Patch 1.3 on PTR - Page 17
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LegendaryZ
United States1583 Posts
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101toss
3232 Posts
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. | ||
Lucius22
172 Posts
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
Canada429 Posts
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Zerokaiser
Canada885 Posts
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EliteReplay
Dominican Republic913 Posts
Zealot - Charging Zealots will now hit fleeing targets at least once. | ||
Lonyo
United Kingdom3884 Posts
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. | ||
EdSlyB
Portugal1621 Posts
So remain calm people. I bet in the next 8 days we will have some different PTR notes. | ||
Dommk
Australia4865 Posts
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nvs.
Canada3609 Posts
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skyR
Canada13817 Posts
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
United Kingdom1324 Posts
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
United States8024 Posts
- 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 | ||
norlock
Netherlands918 Posts
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BLINKOFF
United States79 Posts
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.Aar
Korea (South)2177 Posts
Crazy changes. But all of them make sense and I agree with them. | ||
ovion
United Kingdom74 Posts
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
United States3684 Posts
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. | ||
Dommk
Australia4865 Posts
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
Canada13817 Posts
On February 26 2011 11:07 udgnim wrote: 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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