|
On February 26 2011 18:06 Serpico wrote:Show nested quote +On February 26 2011 18:05 JeBi wrote: In the 1.3 PTR, Broodlords cost 300 / 250 to morph........ instead of 150/150. I hope this change doesn't stay. ....they doubled the mineral cost and added 100 gas? That's gigantic.
Yeah, it's not in the patch notes so maybe it's some type of glitch. Have tested on multiple maps though (custom games with friend) and they cost the same across the board.
|
On February 26 2011 18:04 MaRkieMarK wrote:Show nested quote +On February 26 2011 10:54 andrewwiggin wrote:
- Funal growth with +30% against armoured? DAMN. now that's a buff.. O_O
Duration is halfed and it's not instant anymore though, so it feels more like a nerf.
Duration / 2 = DPS * 2.
It now deals 36 damage over 4 seconds. Medivacs can't heal that. So marines/scvs will just die soooo fast to it. Its definately a buff. If you can dodge the spell - its good for the game since it takes skill - if not and its like EMP (nearly instant) I think it might be too much of a buff.
|
On February 26 2011 18:02 emecee wrote:Show nested quote +On February 26 2011 17:43 Fanatic-Templar wrote: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. As a D+/low Diamond player, my grasp of the game is far from ideal, so feel free to correct me if I'm wrong, but in Brood War: Templar Archives also allowed access to Dark Templar, providing the Protoss with a means to maintain some form of pressure on the opponent while researching Psi Storm and waiting for High Templar to have the necessary energy (because Citadel of Adun/Twilight Council, Templar Archives, Psi Storm research and getting Templar takes quite a bit of time and investment to get a return from) which is not available to players teching for High Templar in StarCraft 2. Also, there's these differences: BW Marine: 40 hp./WoL Marine: 45/55 hp. BW Firebat: 50 hp./WoL Marauder: 125 hp. BW Ghost: 45 hp./WoL Ghost: 100 hp. (Not that anyone would try using bio against High Templar anyway in Brood War) BW Vulture: 80 hp./WoL Hellion: 90 hp. BW Siege Tank: 150 hp/WoL Siege Tank: 160 hp. BW Goliath: 125 hp./WoL Thor: 400 hp. Zerg stayed mostly the same, except that they have Roaches now. BW Storm: 112 damage/WoL Storm: 80 damage (Stats taken from the StarCraft wiki) So you see, Storm does less damage, while most units have more life. And given that the tech path provides fewer alternatives (Dark Templar, Dark Archons (not really...)) what was true is Brood War is not necessarily true in Wings of Liberty, so your comparison is, unless I am mistaken, flawed. sentries and the fact that units clump up more in starcraft 2 makes you're rebuttal flawed.
How so? Isn't the clumping the reason for the reduced AoE?
|
They need to give storm free if you build a templar archive, and this nerf to amulet won't bother me. Templar are already underused, if you nerf something, you got to buff something else. They should at least put 1 upgrade on templar on the archive, like faster energy regeneration or something else IMO.
Barbu.255 Master Protoss
|
On February 26 2011 18:04 MaRkieMarK wrote:Show nested quote +On February 26 2011 10:54 andrewwiggin wrote:
- Funal growth with +30% against armoured? DAMN. now that's a buff.. O_O
Duration is halfed and it's not instant anymore though, so it feels more like a nerf.
Duration is halfed, but DPS is therefore doubled. DPS vs. Armored is MASSIVELY increased.
This makes it much better against Protoss balls with Colo, either Colo/Sentry or the Colo/VR build that Idra called imba. 6 infestors to fungal the ball 2-3 times in a row not only counters the imba ball much better than a "Build 20 mutas and hope he's not going Phoenix or 6 gate" build (the best counter yet devised), it's also less of an investment, and infestors are still useful vs 6 gates or Phoenix builds.
Blizzard is starting to balance the game around macro maps (yay!) so the time duration isn't that bad. It's still long enough to keep marines from spreading against banelings, and slowing the Terran army isn't quite as vital on maps larger then Steppes. Dealing with drops is a little harder, though, but only a little.
I'm calling it an Infestor buff, and a rather big one at that.
|
I'll miss you, old-style PvT.
|
The infestor cast is definitely slower than an EMP. While testing it out with a friend he used blink a couple of times to avoid it after seeing it cast.
|
I like the fact fungal is a missile now as it requires more skill to use but can properly used be better. However, it sounds like it could be pretty difficult to hit phoenixes with it.
|
patch 1.4: charge upgrade removed for zealots patch 1.5: blink upgrade removed for stalkers patch 1.6: warp gate upgrade removed patch 1.7: cybernetics core required for building gateway, gateway required to build cybernetics core....FU Protoss, love blizz
|
Late game vs terran is now officially dead. Viking marauder > *.
|
On February 26 2011 17:11 Salivanth wrote:Show nested quote +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. My two cents.
A bit late but this is not a fair comparison because Zealots and dragoons were stronger in BW while tier 1 Z and T were relatively weaker
|
On February 26 2011 18:18 PlaGuE_R wrote: patch 1.4: charge upgrade removed for zealots patch 1.5: blink upgrade removed for stalkers patch 1.6: warp gate upgrade removed patch 1.7: cybernetics core required for building gateway, gateway required to build cybernetics core....FU Protoss, love blizz
Nah, you know NOTHING. The first thing to go will be the Thermal Lance for sure.
|
I for one welcome our new colossi overlords.
Removing literally one of the most exciting events in the game (archon toilet) makes me a sad panda, nerf it with cast time, make it a missile, anything, just leave it in. It makes games fun to watch, deathball does not.
|
787 Posts
On February 26 2011 18:18 PlaGuE_R wrote: patch 1.4: charge upgrade removed for zealots patch 1.5: blink upgrade removed for stalkers patch 1.6: warp gate upgrade removed patch 1.7: cybernetics core required for building gateway, gateway required to build cybernetics core....FU Protoss, love blizz
Go play Zerg for a few weeks, then complain. Zerg is by far the weakest race right now.
|
I guess the mothership was just too good before
|
No, Thermal Lance upgrade will set range from 2 to 4.
|
Overseers cost more now. I don't know if this has been mentioned.
150/100. Pretty significant I thought. Makes detection really expensive.
|
I think the balance changes are all good changes. The problem is just that it aint enough, certain elements of terran and protoss will still be too strong and zerg will still be too weak. I hope it's just the initial changes and more changes will be made before 1.3 hits live.
|
Dunno if this has been discussed before (forgive me if it has, I don't have the time to search through 68 pages of discussion) but there's alerts for macro mechanics now! Chrono, MULE, and spawn larva now get a notification. I think it's cool but at the same time it's kind of dumbing down the game a little more anyone else have any previous input or anything on this?
|
On February 26 2011 18:28 B-Wong wrote:Dunno if this has been discussed before (forgive me if it has, I don't have the time to search through 68 pages of discussion) but there's alerts for macro mechanics now! Chrono, MULE, and spawn larva now get a notification. I think it's cool but at the same time it's kind of dumbing down the game a little more  anyone else have any previous input or anything on this?
Going from playing P to T over the last week or so I found it very handy that the mule dying makes a giant clanking/exploding noise that's really hard to miss, so I think it's fair the other races get reminders of a sort. Not sure if the MULE one is really that critical since them dying is so obvious anyway.
|
|
|
|