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Patch 1.3 on PTR - Page 133

Forum Index > SC2 General
Post a Reply
Prev 1 131 132 133 134 135 186 Next
Arco
Profile Joined September 2009
United States2090 Posts
February 28 2011 10:03 GMT
#2641
When they're popping out its like recall, they dont do damage. It cant be abused.
NicolBolas
Profile Blog Joined March 2009
United States1388 Posts
February 28 2011 10:28 GMT
#2642
On February 28 2011 18:14 sleepingdog wrote:
What bothers me the most is the recent trend at Blizzard to just REMOVE stuff that turned out to be problematic.

Yes, I as a toss player admit that some warped in templars late-game can really finish a game even if the terran has macroed well the whole time. There's something wrong about that, definitely. Nevertheless simply REMOVING a strategic option is, in my humble opinion, never a good approach to anything. Flux vanes were insanely strong vs zerg lategame, and still, just removing them lowered the amount of strategies available. So will the removal of the amulet.

I would really prefer if Blizz tried to fix supposedly imbalanced upgrades/etc. by either reworking it or buffing counters. For example, why not add a expensive upgrade for ghosts that increases the radious of EMP? So that one ghost might get more templars? Just some crazy thinking, but this would actually increase the strategic depth of the game, removing stuff always decreases it...by...well...definition, you could say.


And what about when Blizzard removed the Gorgon from StarCraft 1? Oh, the Gorgon was a fictitious unit I just made up that might have been in SC1 before Blizzard removed it. Did that "decrease" the game?

Changes change the game. Removing things does not make it worse, just as adding things does not make it better.

Furthermore, let's examine what you're suggesting.

Let's say Flux Vanes were a problem for Zerg. Rather than removing them, you would have to give the Zerg some ability to deal with them. Let's say you make Corruptors faster.

Well now, you've changed a lot more than just Void Rays. You've changed Corruptors. That will impact every matchup. You've now made Corruptors stronger against Colossi in particular. Do you now have to give Colossi more Hp to compensate? And what will that do to other things?

Removing things is always less likely to introduce new balance problems. And Blizzard takes a Hippocratic approach to balancing: do no wrong. Don't make the balance worse.

Adding things is for expansions.
So you know, cats are interesting. They are kind of like girls. If they come up and talk to you, it's great. But if you try to talk to them, it doesn't always go so well. - Shigeru Miyamoto
Excludos
Profile Blog Joined April 2010
Norway8055 Posts
February 28 2011 10:40 GMT
#2643
As I'm in EU, I can't really access the ptr realm (damn your racism blizz ). Has anyone checked if Infestors now having a missile attack, means that it can be picked up by a nearby pdd?
Roblin
Profile Joined April 2010
Sweden948 Posts
Last Edited: 2011-02-28 11:05:40
February 28 2011 11:00 GMT
#2644
On February 28 2011 18:15 SEA_Syntax wrote:
Guys, do you think the vortex change can be abused?

well, I as a zerg player would love the following situation:

I have 25 roaches, 20 hydras, ~10 banelings
he has 1 mothership, 5 colossi, 10 stalkers, 40 zealots

1. he vortex's my army (except the banelings because they were ~20 units away)
2. he walks in with all of his zealots (thinking it will give him good position)
3. I enter the vortex with banelings
4. when vortex ends and units have spread out (aka not invulnerable anymore): I have ultimate baneling spread in the middle of his army
5. boom

edit: of course this could have been done to greater effect before the change, so its not as much an abuse of the patch as it is an abuse of the nature of vortex
I'm better today than I was yesterday!
WhiteDog
Profile Blog Joined November 2010
France8650 Posts
Last Edited: 2011-02-28 11:02:57
February 28 2011 11:02 GMT
#2645
You wanna make the protoss interesting to play? Get that damn warpgate tech in the twilight council, let the amulet but nerf it to something like the templar start with 70 mana (need 5 mana to put down a storm), nerf slightly colossi and up zealot back to their initial SC1/beta HP, change sentries a bit (like nerfing their cost, upping their dps and nerfing FF).
There you have it! Game changing.
"every time WhiteDog overuses the word "seriously" in a comment I can make an observation on his fragile emotional state." MoltkeWarding
Whiteaegis
Profile Joined October 2010
United States4 Posts
February 28 2011 11:06 GMT
#2646
On February 28 2011 19:28 NicolBolas wrote:
Show nested quote +
On February 28 2011 18:14 sleepingdog wrote:
What bothers me the most is the recent trend at Blizzard to just REMOVE stuff that turned out to be problematic.

Yes, I as a toss player admit that some warped in templars late-game can really finish a game even if the terran has macroed well the whole time. There's something wrong about that, definitely. Nevertheless simply REMOVING a strategic option is, in my humble opinion, never a good approach to anything. Flux vanes were insanely strong vs zerg lategame, and still, just removing them lowered the amount of strategies available. So will the removal of the amulet.

I would really prefer if Blizz tried to fix supposedly imbalanced upgrades/etc. by either reworking it or buffing counters. For example, why not add a expensive upgrade for ghosts that increases the radious of EMP? So that one ghost might get more templars? Just some crazy thinking, but this would actually increase the strategic depth of the game, removing stuff always decreases it...by...well...definition, you could say.


And what about when Blizzard removed the Gorgon from StarCraft 1? Oh, the Gorgon was a fictitious unit I just made up that might have been in SC1 before Blizzard removed it. Did that "decrease" the game?

Changes change the game. Removing things does not make it worse, just as adding things does not make it better.

Furthermore, let's examine what you're suggesting.

Let's say Flux Vanes were a problem for Zerg. Rather than removing them, you would have to give the Zerg some ability to deal with them. Let's say you make Corruptors faster.

Well now, you've changed a lot more than just Void Rays. You've changed Corruptors. That will impact every matchup. You've now made Corruptors stronger against Colossi in particular. Do you now have to give Colossi more Hp to compensate? And what will that do to other things?

Removing things is always less likely to introduce new balance problems. And Blizzard takes a Hippocratic approach to balancing: do no wrong. Don't make the balance worse.

Adding things is for expansions.


Felt quote was relevant:

"Perfection is achieved, not when there is nothing more to add, but when there is nothing left to take away."
-Antoine de Saint-Exuper

Also, is there a poll that surveys the general opinion of the PTR patch?


It is better to remain silent and appear stupid than to open your mouth and remove all doubt
Roblin
Profile Joined April 2010
Sweden948 Posts
February 28 2011 11:07 GMT
#2647
On February 28 2011 20:02 WhiteDog wrote:
You wanna make the protoss interesting to play? Get that damn warpgate tech in the twilight council, let the amulet but nerf it to something like the templar start with 70 mana (need 5 mana to put down a storm), nerf slightly colossi and up zealot back to their initial SC1/beta HP, change sentries a bit (like nerfing their cost, upping their dps and nerfing FF).
There you have it! Game changing.

would someone mind to make a map with these changes? I (and I'm sure a bunch of other people) would love to just try this out and see what would happen
I'm better today than I was yesterday!
Tofugrinder
Profile Joined September 2010
Austria899 Posts
February 28 2011 11:09 GMT
#2648
as only a Platin Protoss player I have a question regarding the amulet: (I honestly want to know and not flame about imbalance etc)

how can the templar now be used?

Background: I personally don't like to go for Colossi every game so I kinda like to mix it up with some templar play. Now it seems I have to warp in HTs and 45 secs later I can use them (or I can instant Feedback stuff). For me that seems quite a long period of time, because I can't use the HTs that well against an attack from my opponent.

PS: just looking for some ideas and not interested in amulet imba/or not discussions
PeZuY
Profile Blog Joined February 2011
935 Posts
February 28 2011 11:18 GMT
#2649
Since the ptr seems to be running only in US I have a question for you guys.

I couldn't find anything about infestor fungal growths projectile range. So does it stay the same as it was? Or has it been increased a bit?
Petruccio
Profile Joined November 2010
90 Posts
February 28 2011 11:21 GMT
#2650
Mine 5cents.
1. I like the infestor change. More chances to survive FB, 3 tank shots instead of 2, can now actually kill ball of marines with improved DPS. 2 infestors, unburrowed in the mineral line, may take down ~20 workers in 6 seconds. The missile is not a huge price for this.
2. Amulet. I play protoss and actually cannot recall when it played important role in my game. Instead improved charged zealots are very welcome. I never understand why T QQ about late game PvT, they have EMP, that nullifies HT and does ~500 damage and there is no way for P to avoid it. GSL, PvT late game, good micro and EMP - gg for P. I guess amulet is needed on pro level. Or give something else to help P late game. Colossus are easily countered by vikings, carriers are useless(e.g. MC vs Jinro on Scrap Station).
3. BC speed. I welcome the highest tier buff, because we do not see it normally. P does not have direct counter for BC and without HT(no amulet and EMPed) will have hard times dealing with it. Stalkers die too fast to tanks and marauders, VR are expensive, no armor, and die to BC, yamato, marines and vikings too.
4. Nerf colossus, buff carriers! At the moment everything which is not colossus means more fun.
Ideas for nerfing colossus: +2 instead of +4 on each weapon upgrade. Would be nice to nerf range to 8, but then you have to nerf viking range to 8 too, so it becomes complicated... Carriers - bring back autohealing of interceptors.
iNViCiOUZ
Profile Joined January 2011
Germany364 Posts
February 28 2011 11:25 GMT
#2651
On February 28 2011 20:00 Roblin wrote:
Show nested quote +
On February 28 2011 18:15 SEA_Syntax wrote:
Guys, do you think the vortex change can be abused?

well, I as a zerg player would love the following situation:

I have 25 roaches, 20 hydras, ~10 banelings
he has 1 mothership, 5 colossi, 10 stalkers, 40 zealots

1. he vortex's my army (except the banelings because they were ~20 units away)
2. he walks in with all of his zealots (thinking it will give him good position)
3. I enter the vortex with banelings
4. when vortex ends and units have spread out (aka not invulnerable anymore): I have ultimate baneling spread in the middle of his army
5. boom

edit: of course this could have been done to greater effect before the change, so its not as much an abuse of the patch as it is an abuse of the nature of vortex


Or maybe the blings auto explode when vortex ends ond you loose all blings to immune zealots?!
cheesemaster
Profile Joined February 2011
Canada1975 Posts
February 28 2011 11:26 GMT
#2652
On February 26 2011 10:56 oxxo wrote:
Show nested quote +
On February 26 2011 10:55 hi im new wrote:
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.

yea but you dont have to spread out your ghosts to avoid feedback, its easy to just say that but im sure if feedback was AOE and emp was single target you would be complaining the same way. Also emp has a longer range then feedback, so if you cant hit ht's with an aoe ability with ghosts that you dont have to spread out before a feedback hits the ghost then you deserve to get feedback'd
Slayers_MMA The terran who beats terrans
Ketch
Profile Joined October 2010
Netherlands7285 Posts
February 28 2011 11:26 GMT
#2653
I was wondering, PTR is still a test server right, like the idea that fungal could not hit air that was reversed. How many of this stuff will actually be in the patch?
Tula
Profile Joined December 2010
Austria1544 Posts
February 28 2011 11:28 GMT
#2654
On February 28 2011 16:43 Allred wrote:
Show nested quote +
On February 28 2011 14:10 idonthinksobro wrote:
its a good thing that they remove the amulet - and i hope they dont revert this. Anyone that knows anything about the current state of PvT should know why this change is needed.
The problem is once protoss gets maxed in a PvT terran has a really hard time to do anything. Its actually easier to do something against the deathball as a zerg player.
You cant base race because storms kill off everything so cost efficient , you cant really engage with mass bio vs a deathball. Dropping seems to be pointless as well - just warp in a single templar 16 maruader instant death. If you go for heavy mech style colossi + phenix or blink stalkers are almost impossible to deal with.
Iam a random diamond player and whenever i roll a TvP i just do a 2banshee 1 raven 6 tank marines + scv allin because that matchup feels so broken.


you area saying there is a problem because the protoss player gets either the counter to the terran unit composition or the pro toss t3 tech is more powerful that terrans t1 units? hmmm good point, the game is defiantly imbalanced. instead of just doing cheesy all in builds try actually playing and get better

*note just a thought for terran players maurader medivac viking as a pretty good counter to templar tech if you are good with unit control and can dodge storms well-



*note just a thought for protoss players Sentry Zealot (your lowest tier units) absolutly demolishes Marauder/medivac/viking.

Seriously we get it that you think that marauders are the answer to everything, but it simply isn't true. They are VERY good at doing their job in small numbers, and decent at doing their job (that being to kill armored targets) in middle numbers, but they absolutly suck against your basic mineral sink unit as soon as you have researched zealot charge and lay down 3 forcefields.

You seem to be missing the point, the current "feeling" (which is of course subjective) for Terrans is that we have no choice except to go heavy bio, because heavy mech is countered so easily by your units. But if we go heavy bio we do not have any lategame option to significantly increase our strength, so we feel forced to end the game fast, because otherwise as soon as KA is done, our chances drop drastically and basically rely on the protoss to make major mistakes (not spreading their templars, leaving their base completly open etc.).

Maybe the nerf is too strong, i don't know, since i am european i can't play on the Test realm and see for myself, but some kind of change to the lategame was definitly necessary. (Personally i'd have preferred a buff to mech of some kind so our higher tech paths become more viable, but that would likely ruin the TvZ matchup so, honestly i have no perfect answer what they should change...)


Paradice
Profile Joined October 2010
New Zealand431 Posts
February 28 2011 11:45 GMT
#2655
If the Amulet removal actually makes it out of the PTR and onto live, i'll lose what little faith I have left in Blizzard. I have forced myself to go HTs without amulet.. but when it gets to the late game vs terran bio and they start their "blanket the protoss army with EMPs before every engagement", it's just pointless. The only game I won, I ended up having to tech *back* into colossus and just pretended the archive never existed.

EMP is just too powerful with this change; it's basically a "no storms kthxbye" button for terran. Protoss variety is looking bleak, looks like I'll be going colossus every game in every matchup, and staying there.
Firebolt145
Profile Blog Joined May 2010
Lalalaland34490 Posts
February 28 2011 11:49 GMT
#2656
In BW toss built many many gateways at all of its expansions so they could produce units from various parts of the map as battles moved around.

In SC2 thus far, good players have always left about 2-3 additional warpgates off cooldown for emergency HT warpins. I wonder if people will go back to making >8 extra warpgates so they can warp in bigger zealot/stalker/sentry armies in an emergency now that 2-3 HT's won't be enough, more alike to BW.

And of course start leaving 2 HT's behind at each expansion.
Moderator
Deleted User 124618
Profile Joined November 2010
1142 Posts
Last Edited: 2011-02-28 11:59:36
February 28 2011 11:59 GMT
#2657
On February 28 2011 20:25 iNViCiOUZ wrote:
Show nested quote +
On February 28 2011 20:00 Roblin wrote:
On February 28 2011 18:15 SEA_Syntax wrote:
Guys, do you think the vortex change can be abused?

well, I as a zerg player would love the following situation:

I have 25 roaches, 20 hydras, ~10 banelings
he has 1 mothership, 5 colossi, 10 stalkers, 40 zealots

1. he vortex's my army (except the banelings because they were ~20 units away)
2. he walks in with all of his zealots (thinking it will give him good position)
3. I enter the vortex with banelings
4. when vortex ends and units have spread out (aka not invulnerable anymore): I have ultimate baneling spread in the middle of his army
5. boom

edit: of course this could have been done to greater effect before the change, so its not as much an abuse of the patch as it is an abuse of the nature of vortex


Or maybe the blings auto explode when vortex ends ond you loose all blings to immune zealots?!


Keyword is untargetable. If something can't be targeted, the units will not attack it. Banelings will not explode during that 1,5s.
DeCoder
Profile Joined December 2010
Finland236 Posts
February 28 2011 12:32 GMT
#2658
On February 28 2011 20:59 Greentellon wrote:

Keyword is untargetable. If something can't be targeted, the units will not attack it. Banelings will not explode during that 1,5s.


But you can still detonate them manually within that 1.5 second?
DarkPlasmaBall
Profile Blog Joined March 2010
United States44221 Posts
Last Edited: 2011-02-28 12:58:00
February 28 2011 12:52 GMT
#2659
On February 28 2011 17:42 hocash wrote:
HTs are still very viable due to feedback. Medivacs get 1 shotted all the time and they are really expensive.


I'm curious as to how many other Protoss users would consider warping in high templars for the sole purpose of feedback. That's a large gas investment to maybe killing one unit (and you run the risk of losing them... even though it may also pay off in your favor if you plan to get storm later). Maybe on rare occasions (stopping banshee harrass or battlecruisers moreso than medivacs, imo), but I'm a Protoss user and about 95% of my high templar's spells have been storms, rather than feedback. I'd rather do damage to more units ::shrugs:: Storm the bio ball and have a few stalkers pick off the medivacs
"There is nothing more satisfying than looking at a crowd of people and helping them get what I love." ~Day[9] Daily #100
wiperkill
Profile Joined January 2011
Sweden24 Posts
February 28 2011 12:53 GMT
#2660
On February 28 2011 21:32 DeCoder wrote:
Show nested quote +
On February 28 2011 20:59 Greentellon wrote:

Keyword is untargetable. If something can't be targeted, the units will not attack it. Banelings will not explode during that 1,5s.


But you can still detonate them manually within that 1.5 second?


And storms would still do damage?
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