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Patch 1.3 on PTR - Page 14

Forum Index > SC2 General
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KotaOnCue
Profile Joined September 2010
United States180 Posts
February 26 2011 01:56 GMT
#261
.... Soooo, we just made every mothership skill completely useless? Why leave the unit in there at all at this point? All it is now is a very very expensive defensive structure and even when used in defense, it actually will hinder you because you just vortexed their army giving you about 10 seconds before they come out invincible and firing. Solid work there blizzard haha.

Khydarin amulet is another horrendous addition. Though I agree that it gets ridiculous when it becomes LOLstorm when 5 Templars get warped in, it just encourages Terrans to just keep with their bioball + viking combo and ROFLstomp Toss even into late game. Even with stim research nerf, it still gives a huge advantage to Terran with EMP and concussive shells. And it sucks even more because now EMP is severely overpowered as the Templars that have been called out and saving energy suddenly become useless and you can't do anything about it with a LOLEMP cast over the entire battlefield.

Again, it seems that P gets the nerf stick but I bet we'll still keep winning haha.
"They say ignorance is bliss. Is it true?"
emc
Profile Joined September 2010
United States3088 Posts
February 26 2011 01:56 GMT
#262
On February 26 2011 10:47 MuteZephyr wrote:
Why the hell are zerg complaining about the fungal stun duration reduction?

This is a HUGE buff in most situations. Fungal DPS just doubled, meaning enemy units will get to take half as many shots at the zerg before they die if the fungal is going to kill them (often the case especially with marines). That means the stimmed marines you fungalled do HALF the damage they would normally do. HALF. 50% less. This is an enormous marine nerf / fungal buff. Zerg should be rejoicing IMO.


but that wasn't why people used fungal, sure the DPS buff is nice, but most zergs used those 8 seconds to give them more time to prepare for the push. Also the 8-4 second nerf is pretty bad when dealing with drops, so all these alternate zerg strategies that don't utilize Mutas are now going to be a lot less useful against drops and muta/ling/bling will remain the only viable strategy. I'm not sure, I liked the old fungal, it gave you more time to prepare and also allowed you to fungal, drop IT's and own a dropship, it's going to be a lot harder to stop drops without mutas now.
Sfydjklm
Profile Blog Joined April 2005
United States9218 Posts
February 26 2011 01:56 GMT
#263
On February 26 2011 10:54 Lucius22 wrote:
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

yea the amulet part when dayvie said it on minigun's stream everyone was like oh yea it makes sense to up an underused unit, but only if its coupled with a moderate collosus nerf(people thought it would be removed as in templars will spawn "pre-upgraded").
But ofc blizzard does the opposite of what makes sense.
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
Adonisto
Profile Joined May 2010
Canada191 Posts
February 26 2011 01:57 GMT
#264
On February 26 2011 10:50 Nilrem wrote:
Ok, the amulet I can sort of understand. being able to warp in a Ht and than storm seemed a bit strong. But, I think flat out removing it is quite extreme. Couldn't they have thought of some sort of other mechanic in place of it. Who knows, maybe an increase regen rate of energy, I do not know.


I agree with that. They should replace amulet with something else instead of removing it completely. An increase regen rate of energy is a good idea.
MythicalMage
Profile Joined May 2010
1360 Posts
February 26 2011 01:57 GMT
#265
On February 26 2011 10:55 KevinIX wrote:
Show nested quote +
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.

Yeah exactly. There's no reason for it to be 1.5. Should at most be like .5 or something but even then it's extraneous.
Soleron
Profile Blog Joined September 2010
United Kingdom1324 Posts
February 26 2011 01:57 GMT
#266
On February 26 2011 10:53 Gentleman7 wrote:
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.


To be fair, killing 200 supply worth of units with four archons and a mothership should not be possible no matter how hard it is to set up.

I don't see the problem with the viking flower, because isn't hard to set up, isn't imbalanced, looks cool, and does its job much better than a whole bunch of vikings spread out and sitting there.

Seeing today's Day9 Daily with pure marines vs pure zealot-templar and the marines won no matter how many died to amulet-storms makes me think HTs were balanced to slightly weak even.
ihavetofartosis
Profile Joined January 2011
1277 Posts
February 26 2011 01:57 GMT
#267
Blizzard wants people to do the same thing every game, this shows through their patches.

Even though this is a spectator-sport, for some reason they still want it to be as one-dimensional as possible. Every race having one build only, because Blizzard nerfed any other options.

Why????
Rokk
Profile Joined March 2010
United States425 Posts
February 26 2011 01:58 GMT
#268
How can people be complaining about the removal of the archon toilet? Sure, it was hard to pull off, but when it went off it did so much damage as to be obviously game ending.
dudeman001
Profile Blog Joined February 2010
United States2412 Posts
February 26 2011 01:58 GMT
#269
This patch gives me chills... of excitement.
Sup.
heishe
Profile Blog Joined June 2009
Germany2284 Posts
February 26 2011 01:58 GMT
#270
Wow, the fungal change seems pretty epic. If the protoss goes for its collossus / stalker death ball now they'll have serious trouble. if the fight only lasts 8 seconds, you fungal twice and stalker loses more than half it's hp. And you only need 3-4 infestors in your army for that and can keep the rest of your usual combination of roach/hydra/corruptor.
If you value your soul, never look into the eye of a horse. Your soul will forever be lost in the void of the horse.
`Zapdos
Profile Blog Joined November 2010
United States935 Posts
February 26 2011 01:58 GMT
#271
On February 26 2011 10:57 Adonisto wrote:
Show nested quote +
On February 26 2011 10:50 Nilrem wrote:
Ok, the amulet I can sort of understand. being able to warp in a Ht and than storm seemed a bit strong. But, I think flat out removing it is quite extreme. Couldn't they have thought of some sort of other mechanic in place of it. Who knows, maybe an increase regen rate of energy, I do not know.


I agree with that. They should replace amulet with something else instead of removing it completely. An increase regen rate of energy is a good idea.


What really gets me is that ghosts still come out incredibly fast and can still emp off the bat, yet they think its overpowered to have that with protoss. I don't understand, because emp is undodgeable and does more damage =.=
www.twitch.tv/thezapdos come watch me :]
udgnim
Profile Blog Joined April 2009
United States8024 Posts
February 26 2011 01:58 GMT
#272
Mothership
- Units leaving the Mothership's Vortex are now un-targetable and immune to damage for 1.5 seconds.


absolutely horrible change. Mothership Vortex is a great spectator ability and Blizzard is neutering it.

also wonder how big of a difference it will be between Fungal Growth being changed from instant cast to missile. might end up being more of a nerf to the ability but need to see how it works on PTR first before jumping to conclusions.
E-Sports is competitive video gaming with a spectator fan base. Do not take the word "Sports" literally.
MrPrezbo
Profile Joined November 2010
92 Posts
February 26 2011 01:58 GMT
#273
Infestor role will change now. Looks like they're more interested in making him a damage dealer. IDK how I feel about this yet... They deal damage faster, and more damage to armor, so you will benefit more from having more infestors and spamming fungal repeatedly than you did before. It should be reverted to six seconds though. 4 seconds is way too short.
If chess is life, Starcraft is science
Severian
Profile Joined September 2010
Australia2052 Posts
February 26 2011 01:58 GMT
#274
On February 26 2011 10:53 Piski wrote:
I blame Naniwa. He revealed the patch notes so they swore revenge to all protoss ^^

If they did give the notes directly to Naniwa, and he didn't just get them from some other pro, then they can hardly be surprised that he leaked them.
Stropheum
Profile Joined January 2010
United States1124 Posts
February 26 2011 01:59 GMT
#275
Does fungal growth still have the same overall base damage? It says the duration was decreased from 8 seconds to 4 seconds, and +30% damage to armored, but does that mean it just deals damage faster, or does it do the same dps for half the time?
TaKemE
Profile Joined April 2010
Denmark1045 Posts
February 26 2011 01:59 GMT
#276
On February 26 2011 10:56 coddan wrote:
Show nested quote +
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.


Its true that its half time but the dmg is also done 2x as fast so if you get alot infestors now late game you might be abel to do alot more dmg.
Valikyr
Profile Joined June 2010
Sweden2653 Posts
February 26 2011 01:59 GMT
#277
So, with 1 patch we made HT's and mothership useless. Great! And I thought we wanted to see fewer colossi :D

What's the problem with viking flower?

Keep on making the game more casual, yay.....
"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"

Worst patch notes ever.
BabelFish
Profile Joined March 2010
United States14 Posts
February 26 2011 01:59 GMT
#278
So if fungal is a projectile now... do PDDs shoot it down?
Protein
Profile Joined August 2010
United States132 Posts
February 26 2011 01:59 GMT
#279
On February 26 2011 10:42 link0 wrote:
Show nested quote +
On February 26 2011 10:39 Fiercegore wrote:
wow no amulet for protoss? lol I mean high templar were very rare but now that they're out of the game I dont think I'm ever going to get them. And Vortex now makes your opponents unit invulnerable? is it just me or does vortex seem better for your opponent now? lol o_0


Rare? It's used in at least 1/2 of the games.

No amulet just means you have to plan a bit more by warping in HT a bit before you need storm. It was such a skill-less clutch defense before.


That also makes emp THAT much more op.

If you get a clutch emp off on our templars that have been saving energy, we literally have nothing that we can do to stop you from a moving your bio ball into us. Granted, we can try and feedback the ghosts, but selecting every single one is difficult.

In otherwords, no one is going to be going templar tech anymore. If you want to play protoss, I suggest you have a huge hard on for colossi cause that's aalllll you can do.
emc
Profile Joined September 2010
United States3088 Posts
February 26 2011 01:59 GMT
#280
removing amulet is fine IMO, you can still deal with drops with feedback. They should just make it like BW now that HT amulet is gone, make templar archives allow HT's and DTs, and remove the research for storm from HT's and simply let them spawn with the ability.
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