appears they are trying to get rid of stutter step vs chargelots.


No it's more the fact that anything moving around the same speed as chargelots would never get hit by them even after a charge. So it's not so much stutter step, it's everything. You can still micro vs them but there will be at least some damage done not like now.

Well in BW, a hydra can always stutter against speedlots without taking any damage. So its up to the protoss player to get a good surround so it can't escape. It defeats the whole purpose of stuttering if you take damage.
Just listen http://www.youtube.com/watch?v=__lCZeePG48
Funkatron
Profile Joined July 2010
United States725 Posts
February 27 2011 17:11 GMT
#2392
On February 28 2011 00:59 pallad wrote:
Nice changes , Ht nerf fix OP combo in 2vs2 . I play some fun games whit friend as zerg , he play toss , and roches+ fungal + Stalkers + HT own all. It fix 2vs2 a little bit.

New interface canges looks good too


who the hell cares about 2v2? if they are really patching the game based on 2v2 balance... That's a problem.
Bobster
Profile Joined January 2011
Germany3075 Posts
Last Edited: 2011-02-27 17:14:26
February 27 2011 17:13 GMT
#2393
On February 27 2011 23:07 Wolf wrote:
Show nested quote +
[image loading]


o.o

Not that many high MMR players on, I suppose. GET ON THE PTR AND TEST THESE CHANGES!
And first in your division! Picture confirms Wolf as a Top 200 player. Brilliant signing by FXO, applying for Code A casting obviously was just a ruse, the real goal was for you get seeded into Code A immediately.
lowercase
Profile Joined September 2010
Canada1047 Posts
Last Edited: 2011-02-27 17:15:03
February 27 2011 17:14 GMT
#2394
On February 28 2011 00:59 pallad wrote:
Nice changes , Ht nerf fix OP combo in 2vs2 . I play some fun games whit friend as zerg , he play toss , and roches+ fungal + Stalkers + HT own all. It fix 2vs2 a little bit.

New interface canges looks good too

I don't care one lick about 2v2, 3v3, melee, or bronze to platinum balance. All I care about is that, at top-tier play, the game is balanced and dynamic. This is not accomplished by nerfing every powerful ability into the ground such that it's only worth massing tier one units and 1a2a3a-ing into your opponent's main.

Sort of like the current status-quo.
That is not dead which can eternal lie...
ForTheDr3am
Profile Joined November 2010
842 Posts
February 27 2011 17:16 GMT
#2395
On February 28 2011 02:06 etheovermind wrote:
Show nested quote +
On February 28 2011 02:05 Numy wrote:
On February 28 2011 02:02 etheovermind wrote:
Zealot
- Charging Zealots will now hit fleeing targets at least once.
Did people notice this? It appears they are trying to get rid of stutter step vs chargelots.


No it's more the fact that anything moving around the same speed as chargelots would never get hit by them even after a charge. So it's not so much stutter step, it's everything. You can still micro vs them but there will be at least some damage done not like now.

Well in BW, a hydra can always stutter against speedlots without taking any damage. So its up to the protoss player to get a good surround so it can't escape. It defeats the whole purpose of stuttering if you take damage.


Charge is different from legspeed in BW though. I wonder what happens now if chargelots try to hit fleeing hellions, for instance. Must be quite fast.
mprs
Profile Joined April 2010
Canada2933 Posts
February 27 2011 17:21 GMT
#2396
As a protoss player, I just hope they nerf the colossus (or remove it) so they stop taunting us with that ridiculous unit. The sooner it goes, the sooner the game improves.
We talkin about PRACTICE
Mentymion
Profile Joined July 2010
Germany259 Posts
Last Edited: 2011-02-27 17:23:35
February 27 2011 17:22 GMT
#2397
With each patch Blizzard announce, the "balance" gets even worse. For me it's certain that David Kim and his "Balance Team" have absolutley no clue how to balance the game AND whats more important, they don't know what to do with the units and whats their purpose.

StarCraft II Beta - Patch 6 (version 0.8.0.14593)
Bunker Build time decreased from 40 seconds to 30 seconds.

StarCraft II: Wings of Liberty - Patch 1.1.0
Bunker Build time increased from 30 to 35.

StarCraft II: Wings of Liberty - PTR 1.3
Bunker Build time increased from 35 to 40. <----I swear this will solve anything....oh wait...probably not.
-------------------------------------------------------------------------
StarCraft II Beta - Patch 1 (version 0.3.0.14093)
Fungal Growth: The damage done by this ability has decreased from 48 to 36.
Fungal Growth: This ability now prevents affected units from burrowing.

StarCraft II Beta - Patch 9 (version 0.11.0.15097)
Fungal Growth projectile removed; Units in the target area are now instantly hit.

StarCraft II: Wings of Liberty - Patch 1.1.2
Fungal Growth now prevents Blink.

StarCraft II: Wings of Liberty - PTR 1.3
Fungal Growth
- Stun duration decreased from 8 to 4 seconds.
- Damage increased by +30% vs. armored units.
- Now fires a missile instead of being instant cast. <--- The last change for Fungal growth ?, I guess not
-----------------------------------------------------------------------
StarCraft II Beta - Patch 12 (version 0.14.0.15343)
Mothership:
Vortex now removes Force Fields within its area of effect.

StarCraft II: Wings of Liberty - PTR 1.3
Mothership:
Units leaving the Mothership's Vortex are now un-targetable and immune to damage for 1.5 seconds.

Took them ashitload of time to notice that this could be done with Archons,too...
-------------------------------------------------------------------------
StarCraft II: Wings of Liberty - PTR 1.3
High Templar
- Khaydarin Amulet upgrade (+25 starting energy) has been removed.

Well if that happens I probably switch my race or wait for the next expansion. Sure Warp-In Storms might be a bit too strong but the only solution they have.....remove here , remove there.

Why not removing the Reaper instead ? Blizzard has nerfed this unit into Oblivion anyway

Build time increased from 40 to 45.
Barracks requirement changed from Command Center to Supply Depot.
Nitro Packs speed upgrade now has a Factory Requirement.
Roach Range increased from 3 to 4.

And now the unit is finally dead and Blizzard doesn't even care about it.

If all the changes comes true....dear god is the game fucked up.

Useless Reapers, restricted usage of already underused Motherships, High/Dark Templar Tech finally turns into complete Garbage, PvT & PvZ turns into "War of the Worlds" where Colossi is a Must-Have, Neural Parasite is still shit, Corruptors have not even changed in the slightest and so on.
IamBach
Profile Blog Joined August 2010
United States1059 Posts
February 27 2011 17:25 GMT
#2398
+ Show Spoiler +
On February 28 2011 02:22 Mentymion wrote:
With each patch Blizzard announce, the "balance" gets even worse. For me it's certain that David Kim and his "Balance Team" have absolutley no clue how to balance the game AND whats more important, they don't know what to do with the units and whats their purpose.

StarCraft II Beta - Patch 6 (version 0.8.0.14593)
Bunker Build time decreased from 40 seconds to 30 seconds.

StarCraft II: Wings of Liberty - Patch 1.1.0
Bunker Build time increased from 30 to 35.

StarCraft II: Wings of Liberty - PTR 1.3
Bunker Build time increased from 35 to 40. <----I swear this will solve anything....oh wait...probably not.
-------------------------------------------------------------------------
StarCraft II Beta - Patch 1 (version 0.3.0.14093)
Fungal Growth: The damage done by this ability has decreased from 48 to 36.
Fungal Growth: This ability now prevents affected units from burrowing.

StarCraft II Beta - Patch 9 (version 0.11.0.15097)
Fungal Growth projectile removed; Units in the target area are now instantly hit.

StarCraft II: Wings of Liberty - Patch 1.1.2
Fungal Growth now prevents Blink.

StarCraft II: Wings of Liberty - PTR 1.3
Fungal Growth
- Stun duration decreased from 8 to 4 seconds.
- Damage increased by +30% vs. armored units.
- Now fires a missile instead of being instant cast. <--- The last change for Fungal growth ?, I guess not
-----------------------------------------------------------------------
StarCraft II Beta - Patch 12 (version 0.14.0.15343)
Mothership:
Vortex now removes Force Fields within its area of effect.

StarCraft II: Wings of Liberty - PTR 1.3
Mothership:
Units leaving the Mothership's Vortex are now un-targetable and immune to damage for 1.5 seconds.

Took them ashitload of time to notice that this could be done with Archons,too...
-------------------------------------------------------------------------
StarCraft II: Wings of Liberty - PTR 1.3
High Templar
- Khaydarin Amulet upgrade (+25 starting energy) has been removed.

Well if that happens I probably switch my race or wait for the next expansion. Sure Warp-In Storms might be a bit too strong but the only solution they have.....remove here , remove there.

Why not removing the Reaper instead ? Blizzard has nerfed this unit into Oblivion anyway

Build time increased from 40 to 45.
Barracks requirement changed from Command Center to Supply Depot.
Nitro Packs speed upgrade now has a Factory Requirement.
Roach Range increased from 3 to 4.

And now the unit is finally dead and Blizzard doesn't even care about it.

If all the changes comes true....dear god is the game fucked up.

Useless Reapers, restricted usage of already underused Motherships, High/Dark Templar Tech finally turns into complete Garbage, PvT & PvZ turns into "War of the Worlds" where Colossi is a Must-Have, Neural Parasite is still shit, Corruptors have not even changed in the slightest and so on.


David Kim is balancing the game. Just not for high level players.
Just listen http://www.youtube.com/watch?v=__lCZeePG48
Kinetik_Inferno
Profile Joined December 2010
United States1431 Posts
February 27 2011 17:26 GMT
#2399
THIS IS EXACTLY WHAT WE ASKED FOR WOOT!

Favorites, cool tabs, good graphics, and halfway decent balance.

Awwwwwww Yeahhhhhhhhh
Bagi
Profile Joined August 2010
Germany6799 Posts
February 27 2011 17:43 GMT
#2400
On February 27 2011 21:55 Fa1nT wrote:
Don't see why they can't give HT the BW energy buff.

High Templar start with 50 energy, had 200 total.

Make a upgrade that makes them get +12 energy starting, and +50 total.

Start with 62, 250 max.

No more warp-in storms, but can storm 3 times per templar if you bank energy.

Probably because this isn't BW and no other units have would have an upgrade like this, as all the energy upgrades give more starting energy. I can totally see this being an even more awkward change from a game design point of view. The 50 extra max energy would only be there because all casters had it in BW.

I think a more reasonable change would be amulet granting 15 or 20 extra starting energy.
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