Removing only 100 is still damn powerful but getting hit is not instantly game over.
Patch 1.3 on PTR - Page 182
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Kazang
578 Posts
Removing only 100 is still damn powerful but getting hit is not instantly game over. | ||
Striding Strider
United Kingdom787 Posts
But whatever.. | ||
dartoo
India2889 Posts
On March 11 2011 21:08 Kazang wrote: EMP change sounds really good, a single EMP completely removing all energy on a pile of sentries can be game ending. Removing only 100 is still damn powerful but getting hit is not instantly game over. Yeah that will be the part that is affected more than the templars. The number of times I've lost fully charged sentries during a push because I didnt scout the ghost . I guess we'll hvae to warp in templars like sentries and wait for them to charge....but unlike the sentry, templars cant attack at all | ||
Belisarius
Australia6201 Posts
I'm... coming around to this. I dislike the "remove features to make it easier to balance" ethos that Blizzard seems to be subscribing to, but a 100 energy cap on ghosts is an acceptable solution if they really want to keep HT's useful while denying warp-in storm. However, if T's can learn to double-EMP just as quickly as they fire one - which I think is probably the case - this change pretty much does nothing except force T to click twice and make an extra ghost. I really feel like a +20 mana, +regen KA is a superior and completely obvious solution, and I don't know why Blizzard is trying so hard to dodge it. On a more-or-less unrelated note, archons should be massive. This would protect them from concussive, and also makes perfect sense. | ||
adso
718 Posts
i'm not reading 182 pages though.. unless+ Show Spoiler + this HUGE slap, uhhh pardon my french.. this huge pat on the back.. ... ..unless this huge patch is the only one due this month... | ||
MoreFaSho
United States1427 Posts
On March 11 2011 09:58 Wolf wrote: My comment didn't really have anything to do with balance (and I don't play Zerg?). I just think this is a huge design change that's so strange to me, given that EMP has always taken away all energy. It's just silly to me that Blizzard is bending so easily to complaints from people. I'd love to see people just figure the game out as time goes on. All of this patching is really turning me off from StarCraft II. I don't think it'll survive long if we get huge gameplay changes every other month. People can say "Well, the game is still new, patching will eventually slow down"-- But people have been saying that since the beta, then right after release... It's been almost eight months since the game came out. I think it's time to slow wayy down. I happen to like your casts, so this bothers me. That statement is definitely wrong. Couldn't you make the exact same arguments against changing anything about the game? Adding new maps to the map pool can dramatically change the way a match-up is played. I don't think everything in the game should be patched all the time, but I think the EMP change affects the game in a much smaller way than changing maps from Steppes of War to GSL Crevasse. | ||
resilve
United Kingdom678 Posts
What's the point of playing to reach #1 if your division is half-dead and inactive anyway? | ||
camster91
Canada13 Posts
Now fires a missle instead of being instant cast. -- This change has been revoked. | ||
AndyBear
Canada132 Posts
On March 11 2011 23:46 resilve wrote: Can anyone explain the purpose of them locking divisions prior to the patch? What's the point of playing to reach #1 if your division is half-dead and inactive anyway? Back in beta, your division had a separator at the 8th spot showing end of season tournament qualifiers. Perhaps they still plan on going through with that? On Ghost EMP nerf, I'm not sure how I feel about it (being a terran main), I obviously have a Bias, just like everyone else, but I still try to think of the game balance as a whole. 100max energy is a weird constraint. It seems almost too simple to just cast 2 EMPs, but I see how that could get a bit difficult to pull off. I'd like to get my hands on it thats for sure, probably should download the Test server so I don't have to wait till retail patch. | ||
LetoAtreides82
United States1188 Posts
On March 11 2011 23:57 camster91 wrote: Looks like the PTR is back online again but there appears to be only one change according to the Battle.net post. Now fires a missle instead of being instant cast. -- This change has been revoked. After all the feedback they got on the loss count being removed from profile, the only change they make is revoking the infestor missile? One wonders if they even look at the forum. edit: This patch is tiny, around 25mb. | ||
Fede
Uruguay114 Posts
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Kambing
United States1176 Posts
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LetoAtreides82
United States1188 Posts
On March 12 2011 02:45 Kambing wrote: Actually, it looks like they missed some things. The fungal missile is still present on the current ptr build. That's hilarious | ||
ch4ppi
Germany802 Posts
Buffing INfestor HP made so many Zergs happy, now they take it back. I feel trolled by changing infestors back and forth but never acting on the only problem with infestors "The neural parasite" | ||
Porneus
Poland68 Posts
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Fede
Uruguay114 Posts
On March 12 2011 03:02 Porneus wrote: Can anybody provide a VOD of chargelot buff? I'm really curious how does it impact pure marauder kiting vs pure zealot and I don't have NA account. Would be really grateful for that <3 I'd like to see that too, i'm not sure of how to measure the impact of the change. It'd be nice to see a nice pre and post patch comparison vid. | ||
LeCastor
France234 Posts
In war3 you had banshee, in BW you had mind control, what's wrong with leaving neural parasite with no time limit. Zerg have already less units than the others, and two of them are nearly useless: infestors and hydras. | ||
LetoAtreides82
United States1188 Posts
"An issue occurred while pushing this version of the PTR that has resulted in various inaccuracies and inconsistencies on the Public Test Region. We’re working on the matter and should have a corrected version of the PTR available as soon as possible. Known issues this has caused: • Morph to Overseer costs negative 50 minerals. • Infestors have 110 health. • Fungal Growth is a missile. We’re sorry for the inconvenience and confusion this has caused." http://us.battle.net/sc2/en/forum/topic/2228223590 | ||
Phoobie
Canada120 Posts
PLAGUUUUU AHH PLAGUUUUUUUUUUU AH PLAGUUUUUUUUUU!!!!!! | ||
thesideshow
930 Posts
On March 12 2011 03:20 LeCastor wrote: They reverted back the change of infesto health ! They need to do something about this unit ! In war3 you had banshee, in BW you had mind control, what's wrong with leaving neural parasite with no time limit. Zerg have already less units than the others, and two of them are nearly useless: infestors and hydras. Infestors are not useless at all in the current state of the game. The health buff would have been nice against a meching terran though :/ | ||
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