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Patch 1.3 on PTR - Page 175

Forum Index > SC2 General
Post a Reply
Prev 1 173 174 175 176 177 186 Next
Jei-
Profile Joined February 2011
Bulgaria33 Posts
March 10 2011 15:49 GMT
#3481
Actually I do believe the norm they are using is <major version/expansion>.<balance changing version>.<bug fixes and not game related changes>.
m!DniGhT
Profile Joined November 2010
Germany34 Posts
March 10 2011 16:18 GMT
#3482
On March 11 2011 00:02 JoeAWESOME wrote:
The patch will not come during a GSL so I'm guessing it will come out after the GSL is over. I dont think Blizzard want to interfere a tournament by changing up the balance midtourney



They have done that befor so the running GSL Season ist not that much an Indicator for the Patch Timing. Maybe they learned from that older Patch during the Open GSL Season 1 (i think it was 1 dunno exactly)

I'm on a horse - meewwww - Cow!
Tiazi
Profile Joined February 2010
Netherlands761 Posts
Last Edited: 2011-03-10 16:24:50
March 10 2011 16:24 GMT
#3483
On March 10 2011 09:57 Strivers wrote:
Has Blizzard announced ETA for official 1.3 release?


Soon. When its ready.
"A brilliant yet deluded man once said, 'Introduce a little anarchy. Upset the established order, and everything becomes chaos.' Gumiho is that agent of chaos." -monk
dump
Profile Joined August 2010
Japan514 Posts
Last Edited: 2011-03-10 20:02:06
March 10 2011 20:01 GMT
#3484
On March 11 2011 00:49 Sir_J wrote:
Actually I do believe the norm they are using is <major version/expansion>.<balance changing version>.<bug fixes and not game related changes>.


That's what you'd think they'd do, but it's not what Blizz is doing. Patch 1.1.2, for example: http://www.starcraft2patch.net/Patch_Note/26.html
blade55555
Profile Blog Joined March 2009
United States17423 Posts
March 10 2011 20:07 GMT
#3485
On March 11 2011 00:02 JoeAWESOME wrote:
The patch will not come during a GSL so I'm guessing it will come out after the GSL is over. I dont think Blizzard want to interfere a tournament by changing up the balance midtourney


They have done it before wouldn't go by that at all.
When I think of something else, something will go here
Heraklitus
Profile Joined September 2010
United States553 Posts
March 10 2011 21:04 GMT
#3486
New PTR is up.

They pulled the infestor health change and the "missile" change. But the 8 to 4 seconds is still there.

http://us.battle.net/sc2/en/forum/topic/1213111662
Heraklitus
Profile Joined September 2010
United States553 Posts
March 10 2011 21:05 GMT
#3487

ZERG

Infestor

Health increased from 90 to 110. -- This change has been revoked.

Fungal Growth

Stun duration decreased from 8 to 4 seconds.

Damage increased by +30% vs. armored units.

Now fires a missle instead of being instant cast.
-- This change has been revoked.
weikor
Profile Blog Joined March 2011
Austria580 Posts
March 10 2011 21:11 GMT
#3488
I dont understand why they dont adress certain issues with obvious soloutions like

Whats Really the problem with the Archon toilet? -> units bunch up and get killed with splash

Fix = Change Vortex to "displacement field" ( feel free to work with other names) Units get temporarily shifted to a different plane of existance, and return in the same positions they left. Same area of effect/ duration as vortex.

I cant really speak for other imbalance issues, thats just the obvious one. But in the same way, they need to adress other issues as well.
TheAura
Profile Joined November 2010
96 Posts
March 10 2011 21:15 GMT
#3489
Ghost change = 100 energy drained max on EMP
NeonFox
Profile Joined January 2011
2373 Posts
Last Edited: 2011-03-10 21:16:20
March 10 2011 21:15 GMT
#3490
So infestors will still get 2 shot by tanks and the stun will last less longer than before. T_T

Edit: And the missile thing was actually a cool idea, just way too slow.
Kindred
Profile Blog Joined May 2010
Canada396 Posts
March 10 2011 21:22 GMT
#3491
On March 11 2011 06:15 TheAura wrote:
Ghost change = 100 energy drained max on EMP


excluding Protoss Shield. So this applies to T and Z opponents from what I understand
Two 2.93GHz 6-Core Intel Xeon “Westmere” (12 cores) + 32GB RAM + Four 512GB Solid-State Drives + Two ATI Radeon HD 5770 1GB + Two Apple LED Cinema Display (27" flat panel) + Quad-channel 4Gb Fibre Channel PCI Express card
TheAura
Profile Joined November 2010
96 Posts
March 10 2011 21:28 GMT
#3492
well its also nice for those sentries that toss has sitting around for awhile gathering energy, if they get hit they wont be completely useless.
blade55555
Profile Blog Joined March 2009
United States17423 Posts
March 10 2011 21:30 GMT
#3493
On March 11 2011 06:11 weikor wrote:
I dont understand why they dont adress certain issues with obvious soloutions like

Whats Really the problem with the Archon toilet? -> units bunch up and get killed with splash

Fix = Change Vortex to "displacement field" ( feel free to work with other names) Units get temporarily shifted to a different plane of existance, and return in the same positions they left. Same area of effect/ duration as vortex.

I cant really speak for other imbalance issues, thats just the obvious one. But in the same way, they need to adress other issues as well.


Are you serious? The archon toilet was completely broken. Was retarded to watch your 200/200 army die to 4 archons while he still has 200/200 = instant loss.

interesting glad to see the fungel missile go away
When I think of something else, something will go here
Blasterion
Profile Blog Joined October 2010
China10272 Posts
March 10 2011 21:31 GMT
#3494
On March 11 2011 06:28 TheAura wrote:
well its also nice for those sentries that toss has sitting around for awhile gathering energy, if they get hit they wont be completely useless.

Now i just have to use 2 EMPs xD
[TLNY]Mahjong Club Thread
arb
Profile Blog Joined April 2008
Noobville17921 Posts
Last Edited: 2011-03-10 21:33:23
March 10 2011 21:32 GMT
#3495
On March 11 2011 06:30 blade55555 wrote:
Show nested quote +
On March 11 2011 06:11 weikor wrote:
I dont understand why they dont adress certain issues with obvious soloutions like

Whats Really the problem with the Archon toilet? -> units bunch up and get killed with splash

Fix = Change Vortex to "displacement field" ( feel free to work with other names) Units get temporarily shifted to a different plane of existance, and return in the same positions they left. Same area of effect/ duration as vortex.

I cant really speak for other imbalance issues, thats just the obvious one. But in the same way, they need to adress other issues as well.


Are you serious? The archon toilet was completely broken. Was retarded to watch your 200/200 army die to 4 archons while he still has 200/200 = instant loss.

interesting glad to see the fungel missile go away

pretty dumb, too many people complaining i imagine

"ooh durr i cant hit aim ahead or use any micro hurr"

pretty stupid, should have just kept the missile change*
Artillery spawned from the forges of Hell
freetgy
Profile Joined November 2010
1720 Posts
Last Edited: 2011-03-10 21:41:07
March 10 2011 21:37 GMT
#3496
ok this now gets a huge buff for infestors

who watched lalush vs. Sjow right now will see how great Infestor Muta will work together with the increased DPS on marines.

no need for banelings 8D
Heraklitus
Profile Joined September 2010
United States553 Posts
March 10 2011 21:43 GMT
#3497
On March 11 2011 06:37 freetgy wrote:
ok this now gets a huge buff for infestors

who watched lalush vs. Sjow right now will see how great Infestor Muta will work together with the increased DPS on marines.

no need for banelings 8D


It will be extra DPS on maurauders now too, right? Aren't they armored? (+30% dmg)
freetgy
Profile Joined November 2010
1720 Posts
Last Edited: 2011-03-10 21:46:35
March 10 2011 21:46 GMT
#3498
On March 11 2011 06:43 Heraklitus wrote:
It will be extra DPS on maurauders now too, right? Aren't they armored? (+30% dmg)


sure it is, but mutalisk don't fear marauders 8P
Heraklitus
Profile Joined September 2010
United States553 Posts
March 10 2011 21:48 GMT
#3499
On March 11 2011 06:46 freetgy wrote:
Show nested quote +
On March 11 2011 06:43 Heraklitus wrote:
It will be extra DPS on maurauders now too, right? Aren't they armored? (+30% dmg)


sure it is, but mutalisk don't fear marauders 8P


Right, I guess I'm just pointing out that infestors are going to much stronger against the infantry balls now.
Happy Frog
Profile Joined May 2010
Australia490 Posts
March 10 2011 21:55 GMT
#3500
This looks new

# Ghost

* EMP now drains up to 100 energy instead of all available energy. The effect on Protoss shields remains unchanged.
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