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Patch 1.3 on PTR - Page 177

Forum Index > SC2 General
Post a Reply
Prev 1 175 176 177 178 179 186 Next
freetgy
Profile Joined November 2010
1720 Posts
March 10 2011 22:53 GMT
#3521
On March 11 2011 07:51 MisterPuppy wrote:
So has anyone realized that Fungal Growth, with +30% mechanical damage, now 1 shots scvs? It does 36+30%, so 46.8 damage, while an SCV has 45 health. Pretty awesome.


scvs are not armored
Shade_FR
Profile Joined June 2010
France378 Posts
March 10 2011 22:56 GMT
#3522
On March 11 2011 07:51 MisterPuppy wrote:
So has anyone realized that Fungal Growth, with +30% mechanical damage, now 1 shots scvs? It does 36+30%, so 46.8 damage, while an SCV has 45 health. Pretty awesome.

It does +30% against Armored. Not Mechanical.
EU Zerg player - Streaming @ http://twitch.tv/shade_cst
MisterPuppy
Profile Joined August 2010
161 Posts
Last Edited: 2011-03-10 22:57:18
March 10 2011 22:57 GMT
#3523
i'm an idiot my fault
Grumbels
Profile Blog Joined May 2009
Netherlands7031 Posts
Last Edited: 2011-03-10 23:01:44
March 10 2011 22:59 GMT
#3524
I hope Blizzard is saving all the "fun" changes for the major HotS patch, because I think fungal growth as a missile would make the infestor a more balanceable unit. Instant cast is so silly, a lot of damage you simply can't avoid and on top of that it removes your ability to micro. The changes to fungal growth now just make it more boring, but better in a lot of situations. It's still a borderline broken ability because there is hardly anything you can do about it. Missile cast lets the opponent micro around it in small engagement or with air harass, and as a reward blizzard ought to make the infestor more usable for other things.

Not that it is too strong, or will be too strong, mind you, but I just do not think a spell like fungal growth is good for the game. It reminds me now of Frost Nova by the Lich hero from WC3. A long range, instant-hit spell that removes speed and does a lot of damage. I never liked the spell there, and I don't think I will enjoy the new version either.

What blizzard should do is mimic the high templar / ghost dynamic as it currently exists. Let infestors be a very powerful unit that is hard to control and whose biggest weakness is being killed or mana drained by ghost/HT. If it gets in a position to deal damage, you can try to avoid the damage a bit, but it will still be powerful. Require zerg players to be smart about burrow usage, infestor harassment, spreading them out, and so on.

I mean, when people say SCII doesn't require micro... blizzard has a trackrecord of removing anything facilitating tricky versions of it. (spellcaster usage, the viking flowers, fazing, the burrowed-casting trick for infestors) Instead they promote games that are like Naniwa vs Morrow just now, where you have the roach blob vs the colossus blob and as a result it's boring. I personally enjoy more lengthy games with a lot of tactic usage a lot, and I just don't want the 2base deathball games. :/
Well, now I tell you, I never seen good come o' goodness yet. Him as strikes first is my fancy; dead men don't bite; them's my views--amen, so be it.
TheTenthDoc
Profile Blog Joined February 2011
United States9561 Posts
March 10 2011 22:59 GMT
#3525
On March 11 2011 06:15 TheAura wrote:
Ghost change = 100 energy drained max on EMP


Ugh, Ghost just lost a lot of their ability to deal with Sentries. That's annoying since there were interesting Ghost/Marauder builds floating around versus Protoss in the early game that revolved around crushing the Immortal/Sentry combination with force fields. Plus that was my build of choice. May be for the best though.
da_head
Profile Blog Joined November 2008
Canada3350 Posts
March 10 2011 22:59 GMT
#3526
the ghost change doesn't justify the removal of amulet...keep trying blizz.
When they see MC Probe, all the ladies disrobe.
CheeseGrater
Profile Joined August 2010
United States290 Posts
March 10 2011 23:00 GMT
#3527
On March 11 2011 07:51 MisterPuppy wrote:
So has anyone realized that Fungal Growth, with +30% mechanical damage, now 1 shots scvs? It does 36+30%, so 46.8 damage, while an SCV has 45 health. Pretty awesome.


Yep, and think of the Protoss death ball. Stalkers, void rays, colossus, are all armored. Now fungal does the same damage as before to all of that but twice as fast, and an extra +30% to armored. Pretty sweet if you ask me.
zeroISM
Profile Blog Joined August 2010
Japan161 Posts
March 10 2011 23:04 GMT
#3528
- 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.

Couldn't find any reply regarding these.
What does this mean?
I hope it's not some audio adjudant screaming "Spaawwn more Larva" or "Drop that MULE!". That would ruin one aspect of macro, which is knowing when you have to look at your base to do stuff... Does someone have a heads up on this?
♘
familyguy123
Profile Joined December 2010
92 Posts
March 10 2011 23:06 GMT
#3529
What are all the PTR 1.3.1 changes? Is it just infestor nerf (health + missile) and Ghost nerf?

No mention of Amulet + 15?
genius_man16
Profile Joined February 2011
United States749 Posts
March 10 2011 23:07 GMT
#3530
On March 11 2011 08:00 CheeseGrater wrote:
Show nested quote +
On March 11 2011 07:51 MisterPuppy wrote:
So has anyone realized that Fungal Growth, with +30% mechanical damage, now 1 shots scvs? It does 36+30%, so 46.8 damage, while an SCV has 45 health. Pretty awesome.


Yep, and think of the Protoss death ball. Stalkers, void rays, colossus, are all armored. Now fungal does the same damage as before to all of that but twice as fast, and an extra +30% to armored. Pretty sweet if you ask me.


It's still only 47 damage. I mean it's nice that it does it twice as fast, but the damage is still pretty low when it's on protoss units.

Bio-ball is a different story however.
Dyrus | Vooby | Balls | Meteos | WildTurtle | Bjergsen | Cop | sexPeke | Xpecial | Aphromoo | Scarra |
Hollywise
Profile Joined December 2010
France112 Posts
March 10 2011 23:09 GMT
#3531
On March 11 2011 07:59 Grumbels wrote:
I hope Blizzard is saving all the "fun" changes for the major HotS patch, because I think fungal growth as a missile would make the infestor a more balanceable unit. Instant cast is so silly, a lot of damage you simply can't avoid and on top of that it removes your ability to micro.

same for forcefields, storms and emp
has left the game.
ZeromuS
Profile Blog Joined October 2010
Canada13389 Posts
March 10 2011 23:10 GMT
#3532
I'm still disappointed they continue to remove upgrades instead of changing them like the khaydarin amulet removal. We would never have seen the san vs sc game if this patch was live by now. And if san had only microed more he would have avoided some of the more powerful storms.
StrategyRTS forever | @ZeromuS_plays | www.twitch.tv/Zeromus_
Lomak
Profile Joined June 2010
United States311 Posts
March 10 2011 23:13 GMT
#3533
- 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.

Couldn't find any reply regarding these.
What does this mean?


Much like the "alerts" that you see on the left hand side of your screen when a unit / structure / upgrade is completed.
Some see the glass half full, others half empty. I think the glass is just too big.
Velocity`
Profile Joined December 2010
United Kingdom343 Posts
March 10 2011 23:14 GMT
#3534
Wow, I'm actually surprised Blizzard has made some good decisions regarding balance. This feels so wrong.
Anyway, I'm looking forward to how the new infestor is going to be used by pros. Looks like it might become very useful in the Zerg arsenal.
eloist
Profile Joined September 2010
United States1017 Posts
March 10 2011 23:17 GMT
#3535
I think the EMP change is the perfect balance companion to the Amulet removal.
bkrow
Profile Blog Joined October 2010
Australia8532 Posts
March 10 2011 23:18 GMT
#3536
I still don't understand why the scrapped the energy upgrade all together for HTs.. There needs to be some form of upgrade; regeneration rate increase or something along those lines. I never understand the concept of scrapping important features of the game in their entirety :/
In The Rear With The Gear .. *giggle* /////////// cobra-LA-LA-LA-LA-LA!!!!
freetgy
Profile Joined November 2010
1720 Posts
Last Edited: 2011-03-10 23:26:26
March 10 2011 23:20 GMT
#3537
On March 11 2011 08:17 eloist wrote:
I think the EMP change is the perfect balance companion to the Amulet removal.


EMP needs a cooldown (like storm already has) than it could be considered balanced, as it is now Ghost can still just emp everything in a split second.
ffadicted
Profile Joined January 2011
United States3545 Posts
Last Edited: 2011-03-10 23:32:25
March 10 2011 23:21 GMT
#3538
lol so blizzard thinks that EMP removing only 100 energy is going to solve anything? When was the last time you had a high templar just chilling around with 175 energy? Not to mention EMP isn't on cooldown, they can just cast it twice and do the same, considering ghosts come out faster with more energy and EMP needs no research, have cloak and outrange feedback/storm.

Basically what blizzard is saying is that you have to tech up the most expensive and long tech tree, research a 200/200 upgrade, warp in a 150 gas unit and wait like 5 minutes until it builds up enough energy to be able to even do minimal guaranteed damage that can be micro'ed out of pretty easily? Death of the HT imo, colossi is going to be all protoss get now. One or two lucky/good EMPs by the terran = gg, because now protoss will have to wait almost two minutes for any splash damage, and we all know how good protoss does against stimmed MMM without splash. I could understand making the upgrade +15 or +20 instead of instant storm, but removing it altogether is blasphemy.

Why not buff terran late game instead of nerfing a unit that is countering what it's supposed to counter? Why are you changing the game so that its possible for terran to stay tier 1 the whole game and steamroll, instead of making their tier 2 and 3 late game more accessible. I'm tired of these nerfs. Blizzard is nerfing the game to the point of it just becoming annoying to play. More buffs, less nerfs, preach it!
SooYoung-Noona!
Jimmeh
Profile Blog Joined January 2010
United Kingdom908 Posts
Last Edited: 2011-03-10 23:25:18
March 10 2011 23:23 GMT
#3539
I'm wrong.
GinDo
Profile Blog Joined September 2010
3327 Posts
March 10 2011 23:25 GMT
#3540
Here's what Blizz has to do. Basically make Spells like they were in BW. High Tech, Difficult to use, Game changing. This is literally the only way to balance spell and provide exciting game-play whether we like it or not. Here are some ideas.

+ Show Spoiler +
1) Get rid of Smart Cast.
2) Make EMP an upgrade and 100 energy. It takes all shields like in BW.
3) Make Ghosts Academy Tier 3 like in BW
4) Make Spell Casters have old BW energy upgrades. Start with a little more energy and bigger energy bank.
5) Buff Spells in Damage.
6) Remove Fungal Freeze effect-and 100 energy and an upgrade.-Remember it has Damage buff.
7) Buff HSM
8) Make PDD a research

ⱩŦ ƑⱠẬ$Ħ / ƩǤ ɈƩẬƉØƝǤ [ɌȻ] / ȊṂ.ṂṼⱣ / ẬȻƩɌ.ȊƝƝØṼẬŦȊØƝ / ẬȻƩɌ.ϟȻẬɌⱠƩŦŦ ϟⱠẬɎƩɌϟ ȻⱠẬƝ
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