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Well I am glad they are trying to improve the custom game section... but it would be so much easier if they just went back to what worked ALONG with the current system. In other words, I would like to simply search through existing games (games that are currently hosted and looking for more). That would also allow for people to pick certain game types within the custom game, such as -ar from dota.
I am not a fan of the mothership vortex change... it just seems like there is absolutely no benefit to using it now. The opponent will quickly run their whole army into it which will then give his army a 1.5 second invulnerability buff when they come out... that's pretty stupid in my opinion.
I am not a fan of the HT nerf... whatsoever. If the research for psi storm were also removed then I would be happy about it because then they would at least be useful earlier while worse later on... I guess collosi are looking even better now.
I like the speed buff to BCs... as for the other 2 terran nerfs... meh.
I don't like the fungal growth changes for many reasons... I won't go into them all. I am not a fan of this patch so far.
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The terran nerfs aren't really nerfs. I mean it will stop bunker rushes but macro terrans are just blazing zergs away so stimmed increase time won't be that effective ( terrans will just get turrets early)
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couple things;
- new custom game UI, needed but definitely could use further improvements, take WC3's custom game as a base and improve upon that, it was fine as it was in bnet 1.0 why make it the retarded horse shit it is now?
- no losses displayed for leagues under masters, what the hell, seems so retarded, i'm in masters but if i was in anything lower, I would definitely want to see my losses in relation to my wins, it just seems like a necessity, this is a competitive RTS, we need a win-loss record, you know the type that shows wins AND losses. Stop making this game like WoW where newbs have a false sense of satisfaction by your dumb catering over the years
- mothership nerf wasn't necessary and templar nerf was even more unnecessary, makes TvP a boring bio vs gateway ball + colo fest, HT's were a nice tech option for tosses in late game forced terrans to go ghost and micro emp's and toss had to storm nicely on a terran death bio ball.. TvP was such a good matchup but seems blizzard hates good matchups
- BC moving faster was needed but seems like such a minor change that could've been added a while ago, better late than never.
- Stim is fine and i guess a necessary change (this is from a terran player), we'll see how it affects T
- Z buffs, making infestors more viable I suppose? I guess they want to see terrans use ravens more because it seems that fungal is a projectile now and pdd can stop projectiles. Oo blizz I c wut u did thar.
- some necessary ui / gameplay changes but the one retarded one that stood out was the alerts for larvae injection / chrono finished / mule almost dead seem completely unnecessary. I mean really? anyone good never has a problem with this.. this is a part of learning macromanagement, now newbs will have their work cut out for them and won't develop any useful skills because blizzard is slowly catering to bad playstyles and habits.
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On February 26 2011 11:52 darthcaesar wrote: Does anyone else have a problem with an endless patch loop?
It keeps happening to me
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On February 26 2011 11:49 Highways wrote: I like the not displaying losses anymore.
Should encourage more people to ladder, and not be scared of losing.
Hmm cool. I like most of the interface / ladder changes. Definitely the right direction. For the balance changes, meh calm down guys we'll figure this out sooner or later.
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United States7483 Posts
Protoss players will now go colossus 100% of the time in every matchup, never even considering high templar.
That upgrade was the only thing that made high templars viable, and let protoss have any sort of late game mobility. Nope, mobility is gone, high templars are slow as everything and have to sit in the field for a while before doing ANYTHING.
Mothership will never be used again, either. Cloaking field and mass recall alone aren't worth getting it for that level of cost, and carriers aren't great. Mass recall is already very niche and hard to use safely, and by the time the mothership is out, it's generally trivial to have mobile detection. Void ray speed is gone too, so nobody will ever get fleet beacon.
The zealot buff is sort of nice, but it pales in comparison to the massive nerfs the mothership and high templar received.
Does blizzard WANT every player to only get colossus?
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On February 26 2011 11:51 Dark-Storm wrote: My biggest problem with the Amulet Removal is they dont bother thinking about the ghost upgrade to start with 75 energy so they can EMP our shit but we no longer have our best spell for HT on warp in
Yeah cause terrans can definately warp in ghosts right into the battle. Not saying the removal of amulet is balanced (ghost needs to get nerfed as well, or the amulet nerf needs to be something like +20 energy instead of just flat out removing it), but your logic is not exactly sound...
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Units leaving the vortex are immune and un-targetable for 1.5 seconds, but can they do damage during that time?
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On February 26 2011 11:48 mierin wrote: I'm glad about the HT nerf...now people (as in BW) will have to strategically build HT's early and let their energy accumulate before they get the super benefit of storm. The overseer/brood lord thing has to be a joke...rofl 250 mins, 100 gas for a detector is hilariously broken.
Absolutely hate the alerts...that's what skill is all about, knowing in your head when stuff is ready. They make high templars require skill, but then make macro mechanics a joke? I don't get it.
You realize Ghosts EMP has a greater range then feedback right? So even if you have the HTs energy saved up it won't really matter. The only thing I can see happen is bring a warp prism with your army and having all your HTs in it, but that seems a little ridiculous.
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So energy regens at a rate of 0.5625 per ingame second, thus you have to wait 44.44sec before a Templar can Storm now
That is so dumb, 44.44seconds is an abusrd amount of time to have to wait in very late game, especially when there are ghosts, EMP is now even more powerful--if you manage to EMP the Toss's stocked up Templar, then he is fucked
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On February 26 2011 11:54 kob112358 wrote: Units leaving the vortex are immune and un-targetable for 1.5 seconds, but can they do damage during that time?
Correct.
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I actually love these patch changes so far. Khaydarin Amulet might be a bit much, but overall I really like it.
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On February 26 2011 11:54 grumpyone wrote:Show nested quote +On February 26 2011 11:52 darthcaesar wrote: Does anyone else have a problem with an endless patch loop? It keeps happening to me 
Ugh it's pissing me off. Tried restarting comp - no go
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i cant get my patch to work.. The patch "bnet\Battle.net\i18n\enGB\String\CLIENT_ACHIEVEMENTS.xml" could not be applied. (MD5 mismatch: expected 0xC9249590938C7FABC0B17989D2B3A8BB, actual 0x0E5D02635D1F901177A7D41D34B7F65E.)(PTCApply_BSDiff failed.) If this problem persists, you may be able to solve it by uninstalling and then reinstalling the game. If you are unable to correct this problem, please contact Blizzard Technical Support. (BNUpdate: TCApply)
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Anyone have footage of the charge change?
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So now Vortex actually make your opponents invincible for 1.5s? Can units that just popped out deal damage during those 1.5s?
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On February 26 2011 11:54 Whitewing wrote: Protoss players will now go colossus 100% of the time in every matchup, never even considering high templar.
That upgrade was the only thing that made high templars viable, and let protoss have any sort of late game mobility. Nope, mobility is gone, high templars are slow as everything and have to sit in the field for a while before doing ANYTHING.
Yes, this is what blows my mind, if Blizzard were going to nerf HTs this bad, why wouldn't they at least make HTs faster or buff archons, HTs were already a hard unit to use since there hard to spread and against a good Terran they will just save EMPs for the warp ins.
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i like how a lot of the things that people have been requesting have been implemented.
i don't like how people are so fast to complain.
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On February 26 2011 11:21 grumpyone wrote:Show nested quote +On February 26 2011 11:04 Wr3k wrote: Unlisted change/bug:
Brood lords now cost 300/250 to morph (450/350 each). That's insane! Brood lords are already ridiculously hard to get. I mean, they're great, but they die so easily. If they added "launch Scourge" at enemy air in exchange, I might welcome that.
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HT removal is flat out stupid as hell I don't know what the hell dayvie thinks, since he just cheeses his way through the ladder anyways. PvZ the problem with the deathball was never HT, and PvT you NEED that upgrade. Storm drops and harass potential down the shitter, and if they ever wanted HT to make an appearance in PvP again to counter air builds and what not, it will never happen
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