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On February 26 2011 15:43 bokeevboke wrote: Can someone tell me what chargelot changes actually mean? is it a buff or nerf? I think it means you can't completely kite them anymore. The charge will always hit once. So a buff.
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On February 26 2011 15:35 TERRANLOL wrote:Show nested quote +On February 26 2011 15:32 TedJustice wrote:On February 26 2011 15:18 Captain Peabody wrote: 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... I don't see it as too strong. I mean, you need to build a stargate, a fleet beacon, then spend 400/400 on a mothership which you can only get one of, then you need to wait for it to get enough energy to cast vortex, then you need a bunch of archons which cost an absurd amount of gas. All that to kill whatever happens to get caught in the vortex assuming the mothership gets close enough to actually cast it. It's no worse than nukes, really. It made for a great dynamic, in my opinion. Lol no other race has the ability to forge an army that cannot be beaten by putting more money into it. Sure, that army is difficult to get, but in no circumstances should a race ever be able to auto-win by getting an army. Most protoss players seem to disagree with that idea, but coming from the other perspective of the deathball, I don't think it's reasonable at all. I haven't exploited terran early game too much, but I would much rather have a balanced game throughout than one heavily favored to either race at different phases. -Coming from a master terran macro style player
Sure once a Toss puts together the perfect composition its hard to counter. But it does not change the fact that its ridiculously hard to get to that stage if you're facing a half competent opponent. Buffing Zerg would only allow them to run through Protoss earlier. As is Protoss can not do anything but turtle vs zerg while they tech. If you had it your way zerg would win the middle game the late game and the really late game (<---which they already do) thus forcing toss to rush/4 gate leading to a "huuuurrr 4 gate imba" leading to another nerf wich = GG scoop protoss.
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On February 26 2011 15:43 bokeevboke wrote: Can someone tell me what chargelot changes actually mean? is it a buff or nerf? Buff, if you charged a unit that was running away you would actually fall short (unless it was a slow unit) and not actually hit it, but now Zealots are always guaranteed to get half their attack in, which makes them more reasonable against stim kiting marauders
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On February 26 2011 15:40 Sv1 wrote: Interesting changes, seems to me that blizzard really wants to see more games going to bigger battles. On paper, I don't think it looks that bad, but this could be the most severe terran nerf. I think some builds and early timing pushes may have to be tweaked. 30 Seconds is pretty big, it basically increased the time by 20%, I think that's pretty drastic, 30 seconds is certainly another wave of units produced by any opponent. 30 seconds is also another wave of units produced by the Terran player. This will probably make stim timing attacks against Protoss FE a bit weaker because that last wave from the Protoss player will probably be from 4 or 5 warpgates. Other than that, though, unless something critical like a Colossus or Colossus range finishing happens in that 30 second interval or just after it, I don't really see this changing stim timing attacks against 1-base Protoss a lot. It seems more like a minor nerf.
Also, about the Zealot change. My interpretation of it is that the Charge state will last until the Zealot attacks its target. However, Charging Zealots under concussive shells are still slower than stimmed Marauders, so it's still possible to kite Chargelots with Marauders, just not quite as effective. Even still, if each Zealot is landing only 1 hit every 10 seconds against the Marauders, which are probably landing 3 to 4 hits in that time, the Marauders will at least make a good accounting of themselves, probably at least killing their cost in Zealots.
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On February 26 2011 14:02 ectonym wrote: Remember the shitstorm people went through on the first big PTR patch that was soon after revoked: fungal growth no longer has the ability to target air
that change was gone very quickly, if Protoss knew how to properly QQ like us Zerg, the Amulet will be back
I beg of you, oh wise and esteemed Zerg QQers, teach us your ways and lead us back into the light!
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no more archon toilet? aww... that was always fun to spectate.
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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).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. I'm fine with Bunkers having salvage (maybe a nerf on cost return) because it's one of those things that adds variety to the game. Disagree with HT energy upgrade removal (again it removes an option from the game. Also Blizzard removed being able to have 16 players in a custom map (yes it's not "supported" but it worked. You weren't able to have a neutral player but still you could come up with something interesting).Why is with Blizzard removing options from the game?
Ya I also agree with your statement on the bug.
As for the 16 player thing, I didn't read into it but that just sounds terrible... Bnet 2.0 is just a joke, and I really don't mean to be one of those guys who keeps complaining about it, but come on... this isn't their first attempt at bnet.
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On February 26 2011 15:51 Fanatic-Templar wrote:Show nested quote +On February 26 2011 14:02 ectonym wrote: Remember the shitstorm people went through on the first big PTR patch that was soon after revoked: fungal growth no longer has the ability to target air
that change was gone very quickly, if Protoss knew how to properly QQ like us Zerg, the Amulet will be back I beg of you, oh wise and esteemed Zerg QQers, teach us your ways and lead us back into the light! I think Protoss has figured it the basics. We've got almost 60 pages here that is probably 75% Protoss QQing about the Amulet Nerf. The problem is that the ratio is kinda low. We should be aiming for at least 85%!
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no archon toilet or amulet I think at least one of these needs to stay
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Archon Toilet should stay, the term is hilarious.
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Thing is, since the broodwar days, Protoss has never been good at qq. 0 bonjwa and all the heartbreaks that the dragons brought upon Protoss and you never really see huge outrage.
Probably stemmed from the fact that P is way easier on D-/D+ and thus people think they don't have the right to qq.
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On February 26 2011 10:42 link0 wrote: No amulet just means you have to plan a bit more by warping in HT a bit before you need storm. It was such a skill-less clutch defense before.
A bit more = 44 seconds. Why would anyone spend 150 gas for something that is close to completely useless for the next 44 seconds?
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On February 26 2011 15:38 bokeevboke wrote: Finally they removed that freaking amulet which made TvP late game totally one sided.
Yeah man, can't believe Terran had to do something other then spam Tier 1 units all game. Absolutely ridiculous.
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They should stop nerfing races and instead buff the weaker ones. Archon toilet was kinda expected but still sad cause it looks so awesome. still nothing on void/colo/stalker/sentry 200/200 ball tho
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I think the amulet change would be easier to swallow if they also made changes to the research/build cost or timing of the Templar archives and psi storm. Or merge the dark Templar temple as previously stated.
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When I imagine past epic PvT games, I don't want to think about those games without amulet...Totally different games, much more 1-sided...
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On February 26 2011 15:28 Lobber wrote: Why do they keep getting rid of protoss upgrades? Maybe because they need to balance the game? For the spectators the game was rather dull when P hit 3 base because the outcome was already decided unless the P opponent is twice as good.
On a side note, the Archon toilet removal was rather uneccessary, it was not so imba, and could be dealt with. It also brought some Plaguuu-moments in a game devoid of much Plaguuu-moments. I had hoped for a complete removal of Collossus due to how terrible it makes spectating any P game. Colos really is the anti-thesis for Plaguuu-moments.
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I don't understand the infestor change. 10.5 more damage is not that much at all. We won't even notice it. Won't affect me though because I never build them.
The stim research time might be just what Zerg needs to actually be able to prepare for most stim timing pushes.
Overall this patch looks good.
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