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Patch 1.3 on PTR - Page 21

Forum Index > SC2 General
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Prev 1 19 20 21 22 23 186 Next
Soliduok
Profile Joined August 2010
Canada222 Posts
February 26 2011 02:21 GMT
#401
Is there an expected launch date for this to go live? How long do the PTR's usually last?
proot
Profile Joined June 2004
United States126 Posts
Last Edited: 2011-02-26 02:22:12
February 26 2011 02:21 GMT
#402
Storm needed it. I don't see how you can argue that it didn't. They should have probably buffed storm damage or aoe to compensate a bit, but at least they took a step to reduce the effectiveness of amulet in some way. Templar were defensively and offensively too powerful with both warp in and amulet - something was going to happen to the spell. Turns out they took the most drastic approach of them all.

Problem is colossi are now going to get the complete devotion in AA units from T and Z. I don't know how they would fix that without making gateway stuff stronger and colossi/temps complements to the army, instead of vice-versa like it is now. That would make warp in too strong....
Protoss is a mess
Poor unbalanced(not IMBALANCED) race
.
PartyBiscuit
Profile Joined September 2010
Canada4525 Posts
February 26 2011 02:21 GMT
#403
I don't see a reason to nerf the vortex, it was in no way game breaking imo.
the farm ends here
IamBach
Profile Blog Joined August 2010
United States1059 Posts
February 26 2011 02:21 GMT
#404
On February 26 2011 11:20 CecilSunkure wrote:
Show nested quote +
On February 26 2011 11:17 fadestep wrote:
Dumb as shit. Protoss was already way too Colossus dependent and now we have even less options. Archon toilet a fun alternative? Not anymore. Like using HT? Not anymore. Oh but the Stim Pushes that we already solved are less effective by 30 seconds.

It's not that bad. Just carry some templar in a warp prism to prevent EMP during a push. Plan ahead 25 seconds when you want a storm. Keep random templar around cannons on random bases. Play like Brood War players do.

Templars in BW actually kill units that don't dodge the storm. That nerf doesn't make the game any more like BW.
Just listen http://www.youtube.com/watch?v=__lCZeePG48
lizzuma
Profile Blog Joined August 2010
United States301 Posts
February 26 2011 02:21 GMT
#405
A lot of you seem to be forgetting that these changes are not final.

I can't see them keeping Kaydarin Amulet out of the game. It's pretty ridiculous against bio, but then again, I don't really feel like bio should be played all game long against Protoss. Most of the time, against a top tier player you're eventually going to fail.

I don't think the bunker change is necessary. The first nerf was enough. It's already pretty hard to get them up against 4 gate/6 gate timing attacks and now you'll need to be prepared 5 seconds faster.

And let's face it, Archon/storm toilet was COMPLETELY broken. KiwiKaki demonstrated that to us perfectly against some zerg (can't remember who) on Metal. Glad to see the change there.
link0
Profile Joined March 2010
United States1071 Posts
February 26 2011 02:22 GMT
#406
I love it how all the bronze--plat players come out of the woodworks to have their say on the balance changes. Like they even remotely understand what the current state of balance is.

If you aren't GSL level, your opinion on balance is less then worthless, sorry.

User was temp banned for this post.
http://www.justin.tv/link0 - Gosu.Linko - http://www.facebook.com/link0
Gecko
Profile Joined August 2010
United States519 Posts
February 26 2011 02:22 GMT
#407
Well, at least i like colossi anyways. It's too bad HT's are being nerfed but at least a stim timing change would ease the load for some protoss expansion openers.
NuKedUFirst
Profile Blog Joined March 2010
Canada3139 Posts
Last Edited: 2011-02-26 02:23:29
February 26 2011 02:22 GMT
#408
Hey, good news guys, they are making Sc2 easier and more casual friendly [...] adding worse maps and unbalancing the game..

I look at these patch notes from a random players perspective and say, ew...

I don't understand what is going on, guess this patch will be interesting to say the least. for the sake of the gsl I hope they can decide on what patch they use.
FrostedMiniWeet wrote: I like winning because it validates all the bloody time I waste playing SC2.
Odeyuken
Profile Joined June 2009
France94 Posts
February 26 2011 02:22 GMT
#409
Nerfing the Amulet is a joke, let's hope Blizzard realises this because some of the changes here really are decent. The stim nerf is a joke too.
FeeL_ThE_RusH
Profile Joined February 2010
Ireland227 Posts
February 26 2011 02:22 GMT
#410
Funny changes, already hated using colossi and now there's no other option in the mid/late game . Zerg didn't get enough of a buff. There was no consideration of the power of T in the early game while they kinda rape lategame P?

We'll see how it pans out but this looks pretty horrible to me.
#starcraft.ie on Quakenet, Irish SC2ers assemble
aristarchus
Profile Blog Joined September 2010
United States652 Posts
February 26 2011 02:22 GMT
#411
I'd like the energy upgrades (particular HT) to increase the energy increase rate, rather than the starting energy. That way things aren't instant, but still faster, and the upgrade isn't a once-per-unit bonus. It'd be nice if HTs weren't just made into archons as soon as they storm because they become instantly useless.
Lokian
Profile Joined March 2010
United States699 Posts
February 26 2011 02:23 GMT
#412
On February 26 2011 10:41 Toxi78 wrote:
blizzard is really stupid.
they nerf amulet so they recon HT was too good against terran (obviously) and to some extent against mutas / hydras.
why not nerf the damage of storm instead? less damage but still instant, less whine from BOTH SIDES.


are you serious... storm should do a lot of damage and should be a waste if you miss. low damage storms don't produce epic games

i kinda agree with the amulet idea, now storms will be more valueble and less of an 'extra' resource into archons
Watch my gaming channel: http://www.youtube.com/user/BedinSpace
CecilSunkure
Profile Blog Joined May 2010
United States2829 Posts
February 26 2011 02:23 GMT
#413
On February 26 2011 11:21 etheovermind wrote:
Show nested quote +
On February 26 2011 11:20 CecilSunkure wrote:
On February 26 2011 11:17 fadestep wrote:
Dumb as shit. Protoss was already way too Colossus dependent and now we have even less options. Archon toilet a fun alternative? Not anymore. Like using HT? Not anymore. Oh but the Stim Pushes that we already solved are less effective by 30 seconds.

It's not that bad. Just carry some templar in a warp prism to prevent EMP during a push. Plan ahead 25 seconds when you want a storm. Keep random templar around cannons on random bases. Play like Brood War players do.

Templars in BW actually kill units that don't dodge the storm. That nerf doesn't make the game any more like BW.

They are two different games, you can't compare the DPS of one onto another. Lets call large fish whales and then make fun of the bible. Way to superimpose things in an invalid manner as your argument.
Piski
Profile Blog Joined April 2010
Finland3461 Posts
February 26 2011 02:23 GMT
#414
Why people keep saying these changes aren't final? Only reason they are not final is because blizzard wants to hear from us if they are good or not and guess what we're doing here? Agreed that most people here haven't even played them so they should take it with a grain of salt but saying we should just be quiet is stupid.
Spawkuring
Profile Joined July 2008
United States755 Posts
February 26 2011 02:23 GMT
#415
I'm strongly against the removal of Viking Flower and Archon Toilet. Fun, neat tricks are part of BW's charm, and seeing them removed in SC2 makes little to no sense whatsoever. I mean why remove Viking Flower? I don't think I've ever heard a single person call it overpowered, and it was fun for the audience to watch. The Archon Toilet was also an amazing spectator strategy, and it was also ridiculously hard to pull off.

Most changes are good, but I really don't like how Blizzard is removing the fun and variety from the game. Even MORE Colossus play even though they are boring as shit. Less HTs, no more fun archon tricks. No more fun Viking tricks. And we still have to deal with the awful small maps.
Jakkerr
Profile Joined December 2010
Netherlands2549 Posts
February 26 2011 02:23 GMT
#416
no way in the world this patch is gonna hit live in it's current state,

nerfing high templars to the point where no protoss will build them anymore?
yay building colossi every game is gonna be fun
I also don't get the vortex change at all, off course archon toilet was broken but they could have just fixed that instead of buffing ur enemy with 1,5 secs of godmode :S

According to blizzard numbers toss on ladder have a 41% winratio vs terrans, especially the high templar nerf is pretty big vs terran.
Can sum1 please explain me how this patch makes any sense?
101toss
Profile Blog Joined April 2010
3232 Posts
February 26 2011 02:24 GMT
#417
On February 26 2011 11:22 link0 wrote:
I love it how all the bronze--plat players come out of the woodworks to have their say on the balance changes. Like they even remotely understand what the current state of balance is.

If you aren't GSL level, your opinion on balance is less then worthless, sorry.

Then how come these patches cater to bronze leaguers?
Math doesn't kill champions and neither do wards
Djiffit
Profile Joined May 2010
Finland18 Posts
February 26 2011 02:24 GMT
#418
I think that the amulet change is going to change pvt completely since now in the midgame the terran can be almost 100% certain that protoss wont go for high templars because it makes protoss so weak for a long time. So the terran can almost blindly start doing vikings since protoss will have very hard time against bio without either storm or colossi.
Gingerninja
Profile Blog Joined July 2010
United Kingdom1339 Posts
February 26 2011 02:24 GMT
#419
Losing the Viking flower patrol means if you want to stack them it has to be manually...
isn't this adding back in the micro that everyone bitched got taken out?
戦いの中に答えはある
freestalker
Profile Joined March 2010
469 Posts
February 26 2011 02:25 GMT
#420
does this mean fungal delivers dmg twice as fast and more dmg to armored units (aka marauders)?
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