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Patch 1.3 on PTR - Page 56

Forum Index > SC2 General
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Prev 1 54 55 56 57 58 186 Next
dandan23
Profile Joined October 2010
Malaysia101 Posts
February 26 2011 06:09 GMT
#1101
have they fix the creep tumor hotkey ?
TeamLiquid Fighting!! =3
dafnay
Profile Joined May 2010
Angola375 Posts
February 26 2011 06:10 GMT
#1102
Is it me because I cant find that the ladder stats will be reset <.<
Rampager
Profile Joined April 2010
Australia1007 Posts
February 26 2011 06:12 GMT
#1103
On February 26 2011 15:07 Gold Fish wrote:
Show nested quote +
On February 26 2011 11:12 sqrt wrote:
This makes me sad a little. It is like beta, players find something creative and Blizzard goes to remove it - in this case the flower. This thing was useful for corruptors and muta as well. I'm starting to think that Blizz wants the game to develop as they want, instead of what the players discover.


I completely agree. While it may or may not be a bug or intentional (wasn't mutalisk stacking in BW unintentional but they kept it in as a "feature" in SC2 due to its popularity?) it was a nice thing a player can use.

Help post on the battle.net PTR forums to un-remove the patrol stacking (Viking Flower for example).


I just want to point out on the PTR you can still make units stack really tightly together by spamming a move command, you can't make them stay that way through the use of patrol. The option is still there for a player to make all their units fire at once or maintain a close proximity, they just have to spend time on it. (This is a good thing)
Blisse
Profile Blog Joined July 2010
Canada3710 Posts
Last Edited: 2011-02-26 06:13:50
February 26 2011 06:13 GMT
#1104
On February 26 2011 15:07 Gold Fish wrote:
Help post on the battle.net PTR forums to un-remove the patrol stacking (Viking Flower for example).

Honestly it was one of those neat things you can do in the game and it's not necessarily overpowered or anything.

It removes something fun from the game. It removes variety from the game.

While it may be a bug, it was still nice and should be kept in the game.


This is the dumbest comment I've seen all day.

First, un-move?
Second, yes it is overpowered, what are you talking about. It's the ability to stack over 50 units in one spot, and the second an enemy enters that field, it's instantly target fired and killed, without any management at all. You can hold air superiority with it alone since it's impossible to pick off any units.
Last, why on earth would you want to keep something because it's "nice." Are you kidding me? So, making units that nuke a single spot 500 times in half a second is also "nice" to me, but is that going to happen?

I can't believe you even wrote this.

And this has no effect on normal stacking.
There is no one like you in the universe.
cozzE
Profile Joined September 2010
Australia357 Posts
February 26 2011 06:14 GMT
#1105
The changes for infestors is no where near a nerf... Z is now a thousand more times equipped to deal with tier 3 from T mostly and P to a lesser extent.
SpaNkinG
Profile Joined May 2010
Turkey89 Posts
February 26 2011 06:14 GMT
#1106

High Templar
- Khaydarin Amulet upgrade (+25 starting energy) has been removed.


goodbye my protoss-bro's
it's nice to be important but it's more important to be nice
Kyadytim
Profile Joined March 2009
United States886 Posts
February 26 2011 06:15 GMT
#1107
@Mr_Kyo: The Observer cost change wasn't a buff, it was a partial reversion of the Beta patch 6 nerf that changed the cost from 25 minerals 75 gas to 50 minerals 100 gas and increased the build time from 33 seconds to 40 seconds.
DarkPlasmaBall
Profile Blog Joined March 2010
United States46715 Posts
February 26 2011 06:16 GMT
#1108
I'm gonna miss the Archon Toilet

And I can't believe that High Templars lost their upgrade -.-'
"There is nothing more satisfying than looking at a crowd of people and helping them get what I love." ~Day[9] Daily #100
I Hott Sauce I
Profile Joined June 2010
United States91 Posts
February 26 2011 06:16 GMT
#1109
Why does Blizz always address issues that don't need addressing, and ignore ones that do?
Power Overwhelming
hangarninetysix
Profile Joined August 2010
263 Posts
February 26 2011 06:18 GMT
#1110
I will be so disappointed if these changes make it out of PTR , sans the bugfixes. Everything from the stim nerf to the amulet removal is just terrible for the game, not even talking about balance. Why do they keep taking things out of the game, or making things terrible to use? They should instead buff things that will allow the player to DO something to counter it. This game is quickly becoming dull for me :\
Captain Peabody
Profile Blog Joined May 2009
United States3139 Posts
Last Edited: 2011-02-26 06:23:42
February 26 2011 06:18 GMT
#1111
The Templar change is questionable. Blizzard needs to do something about Protoss late game almost certainly. This nerf does that, and it's not the end of the world, but it removes something very fun from the game, which pretty much sucks. And it makes Protoss even more dependent on Colossi, and Templar tech even more the lame, redheaded stepchild of Protoss tech paths. So yeah.

The Mothership change is necessary, but unfortunate. Certainly, the ability to destroy an entire opposing army in a few seconds is too strong, and something needed to be done about it...but the problem is, now Vortex, and the Mothership as well, is literally useless. Like, totally, completely useless. You build a Mothership, which casts a ton of minerals and gas, and does virtually no damage and is incredibly weak, and then you cast Vortex, your opponent runs into the Vortex, you move a few inches, and he comes out and is invincible for a second and then destroys your army. And so you don't build Motherships anymore.

I don't know what else Blizzard could have done to decrease the power of the Archon toilet...but this is disappointing.

Terran changes are peripheral. Making Stim take longer is fine, but I can't help feeling it should cost more minerals as well. The change isn't going to do anything but make Terran pushes come a bit later...which is good, certainly, but it's just not that much. Not that I think Terran is overpowered necessarily, but...well, okay.

I can't really comment on the Zerg changes. Making the Infestor more useful is good, if this actually does this. But we'll have to see...
Dies Irae venit. youtube.com/SnobbinsFilms
eeniebear
Profile Joined February 2010
United States197 Posts
February 26 2011 06:19 GMT
#1112
Protoss nerf seems a bit heavy handed.
Basileus
Profile Joined October 2010
United States103 Posts
Last Edited: 2011-02-26 06:32:41
February 26 2011 06:22 GMT
#1113
On February 26 2011 14:22 dartoo wrote:
Apparently Dayvie was on minigun's stream and stated that they might be removing the amulet upgrade, because on the newer gsl maps, templar warp in and storm can completely clear out a mineral line, and that made them powerful.

Maybe some one can dig that convo up from miniguns stream videos..


That is terrible logic by Dayvie. Shouldn't they then nerf baneling drops on mineral lines too? That actually takes less resources than the robo + storm + amulet does.
Contagious
Profile Blog Joined December 2005
United States1319 Posts
February 26 2011 06:22 GMT
#1114
woooow amulet? wtf...
divinesage
Profile Joined April 2010
Singapore649 Posts
February 26 2011 06:23 GMT
#1115
One of the worst patch changes I've seen..
SushilS
Profile Joined November 2010
2115 Posts
February 26 2011 06:23 GMT
#1116
On February 26 2011 15:16 DarkPlasmaBall wrote:
I'm gonna miss the Archon Toilet

And I can't believe that High Templars lost their upgrade -.-'

This. Major protoss late game nerf...
Anyway this is just PTR.. lets see wat happens..
iceiceice: I’m going to make this short; I am the one true tinker player.
Juxx
Profile Joined April 2010
325 Posts
February 26 2011 06:27 GMT
#1117
Hmm. There are too many protoss going collosi. I know! Nerf the shit out of their other tech tree....
I disagree t.t
Grubby Fighting!
CellTech
Profile Joined June 2010
Canada396 Posts
February 26 2011 06:27 GMT
#1118
Goodbye Mothership and Templar.

Screw it, goodbye SC2 if these dumb changes make it past PTR
^ Probably a Troll Post
Maginor
Profile Joined May 2010
Norway505 Posts
February 26 2011 06:27 GMT
#1119
On February 26 2011 14:53 CryingPoo wrote:
The problem with EMP is that they do not kill Protoss army. But you can't say Protoss can run away and recharge shields and mana before engaging Terran army. Marauders will catch any army running away. EMPs not only take away mana but shields as well but to be honest I don't know why 'Psionic' powers are rendered by EMP. Sheilds sure.. but taking away mana? pfft


Protoss shields are also psionic.
Lobber
Profile Joined August 2010
Canada414 Posts
February 26 2011 06:28 GMT
#1120
Why do they keep getting rid of protoss upgrades?
You are not your APM, you are not you ladder ranking.
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