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Patch 1.3 on PTR - Page 31

Forum Index > SC2 General
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LordofAscension
Profile Blog Joined September 2006
United States589 Posts
February 26 2011 02:58 GMT
#601
Ouch!!! The Protoss nerfs hurt so much. I agree with everyone's assessment that it's just going to force us P to make more Colossi. I loved templar tech with the amulet, but now HT's and Archons are going the way of the reaper...

~LoA
~WelCoMe tO My rEaLm SC:L - sclegacy.com
wolfe
Profile Joined March 2010
United States761 Posts
February 26 2011 02:58 GMT
#602
On February 26 2011 11:55 101toss wrote:
Show nested quote +
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.


calm down. apparently thats in game seconds which translates to more like 1 real second. By then, the units are still very much clumped but not so much that a couple of archons kill infinity units.
Swift as the wind, felt before noticed.
SaetZero
Profile Blog Joined December 2009
United States855 Posts
February 26 2011 02:59 GMT
#603
@ht nerf:

unless this means HT start with 75 energy, this in my eyes just screams the following situation

BlizzardEmployeeA: "Know what unit is sweet? Colossus"
BlizzardEmployeeB: "So sweet everyone uses them?"
BlizzardEmployeeC: "Nah... some people prefer templar."
BlizzardEmployeeA: "...We can fix that."


><
Never Forget. #TheRevolutionist
Zhou
Profile Joined February 2009
United States832 Posts
February 26 2011 02:59 GMT
#604
Awww... No more Archon Toilets... Disappoint. T_T
vrok
Profile Joined August 2009
Sweden2541 Posts
February 26 2011 02:59 GMT
#605
On February 26 2011 11:58 Shooks wrote:
Show nested quote +
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.

Blizzard loves boring units. They hate exciting ones. It's the only explanation I can think of.
"Starcraft 2 very easy game" - White-Ra
DrBoo
Profile Joined April 2010
Canada1177 Posts
February 26 2011 02:59 GMT
#606
"Units can now be revived multiple times."
Uhh.... does this mean medics can now revive dead marines and marauders!?
"DrBoo is an elaborate troll" -Pufftrees
Lipski
Profile Joined October 2010
Poland373 Posts
Last Edited: 2011-02-26 03:00:07
February 26 2011 02:59 GMT
#607
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


lol, do you really dont see a difference here?

let me clarify. i see protoss army attacking me. i produce ghost, BOOM, ghost is here 40 seconds later. it can instant EMP if you researched energy upgrade, but you still need to make them BEFORE the engagement.

now with protoss:

you see terran army attacking you. you warp-in HT, and BOOM it's here instantly. you can storm right away if you upgraded energy and researched storm. you dont necessarily start production of ht before battle, or to defend drops itp. as long as you got power field there.

+ ghost is more expensive.
"i'll just train hard and win the next one"
BLinD-RawR
Profile Blog Joined April 2010
ALLEYCAT BLUES50389 Posts
February 26 2011 02:59 GMT
#608
On February 26 2011 11:55 Dommk wrote:
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


Just make templars much earlier then you should.but still making Protoss have one skill unit is not fair for Terran and Zerg.

EMP needs to be an upgrade.
Brood War EICWoo Jung Ho, never forget.| Twitter: @BLinDRawR
TL+ Member
Uhnno
Profile Joined February 2011
Netherlands288 Posts
February 26 2011 02:59 GMT
#609
I don't understand why people have problem with the alert for mules/cb/larva injection. It's not like low apm players now suddenly hit all their larva's injects and whatnot. If you are already able to do it, then all the power to you. But why the hate on little things that can help you in the long run?
Triscuit
Profile Blog Joined April 2010
United States722 Posts
February 26 2011 03:00 GMT
#610
I'm pretty disappointed. I was hoping there would be more to help early-game ZvT.
lindn
Profile Joined July 2010
Sweden833 Posts
February 26 2011 03:00 GMT
#611
let's nerf something that doesn't need nerfing instead of do something about the current situation of the game (VOIDLOSSUS)
Dommk
Profile Joined May 2010
Australia4865 Posts
February 26 2011 03:00 GMT
#612
On February 26 2011 11:58 LordofAscension wrote:
Ouch!!! The Protoss nerfs hurt so much. I agree with everyone's assessment that it's just going to force us P to make more Colossi. I loved templar tech with the amulet, but now HT's and Archons are going the way of the reaper...

~LoA

I don't think they will go the way of the reaper, they are just going to be abusrdly difficult to use vs Terran (if they get Ghosts), having to wait 44.44seconds for each Templar to get enough energy to storm is a massive change from having to wait 0seconds, it would have been so much better if they just made it so Templars started with 5/10less energy, not 25 less :/
TestSubject893
Profile Joined September 2009
United States774 Posts
February 26 2011 03:00 GMT
#613
On February 26 2011 11:59 SaetZero wrote:
@ht nerf:

unless this means HT start with 75 energy, this in my eyes just screams the following situation

BlizzardEmployeeA: "Know what unit is sweet? Colossus"
BlizzardEmployeeB: "So sweet everyone uses them?"
BlizzardEmployeeC: "Nah... some people prefer templar."
BlizzardEmployeeA: "...We can fix that."


><


I laughed for 10 minutes straight.
MeLo
Profile Joined August 2010
Australia192 Posts
February 26 2011 03:01 GMT
#614
ugh amulet?

I don't want to go back to Collosus
Chicane
Profile Joined November 2010
United States7875 Posts
February 26 2011 03:01 GMT
#615
On February 26 2011 11:57 fabiano wrote:
So now Vortex actually make your opponents invincible for 1.5s? Can units that just popped out deal damage during those 1.5s?


Ya this is what bothers me the most. The wording implies that this is the situation which is just stupid. Vortex was already useless (with the exception of archon toilets or storms when they came out) because they just ran their army in it, but now it buffs them as well? Are you kidding me?

Instead of waiting for the toilet bowl to be used in large tournaments and see how people use it, they just nerf it. From all the games I have seen with it, the player who did the archon toilet was far ahead.

I think they should remove the 1.5 seconds of invulnerability and see how players deal with it in more games. It might encourage other players to try to spread their armies out against a mothership similar to spreads against banelings.
lindn
Profile Joined July 2010
Sweden833 Posts
February 26 2011 03:01 GMT
#616
On February 26 2011 12:00 Triscuit wrote:
I'm pretty disappointed. I was hoping there would be more to help early-game ZvT.

since it's not imbalanced in any way and it comes down to the player scouting and reaction i don't think they'll do something about it.
DarkRise
Profile Joined November 2010
1644 Posts
February 26 2011 03:01 GMT
#617
On February 26 2011 11:58 LordofAscension wrote:
Ouch!!! The Protoss nerfs hurt so much. I agree with everyone's assessment that it's just going to force us P to make more Colossi. I loved templar tech with the amulet, but now HT's and Archons are going the way of the reaper...

~LoA


but vikings kills colossi you know, the reason HT tech is there because of vikings (right amount can one shot colossus). Blizzard really good right?
a176
Profile Blog Joined August 2009
Canada6688 Posts
Last Edited: 2011-02-26 03:04:14
February 26 2011 03:01 GMT
#618
Infestors Doubled DPS Huge damage buff!

Remember guys, units can still shoot back when fungaled. So your own units take a bit less damage because of more dead enemy units.

So now you get 72 damage over the time of 1 [past] fungal. Marine dead in a bit over 6 seconds. Marauder down to 53hp instead of 89hp. Tanks down to 67hp (!) from 124 originally (same with stalker)

Also, I'm still dumbfounded why Blizzard won't make EMP an upgrade
starleague forever
FliedLice
Profile Blog Joined April 2010
Germany7494 Posts
Last Edited: 2011-02-26 03:03:20
February 26 2011 03:01 GMT
#619
On February 26 2011 11:59 Lipski wrote:
Show nested quote +
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


lol, do you really dont see a difference here?

let me clarify. i see protoss army attacking me. i produce ghost, BOOM, ghost is here 40 seconds later. it can instant EMP if you researched energy upgrade, but you still need to make them BEFORE the engagement.

now with protoss:

you see terran army attacking you. you warp-in HT, and BOOM it's here instantly. you can storm right away if you upgraded energy and researched storm. you dont necessarily start production of ht before battle, or to defend drops itp. as long as you got power field there.

+ ghost is more expensive.


Thats why you can scan the enemy base with your main building, produce the Ghosts beforehand (building a Templars Archive and getting 2(!) upgrades took its time) and walk them to you army at a proper movement speed.
Kevmeister @ Dota2
GameTime
Profile Joined May 2010
United States222 Posts
February 26 2011 03:02 GMT
#620
It seems like the changes are shitty for all the races but it seems like Protoss got hit the hardest, I hope they don't include most of the balance changes for the real patch.
Only the winner deserves to win.
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