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Patch 1.3 on PTR - Page 13

Forum Index > SC2 General
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Disciple7
Profile Joined August 2010
United States198 Posts
February 26 2011 01:54 GMT
#241
Some of the balance updates are absolutely ridiculous while others are needed.

Infestor health should have been buffed and MAYBE duration of fungal taken down to 6 minimum, that's the biggest problem I have.

Second biggest problem is removal of Khaydarin Amulet, Blizzard really fucking loves colossi.

Mothership nerfed even more, might as well take it out of the game, although I do agree archon toilets were way too powerful.

Chargelot thing I'm not really sure about, considering I don't know how it works, will the time limit for charge no longer be applicable and they will chase until they hit their target? Sounds like it has its ups and downs, obviously it makes chargelots stronger, but it may cause problems with the difficulty to micro permachargelots.

BC move speed is understandable, but not sure how I feel about it entirely.

Bunker build time increased again? Stop nerfing bunker build time and start nerfing Bunker Salvage.

Don't know how I feel about stimpack. Certainly helps Protoss defend earlier, which was needed in some way, but also may give protoss a huge early lead, requiring even less units. I think there is a better way to make early T pushes more manageable, although this is a step in the right direction.

Also, I really wish Blizzard would stop trying to make this game more appealing to people who get upset because they're not good at a game (read: crybaby, bitch, etc.) It's really only a result of the environment being built by the government, taking the idea that "everyone is equal" too literal, and this idea trickling down to mainstream. Irrelevant, but it makes me angry =(.

P.S. Just go back to old custom games method like WC3 instead of this stupid new shit, please and thank you.
A fanatic is one who can't change his mind and won't change the subject. -Winston Churchill
oursblanc
Profile Joined April 2010
Canada1450 Posts
February 26 2011 01:54 GMT
#242
Woah, this is a big one.
An oasis of horror in a desert of boredom!
Decko
Profile Joined May 2010
United States150 Posts
February 26 2011 01:54 GMT
#243
Can't say agree with the templar nerf, never heard about it being a problem. This just makes templar far less viable, the amulet upgrade was entirely necessary to really make them worth while. It seems like blizzard only wants Protoss player making colossus for splash damage units. It's hard enough to get both upgrades to begin with, I'm really amazed out how terrible these changes are for Protoss. It doesn't seem like Naniwa was completely wrong either, I'm just stunned by that change to Protoss in particular.
Superman does good, you're doing well.
LunarC
Profile Blog Joined October 2009
United States1186 Posts
February 26 2011 01:54 GMT
#244
Fungal Growth is now a projectile, woot!! I've been advocating that since beta. Now if only EMP were an upgrade OR a projectile, I'll be satisfied.
REEBUH!!!
cuppatea
Profile Joined April 2010
United Kingdom1401 Posts
February 26 2011 01:54 GMT
#245
So now when using vortex you're effectively casting invulnerability on your opponent's army?
Lucius22
Profile Joined February 2011
172 Posts
February 26 2011 01:54 GMT
#246
atleast the balance changed totally support these win % numbers from naniwa wtf....!=!!?!?

uninstalling game right now.

atleast protoss got the nerf hammer again, without that it wouldnt be a blizz patch.

now where we saw more mothership play, it gets nerfed -> rofl
templar -> still no use in pvz and now offically dead aswell in pvt. but im glad terran still have their emp
Sfydjklm
Profile Blog Joined April 2005
United States9218 Posts
February 26 2011 01:54 GMT
#247
so their fix for protoss deathball is?
...
.....
.....
........

fuck blizzard;(
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
MythicalMage
Profile Joined May 2010
1360 Posts
Last Edited: 2011-02-26 01:56:05
February 26 2011 01:54 GMT
#248
Contender for worst patch ever? Protoss will be even more Colossus heavy, due to both changes. The infestor effectively lost the ability to stop pushes, one of it's key uses, and is worse against harass due to the projectile. Effectively it's now primarily for damage. Terran changes seem ok, though I think the bunker/stim changes might be unnecessary, they will at least slow down the ragers.
On February 26 2011 10:54 Sfydjklm wrote:
so their fix for protoss deathball is?
...
.....
.....
........

fuck blizzard;(

Their fix for the colossus deathball is to make the colossus deathball much more likely to be used.
ste0731
Profile Joined September 2010
United Kingdom435 Posts
February 26 2011 01:54 GMT
#249
The notices are clearly trying to help zerg with larva as thats SO much more crucial, but they couldn't leave out chrono/mules, but doesn't really help P/T that much.

Also P complaining that they can no longer warp in 1 unit to deal with a drop, Love to see any other race manage that anyway!

Overall looks a decent patch, unsure how fungal change will pan out just yet though. Wish bunker was only longer if you was pushing with them, like bunker within X radius of CC takes normal time :D May be a tiny bit tougher to defend 4gate/early pushes if you scout late now and are going macro game. BC increase speed seems useless, really need a major buff in damage/lower cost to even start to make BC's a viable unit at all yet. Someway to go for that.
Velocirapture
Profile Blog Joined December 2010
United States983 Posts
February 26 2011 01:55 GMT
#250
HT will still be used, its just their viability as a pre robotics tech has been completely removed. The function of ht in the late game (army-wise) focused more on having 5-10 of them at all times for blanket storm so amulet was not that big of a deal. Also late game defense against bio drops / marauder tech sniping will be really tough. I suspect that protoss will be going all in alot more if this patch comes out (which is sad because toss was moving steadily towards the macro game).
hi im new
Profile Joined May 2010
Germany150 Posts
February 26 2011 01:55 GMT
#251
On February 26 2011 10:53 bonedOUT wrote:
Storms are still powerful but now you just need to get them in advance and stock up energy. I think they are still useful


hts never were useful because of emp.
only reason you saw hts ever is because of amulet giving toss 1 storm per new warpin
everything else gets emp'd and instadies.

MonsieurGrimm
Profile Joined August 2010
Canada2441 Posts
February 26 2011 01:55 GMT
#252
On February 26 2011 10:51 Xswordy wrote:
Show nested quote +
# An alert has been added when MULEs expire.

# An alert has been added when the Chrono Boost buff expires.

# An alert has been added when the Spawn Larva buff expires.


Why is this? I mean yea I like the spawn larva thingy and all that but doesn't this break the game by making it extremly easy? This will give a huge advantage to low level zergs.


Actually, it really just removes T/P advantage for low level zergs instead of being boned because they don't have perfect injects.. I don't see how it gives anyone an advantage, it makes it the same for everyone.

If you mean that it makes the game easier for low level zergs then yes but that's really, really not a bad thing.
"60% of the time, it works - every time" - Brian Fantana on Double Reactors All The Way // "Great minds discuss ideas; Average minds discuss events; Small minds discuss people." - Eleanor Roosevelt
mprs
Profile Joined April 2010
Canada2933 Posts
February 26 2011 01:55 GMT
#253
On February 26 2011 10:53 MrPrezbo wrote:
Super glad archon toiled is removed. It was gimmicky and dumb. Nothing should exist in this game that instantaneously kills your entire fucking army.


Try running your army into 15 tanks.

There are things you can do to avoid the vortex + toilet. Its not very easy to pull off, unless you are playing weaker players. It just hasn't been used enough for people to know how to react.
We talkin about PRACTICE
kitaman27 *
Profile Blog Joined April 2009
United States9245 Posts
February 26 2011 01:55 GMT
#254
Why would they decide to nerf templar tech when it was hard enough to reach already? I wish they would take a couple paragraphs to explain their thoughts behind the patches.
I'm better than dirt. Well, most kinds of dirt. I mean not that fancy store bought dirt. That stuffs loaded with nutrients. I... I can't compete with that stuff.
NukeD
Profile Joined October 2010
Croatia1612 Posts
February 26 2011 01:55 GMT
#255
SC2 has just died as a spectator sport
sorry for dem one liners
KevinIX
Profile Joined October 2009
United States2472 Posts
February 26 2011 01:55 GMT
#256
On February 26 2011 10:51 nalgene wrote:
Ravens can't one spell vs infestor anymore... ( 100 damage vs 90 hp... now 110 hp... )

You can probably just 4gate the terran every game with the 30 sec increase on stim

No energy upgrade... not even a 62.5 / 250 pool...

no more archon toilet... just an ultra expensive stasis...


What's the point of vortex. The opponent can just walk into the vortex and get 1.5 seconds free invulnerability after it's over.
Liquid FIGHTING!!!
Onioncookie
Profile Joined May 2010
Germany624 Posts
February 26 2011 01:56 GMT
#257
Hmmm isnt the fungal pretty instant kill with Lings attacking the marines?

38 DMG within 4 seconds not 8 ! Thats a huge buff against Marines o.O ...If u hit
HuggyBear
Profile Joined November 2010
Australia377 Posts
February 26 2011 01:56 GMT
#258
I dont get why the Protoss people are complaining so much about PvT when the increased bunker and stim build time means its easier to get rolled with a 4 gate
"Sleeping with SeLeCT is Standard. Once you've slept with Day9 everything else is just ..." - CatZ
coddan
Profile Joined May 2010
Estonia890 Posts
February 26 2011 01:56 GMT
#259
On February 26 2011 10:54 andrewwiggin wrote:
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



The thing about fungal is that it is now possible to miss, and its only half time if you hit. Also, +30% against armor isnt that big of a deal. It's only 11 damage.
oxxo
Profile Joined February 2010
988 Posts
February 26 2011 01:56 GMT
#260
On February 26 2011 10:55 hi im new wrote:
Show nested quote +
On February 26 2011 10:53 bonedOUT wrote:
Storms are still powerful but now you just need to get them in advance and stock up energy. I think they are still useful


hts never were useful because of emp.
only reason you saw hts ever is because of amulet giving toss 1 storm per new warpin
everything else gets emp'd and instadies.



Spread your hts then. That's like complaining that ghosts aren't useful because of feedback.
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