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Patch 1.3 on PTR - Page 178

Forum Index > SC2 General
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mordk
Profile Blog Joined November 2010
Chile8385 Posts
March 10 2011 23:25 GMT
#3541
On March 11 2011 08:21 ffadicted wrote:
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?

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 a minute 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!


The ghost nerf is nothing about HTs, since, as you explain yourself, HTs come in and shoot instantly, very rarely do they ever stack up energy. EMP nerf is a sentry buff in lategame. Since you almost never have HTs with more than 100 energy (although with KA removal it will be more common), it almost doesn't affect them.
Azide
Profile Joined March 2010
Canada566 Posts
March 10 2011 23:26 GMT
#3542
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.



No. Does +30% to armored... SCVs are not armored.
Azide and SuperNinja - Best Double Protoss 2v2 Team!
Grumbels
Profile Blog Joined May 2009
Netherlands7032 Posts
March 10 2011 23:27 GMT
#3543
On March 11 2011 08:09 Hollywise wrote:
Show nested quote +
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

Well, it's not necessarily the fact it is instant-cast, but rather that it is unavoidable and takes control away from you. Psionic storm might be instant, but you canrun out of it. EMP is a bit odd: its animation is so fast it might as well be instant, but I don't think it would really have mattered. High templars are slow and can't outrun EMP anyway, ghosts are oftentimes cloaked and then you wouldn't know what to avoid, outside of sentries/templars EMP's main use is in large battles where you also can't really avoid it whether it's a missile or instant cast.

If you get hit by EMP you can still choose to retreat however, which is not the case for fungal.
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.
Creem
Profile Joined January 2011
Sweden254 Posts
Last Edited: 2011-03-10 23:31:44
March 10 2011 23:30 GMT
#3544
On March 11 2011 08:27 Grumbels wrote:
Show nested quote +
On March 11 2011 08:09 Hollywise wrote:
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

Well, it's not necessarily the fact it is instant-cast, but rather that it is unavoidable and takes control away from you. Psionic storm might be instant, but you canrun out of it. EMP is a bit odd: its animation is so fast it might as well be instant, but I don't think it would really have mattered. High templars are slow and can't outrun EMP anyway, ghosts are oftentimes cloaked and then you wouldn't know what to avoid, outside of sentries/templars EMP's main use is in large battles where you also can't really avoid it whether it's a missile or instant cast.

If you get hit by EMP you can still choose to retreat however, which is not the case for fungal.


It's still a much needed buff for zerg to deal with toss deathballs and marineballs. Stimmed marines can do freaking 8s around the missile rendering it completely useless.

Zerg needs a way to deal with marine balls other than extremely volatile banelingattacks, the new fg is the answer.
Azide
Profile Joined March 2010
Canada566 Posts
March 10 2011 23:32 GMT
#3545
Why is PTR down? Ugh..... lame
Azide and SuperNinja - Best Double Protoss 2v2 Team!
dartoo
Profile Joined May 2010
India2889 Posts
March 10 2011 23:32 GMT
#3546
Yeah same here aswell, i says the ptr is down.. any ideas?
doomed
Profile Joined May 2010
Australia420 Posts
March 10 2011 23:33 GMT
#3547
woooot higher dps and no missile! this is getting better and better! hp
malphigian
Profile Joined September 2010
United States68 Posts
March 10 2011 23:34 GMT
#3548
On March 11 2011 08:04 zeroISM wrote:
- 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?


It's exactly the same as the alert that comes up (assuming you have alerts on) when an upgrade is finished or a unit is created. They show up on the left side of the screen, there's a ton of them during any given game.
decaf
Profile Joined October 2010
Austria1797 Posts
March 10 2011 23:35 GMT
#3549
On March 11 2011 08:33 doomed wrote:
woooot higher dps and no missile! this is getting better and better! hp

What are you talking about?
Source?
Existor
Profile Joined July 2010
Russian Federation4295 Posts
Last Edited: 2011-03-10 23:36:59
March 10 2011 23:36 GMT
#3550
On March 11 2011 08:35 decaf wrote:
Show nested quote +
On March 11 2011 08:33 doomed wrote:
woooot higher dps and no missile! this is getting better and better! hp

What are you talking about?
Source?

Omg, read official PTR forums, dude. They're reverted HP-buff and missile-cast changes
mufin
Profile Joined May 2010
United States616 Posts
March 10 2011 23:42 GMT
#3551
On March 11 2011 08:35 decaf wrote:
Show nested quote +
On March 11 2011 08:33 doomed wrote:
woooot higher dps and no missile! this is getting better and better! hp

What are you talking about?
Source?


http://us.battle.net/sc2/en/forum/topic/1213111662

or for more convenience

http://www.reddit.com/r/starcraft/comments/g1h0u/ptr_13_patchnotes_updated/
I only make 5 actions per minute. But since I use all my time deliberating and planning, my 5 actions are so brutally devastating that children cry out and grown men weep.
decaf
Profile Joined October 2010
Austria1797 Posts
March 10 2011 23:48 GMT
#3552
Thank you.
I dont see the reason why they revoked the health buff, there really wasnt any reason for that.
Instead of fooling around with FG they could buff the effin corruptors..
spacenegroes
Profile Joined December 2010
United States80 Posts
March 11 2011 00:00 GMT
#3553
Hmm, if ghosts can't nullify all my HTs instantly, then maybe stocking up HTs wouldn't be so bad. I'm not sure if this is enough to make the amulet removal balanced, but it's a step in the right direction.
Wolf
Profile Blog Joined April 2010
Korea (South)3290 Posts
Last Edited: 2011-03-11 00:07:53
March 11 2011 00:02 GMT
#3554
Wow, that's stupid. What's an EMP then? Ugh, Blizzard.

More importantly, why can't I log onto PTR to test this?
Commentatorhttp://twitter.com/proxywolf
TL+ Member
Existor
Profile Joined July 2010
Russian Federation4295 Posts
March 11 2011 00:09 GMT
#3555
On March 11 2011 09:02 Wolf wrote:
Wow, that's stupid. What's an EMP then? Ugh, Blizzard.

It's like "Unit now have atack 79 instead 80" and see "OMG they're overnerfed this unit!!!!111 I go away from this unbalanced game!!!111oneone"

It's so fun to read commentaries from you, if seriously EMp haven't nerfed really, it's more balanced now, because have area of radius, instead single target, like Feedback, plus nice damage to shields (100 shields... it's like 100 HP kill from unit, whats a lot more pwerfull, than FG or Storm vs protoss).
Sm3agol
Profile Blog Joined September 2010
United States2055 Posts
March 11 2011 00:13 GMT
#3556
On March 11 2011 09:02 Wolf wrote:
Wow, that's stupid. What's an EMP then? Ugh, Blizzard.

More importantly, why can't I log onto PTR to test this?

Here lets make a trade. You can have fungal growth that takes 4 seconds to do minimal damage, or storm, which you can easily micro out of, and give zerg an EMP like ability that instantly removes 100 hp from your opponents army. Sound good to you?
Striding Strider
Profile Joined February 2011
United Kingdom787 Posts
March 11 2011 00:17 GMT
#3557
They should just make EMP a researchable ability..
I have a beard. I'm unprofessional.
Cofo
Profile Blog Joined June 2010
United States1388 Posts
March 11 2011 00:21 GMT
#3558
On March 11 2011 08:20 freetgy wrote:
Show nested quote +
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.


Agree with this completely. I feel like a 2-5 second cooldown on EMP would be almost perfectly balanced. You can still drastically reduce the number of Protoss storms, but they at least have a chance between EMP volleys to cast feedback/storm.
+ Show Spoiler +
KentHenry
Profile Joined August 2010
United States260 Posts
March 11 2011 00:24 GMT
#3559
On March 11 2011 08:21 ffadicted wrote:
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!


Medivacs are tier 3.

Tier 1 Barracks
Tier 2 Factory
Tier 3 Starport
reneg
Profile Joined September 2010
United States859 Posts
March 11 2011 00:25 GMT
#3560
sweet moses thank god that fungal is instant again

the missile moved sooooooooo slooooooooowly
moose...indian
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