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Patch 1.3 on PTR - Page 17

Forum Index > SC2 General
Post a Reply
Prev 1 15 16 17 18 19 186 Next
LegendaryZ
Profile Blog Joined May 2010
United States1583 Posts
February 26 2011 02:05 GMT
#321
Wow... It seems like Protoss got massively nerfed. I can somewhat understand the High Templar nerf, but it really seems like they made the Mothership completely useless in order to avoid a pretty situational tactic (Archon toilet)... I suppose we'll see how it works out if these changes actually do go into effect.
101toss
Profile Blog Joined April 2010
3232 Posts
February 26 2011 02:05 GMT
#322
Battle.net
- Fixed a bug where some Bronze players weren't gaining enough points for wins and were losing too many points for losses.


This is actually pretty hilarious.

No insta-storms is disappointing, but what's really sad is further nerfing the mothership. Seriously, vortex seems to benefit your enemy as it gives them 1.5 seconds of free hits. What is blizzard smoking? It's like they try to remove any tactics in the game they didn't originally intend for, which happens to be what made BW great. At least charge is more worth the 200/200 now against kiting stalkers/immortals

Also, lol at bunker further nerfed, was 30 seconds at ptr 1.2 and pre1.1, nerfed to 35, now going to be 40? It's seems blizzard is confused and embarrassed about the bunker. Also, stim gets +30 seconds? Damn, I'm seeing new timings coming up. BC buff seems interesting, actually a smart move here by blizzard.

I'm not too sure about funguu, damage buff seems nice but a 30% buff against armored units isn't much since armored units tend to be more beefy. Double dps but less stun means a smaller attack timing window but can the ranged units attacking you faster.

Only balance change that I wouldn't question is the BC buff.
Math doesn't kill champions and neither do wards
Lucius22
Profile Joined February 2011
172 Posts
February 26 2011 02:05 GMT
#323
On February 26 2011 11:04 Wr3k wrote:
Unlisted change/bug:

Brood lords now cost 300/250 to morph (450/350 each).


they didnt wanna listen a zerg nerf, cause now blizz HQ is going down
TheBrofessor
Profile Joined November 2010
Canada429 Posts
February 26 2011 02:06 GMT
#324
Can anyone think of a situation where +30% damage to armor will be useful for infestors? Only thing i can think of right now is maybe to do damage to the stalker/collosus ball, but im not sure if the 20 health boost will be enough to get them in range efficiently.
Zerokaiser
Profile Blog Joined March 2010
Canada885 Posts
February 26 2011 02:06 GMT
#325
I think the only explanation is that there's a significant error in communication, leadership, and organization that prevents the balance team from actually making any god damn dense.
Lanaia is love.
EliteReplay
Profile Blog Joined November 2010
Dominican Republic913 Posts
February 26 2011 02:06 GMT
#326
Someone Explain me this?
Zealot
- Charging Zealots will now hit fleeing targets at least once.
if play random i can't call any race imba?
Lonyo
Profile Blog Joined December 2009
United Kingdom3884 Posts
Last Edited: 2011-02-26 02:08:57
February 26 2011 02:06 GMT
#327
Does anyone think these changes actually fix the balance "issues" that they perceive?

From what it looks like, they 'fix':

0.1) Terran bunker rushes to put pressure on economically greedy opponents.

1) The Terran ability to do an early Stim timing push (delaying it by 30 seconds)

2) The PvT late game "imbalance" by improving Battlecruisers and nerfing High Templar.

Apart from that, and a slight general buff possibly to an aspect of zerg play (infestors), and to zealots with charge, there isn't much else going on.

Does anyone think these were the only 'balance' issues in game? The other tiny changes won't really fundamentally change a whole lot in any of the matchups (some call the Infestor change a nerf as it appears).


Things like the protoss "deathball" are still unchanged. The zerg ability to put any realistic tier 1 pressure on a protoss is still pretty non existent if a protoss makes good use of forcefields, for example (would have been my hopes some some kind of adjustment).
And then 4 gate in PvP (and 4gate in general), altohugh I don't play P so I don't know much about the matchup.
HOLY CHECK!
EdSlyB
Profile Blog Joined September 2010
Portugal1621 Posts
February 26 2011 02:06 GMT
#328
For those who are all freaking out with some of the changes don't forget this is the 1.3 PTR. When we had the 1.2 PTR Blizz also tried some things that didn't worked and they went back on the changes.

So remain calm people. I bet in the next 8 days we will have some different PTR notes.
aka Wardo
Dommk
Profile Joined May 2010
Australia4865 Posts
February 26 2011 02:06 GMT
#329
Consider this though, when Minigun was streaming, David Kim was talking to him and said (Paraphrasing) "Amulet feels to strong in the 'new' maps, I'm thinking about removing it", I can't fathom how Amulet is too strong on any of these maps
nvs.
Profile Blog Joined May 2010
Canada3609 Posts
February 26 2011 02:07 GMT
#330
I don't know if I could possibly be more dissapointed between this thread and the new maps.
skyR
Profile Joined July 2009
Canada13817 Posts
February 26 2011 02:07 GMT
#331
On February 26 2011 11:06 2GRe-Play- wrote:
Someone Explain me this?
Zealot
- Charging Zealots will now hit fleeing targets at least once.


Charge = auto hit basically
Soleron
Profile Blog Joined September 2010
United Kingdom1324 Posts
February 26 2011 02:07 GMT
#332
On February 26 2011 11:04 Wr3k wrote:
Unlisted change/bug:

Brood lords now cost 300/250 to morph (450/350 each).


Wow. The most expensive unit in the game now. Huge zerg nerf if intended.
udgnim
Profile Blog Joined April 2009
United States8024 Posts
February 26 2011 02:07 GMT
#333
- 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.


lol at this

at least Blizzard made it fair to everyone at the expense of making the game easier
E-Sports is competitive video gaming with a spectator fan base. Do not take the word "Sports" literally.
norlock
Profile Joined March 2010
Netherlands918 Posts
February 26 2011 02:07 GMT
#334
Why are the protos complaining about their game changing storms? It is just like a sentry now, but no they want to have a killing instand warp in units that just in one battle can swing over the favour completely. Rediculous, even late game units need to require skill so does the HT. And just please look at oGsMC before complaining, he destroys everyone in late game. Don't feel bad that late game protos is nerved. So is early game Terran, no more deathly stim timings, make it much more easy to safely expand as a protos player.
Are you human?
BLINKOFF
Profile Blog Joined August 2010
United States79 Posts
February 26 2011 02:08 GMT
#335
SotG now pl0x?
Starcraft isn't a game, its a religion.
.Aar
Profile Joined September 2010
2177 Posts
February 26 2011 02:08 GMT
#336
Whoaaaaaaaaaaaaaaaaaaaaaaaaaaaa. Whoa. Whoa.

Crazy changes. But all of them make sense and I agree with them.
now run into the setting sun, and suffer, but don't mess up your hair.
ovion
Profile Joined September 2010
United Kingdom74 Posts
February 26 2011 02:08 GMT
#337
On February 26 2011 11:06 2GRe-Play- wrote:
Someone Explain me this?
Zealot
- Charging Zealots will now hit fleeing targets at least once.

probably mainly (or only) affects zealots vs bioballs. if the marines/marauders are stim-retreating/kiting the zealots could charge but by the time they attacked the bioball would be out of range so they wouldnt get an attack off before dying.
Nilrem
Profile Blog Joined February 2009
United States3684 Posts
February 26 2011 02:08 GMT
#338
On February 26 2011 11:06 2GRe-Play- wrote:
Someone Explain me this?
Zealot
- Charging Zealots will now hit fleeing targets at least once.


It means even with concussive shot, the zealots will at least hit once when they charge. Since as it currently stands, even with charge, a zealot can easily be kited and not able to do any damage. But now, they can hit once before they become useless and easily kited.
Meepo Haters gonna Hate. https://twitter.com/KazeNilrem (@KazeNilrem)
Dommk
Profile Joined May 2010
Australia4865 Posts
February 26 2011 02:09 GMT
#339
On February 26 2011 11:07 norlock wrote:
Why are the protos complaining about their game changing storms? It is just like a sentry now, but no they want to have a killing instand warp in units that just in one battle can swing over the favour completely. Rediculous, even late game units need to require skill so does the HT. And just please look at oGsMC before complaining, he destroys everyone in late game. Don't feel bad that late game protos is nerved. So is early game Terran, no more deathly stim timings, make it much more easy to safely expand as a protos player.

Don't see how 30seconds is going to curb any stim timings, if anything Terran are just going to use that 30seconds to build more units, then attack
skyR
Profile Joined July 2009
Canada13817 Posts
February 26 2011 02:09 GMT
#340
On February 26 2011 11:07 udgnim 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.


lol at this

at least Blizzard made it fair to everyone at the expense of making the game easier


I don't see how this helps protoss since you won't have another chrono boost to continue the chrono boost unless you were at 100 energy to start with... -_-
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