The Zerg nerfs are ridiculous for a race already struggling against both Terran and Protoss. None of these buffs help late-game, which is where Zerg suffers the most. Even when completely avoiding damage from harass, Zerg only moves into the late-game on even footing with an expanding Terran or Protoss.
Changes need to be made to the Zerg army strength. That's the only way ZvP and ZvT will become fully balanced.
Mothership vortex less powerful. I'll miss archon toilets, but "8 of your tanks and two of my zealots" is ludicrously overpowered, so I guess I can dig. It was meant to be a cooler stasis, anyway.
HT loses a major upgrade. Blizzard said in the Naniwa leak that amulet was OP on big macro maps. I'm not sure I agree, but that Blizzard is balancing around big macro maps is a good sign.
Colo/Stalker and Colo/VR are indirectly nerfed vs. Z, because the new Fungal does redonkulous DPS to that ball. I don't know how big an effect that makes. It's still just as good vs. T, though.
Terran tier 1 nerfed a little, tier 3 buffed. Makes sense. Hope to see more BCs.
Fungal change helps deal with Protoss Colo-heavy death ball, and is less good (but still good) against Terran. Not sure how I feel on this. I guess I'm okay, as a Z.
- An alert has been added when MULEs expire. - An alert has been added when the Chrono Boost buff expires. - An alert has been added when the Spawn Larva buff expires.
On February 26 2011 16:45 XothermeK wrote: All you protoss whiners, the HT change was long awaited, and I even saw it coming ever since it was brought up in one of the threads with Servyoa mentioning it, regardless of me being Terran, the idea of throwing around storms like it was for free isn't going to be the case anymore, I don't understand why you're all QQing when you still have the mighty collosi and forcefields, seriously.
Im sorry, but this post is just retarded. You have GHOSTS. which do AOE (thats right area of effect) energy removal. And not just a little bit of energy removal, ALL energy is gone in the AoE. Storms cant happen when energy isnt there...
Spread your Templars.
This is like terrans crying about banelings when they don't spread their marines.
On February 26 2011 17:02 WhiteLight wrote: Did everyone forget the the HT in bw? They did not get the ability to start with storm either and they had to take 50s to build like all the other races instead of being able to just be instantly warped in anywhere like they are now. Yet dispite this they were still used in ALL 3 MUs and played critical roles. Now Does the amulet nerf make HT useless now? No! Does it make them harder to use? Yes! The nerf now mean that you have to plan when you want to warp in your HT and when you want to attack.
Actually, I think WhiteLight has an incredibly good point. Of course, BW didn't have Colossi, so the question will be "Are High Templar worth the difficulty?". After all, in Brood War, if you wanted AoE damage, as far as I know, you were stuck with High Templar or Reavers. There was literally nothing else, and High Templar were certainly the better option.
Colossi on the other hand do the role of the High Templar very well, and they are undoubtedly easier to use. If High Templar and Colossi are even in power, I will always go Colossi. Always. If the enemy gets a dozen Corruptors or Vikings, I would tech switch, but until I have to, Colossi all the way. They're just easier to use.
On February 26 2011 17:08 Grimjim wrote: The Zerg nerfs are ridiculous for a race already struggling against both Terran and Protoss. None of these buffs help late-game, which is where Zerg suffers the most. Even when completely avoiding damage from harass, Zerg only moves into the late-game on even footing with an expanding Terran or Protoss.
Changes need to be made to the Zerg army strength. That's the only way ZvP and ZvT will become fully balanced.
What nerfs? Zerg got a huge buff to their main spell caster. Infestor is now like a high templar with stun.
I really don't get the logic in just completely removing the amulet. It was a must have upgrade if a player was going for ht. Why not increase build time and or cost before completely removing. Or better yet make it only give plus 20 energy.
This fungal growth buff is going to give me wet dreams every time that I shut my eyes, just try stacking your shit now protoss. I dare you. God i love the infestor
On February 26 2011 17:02 WhiteLight wrote: Did everyone forget the the HT in bw? They did not get the ability to start with storm either and they had to take 50s to build like all the other races instead of being able to just be instantly warped in anywhere like they are now. Yet dispite this they were still used in ALL 3 MUs and played critical roles. Now Does the amulet nerf make HT useless now? No! Does it make them harder to use? Yes! The nerf now mean that you have to plan when you want to warp in your HT and when you want to attack. It also means that if you want to have storm ready in your base incase you get attacked or lose the battle, that you need to do it Before then battle and not after.
Im sure people wont like this coming from a terran player, but having a bigger army and winning a battle and then having to dodge 8 storms again is bloody annoying, or having 1-2 being warped in every 10s and having storms go off every 2 seconds is hard to deal with when trying to macro as well. I know its hard to believe but marines die easily whether they can dodge storms or not, medivacs run out of energy, and mech is hard to repair (especially when scvs die to storm).
Im not trying to say that amulet is op or that it needs to be removed (thats not my point in the 2nd para anyway) but I think that people can deal with not having amulet and can still use HT effectively. I think people need to just try it and deal with it for a decent period before complaining about it (impossible i know)
Mothership - Units leaving the Mothership's Vortex are now un-targetable and immune to damage for 1.5 seconds
So does that mean that I can get a free stim when coming out of a vortex if the timing is right? Or does it only work from damage taken from an enemy? Wish I had time to test this...
..okay. I was going to refrain from saying anything at ALL, but HT in BW also were FAR more devastating. Storm did more damage, and hit a larger area. Storm in BW was terrifying when properly used, in SC2, it just doesn't have the same effect, not nearly. HT were fine, and PvT is already the most balanced MU. Storm already doesn't do as well against Z because of the Roach being able to tank storms like nothing.
I agree, we should see how it pans out first, but it doesn't mean I have to like it.
Im sorry but the irony is hilarious. This is why talking about balance is retarded. All of the Terrans who were qqing and being made fun of/debating with the protoss players now find their roles reversed.
But in all reality, think for a second. All this does is stop the permastorming of warping in new units mid battle (which means no risk for the HT), as well as stops the ability for protoss to stop harass at expos by spawning 2 ht. It is a balance change designed for larger maps, and I like that they are thinking about larger map balance.
On February 26 2011 17:08 Grimjim wrote: The Zerg nerfs are ridiculous for a race already struggling against both Terran and Protoss. None of these buffs help late-game, which is where Zerg suffers the most. Even when completely avoiding damage from harass, Zerg only moves into the late-game on even footing with an expanding Terran or Protoss.
Changes need to be made to the Zerg army strength. That's the only way ZvP and ZvT will become fully balanced.
What nerfs? Zerg got a huge buff to their main spell caster. Infestor is now like a high templar with stun.
Yeah, looks like a huge buff. Its like a high templar with stun, except you can dodge 100% of its effects. Now its dodgeable by blink which in the previous patch they made impossible. Now they made it possible again. Let's all be happy.
The foolishness/schizophrenia of these design choices is nothing short of astounding. Shit looks like a badly designed UMS game.