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Patch 1.3 on PTR - Page 69

Forum Index > SC2 General
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Sigmur
Profile Joined August 2010
Poland497 Posts
February 26 2011 09:31 GMT
#1361
Oh wow. I could survive mothership nerf, but templars... they should nerf ghosts aswell atleast. It's time for switching to zerg
Ribbon
Profile Blog Joined April 2010
United States5278 Posts
February 26 2011 09:32 GMT
#1362
On February 26 2011 18:28 Chibalicious wrote:
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.


Well, it's Blizzard. They're slow. Pro gamers have been saying late-game Protoss is overpowered, and most of the people complaining in the thread at Protoss. Idra and Artosis have been complaining that Colossus/VR is imba, and this patch massively increases the usefulness of Infestors against that.

People have been complaining about early game Terran, and the Terran have been complaining about their Tier three. Terran got a nerf to Stim and Bunkers, and a buff to BCs.

This is very much a patch that the pro-scene have been asking for.
Aui_2000
Profile Blog Joined October 2010
Canada435 Posts
February 26 2011 09:32 GMT
#1363
On February 26 2011 18:24 Piledriver wrote:
Late game vs terran is now officially dead. Viking marauder > *.


I wish protoss had a unit that 2 shot marauders late game and can't be hit by vikings' air attack =(
follow @aui_2000 // www.twitch.tv/aui_2000
Dromar
Profile Blog Joined June 2007
United States2145 Posts
February 26 2011 09:33 GMT
#1364
On February 26 2011 18:27 sagefreke wrote:
Overseers cost more now. I don't know if this has been mentioned.

150/100. Pretty significant I thought. Makes detection really expensive.


It sounds like the Zerg morphs have been costed incorrectly in 1.3 so far. I'm sure they'll fix it.
SC2Real
Profile Joined October 2010
Germany184 Posts
February 26 2011 09:33 GMT
#1365
thats crapshit ^^

if you remove amulet from templar, you should have to remove any other energy-upgrade for the casters (infestors, ghosts?), too :S
graNite
Profile Blog Joined December 2010
Germany4434 Posts
February 26 2011 09:33 GMT
#1366
On February 26 2011 18:32 Validity wrote:
Show nested quote +
On February 26 2011 18:24 Piledriver wrote:
Late game vs terran is now officially dead. Viking marauder > *.


I wish protoss had a unit that 2 shot marauders late game and can't be hit by vikings' air attack =(

Immortal?
"Oink oink, bitches" - Tasteless on Pigbaby winning a map against Flash
Ribbon
Profile Blog Joined April 2010
United States5278 Posts
February 26 2011 09:34 GMT
#1367
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?


It makes it easier for low level players to play "properly", and it doesn't really affect things at the pro level (because pros are checking anyway). I consider this a wonderful change.
vrok
Profile Joined August 2009
Sweden2541 Posts
February 26 2011 09:35 GMT
#1368
On February 26 2011 18:31 Sigmur wrote:
Oh wow. I could survive mothership nerf, but templars... they should nerf ghosts aswell atleast. It's time for switching to zerg

Switch to zerg? Are you actually insane? Zerg has even less options.
"Starcraft 2 very easy game" - White-Ra
prove
Profile Joined February 2011
Germany12 Posts
February 26 2011 09:36 GMT
#1369
removing the templars upgrade? Srsly? facepalm on that ...
darmousseh
Profile Blog Joined May 2010
United States3437 Posts
February 26 2011 09:36 GMT
#1370
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


Patch 1.8 Collosus removed, for good measure.
Developer for http://mtgfiddle.com
MiKTeX
Profile Blog Joined October 2010
United States234 Posts
February 26 2011 09:37 GMT
#1371
many protoss players have been complaining about how 1 dimensional the pvx matchup is. i do not understand how making high templar absolutely unusable and the mothership slightly less desirable helps expand the protoss arsenal to strategies other than just massing up a big colossus/stalker/sentry force and pushing
Whitewing
Profile Joined October 2010
United States7483 Posts
Last Edited: 2011-02-26 09:38:20
February 26 2011 09:37 GMT
#1372
On February 26 2011 18:33 graNite wrote:
Show nested quote +
On February 26 2011 18:32 Validity wrote:
On February 26 2011 18:24 Piledriver wrote:
Late game vs terran is now officially dead. Viking marauder > *.


I wish protoss had a unit that 2 shot marauders late game and can't be hit by vikings' air attack =(

Immortal?


Only, the immortal can't. 50 damage a shot, 3 shots to kill a marauder.

Only way it 2 shots is if it has 3/3 ups and the marauder doesn't have +2 armor upgrades.

Not to mention, stim marines and marauders kill immortals incredibly fast.
Strategy"You know I fucking hate the way you play, right?" ~SC2John
Geo.Rion
Profile Blog Joined October 2008
7377 Posts
February 26 2011 09:38 GMT
#1373
- Stun duration decreased from 8 to 4 seconds.

so the demage wont be effected only the stun duration? I'm sorry this is probably answered already bu i canot go trough 70 pages right now
"Protoss is a joke" Liquid`Jinro Okt.1. 2011
razy
Profile Joined February 2010
Russian Federation899 Posts
February 26 2011 09:39 GMT
#1374
They should've changed all energy upgrades to how it was in BW. Removing the amulet at all is too drastic imho, but as terran i'm fine with it
SnowSC2
Profile Blog Joined September 2010
United States678 Posts
February 26 2011 09:39 GMT
#1375
Ok so balance aside i must say there's a couple small things im excited about. for 1, you can now hide the menu bar (top) and even hotkeys, and you can make hotkeys unclickable.
You can also hide hotkeys, which is cool, it gives me a little bit more of that brood-war feel and i may actually leave it off idk. The icons are nice, the higher in your division the cooler it looks regardless of division. Im really going to be disappointed however if grandmaster players are unable to hide their shit, this will be awful for obvious reasons to players that it will affect. Sire there's top 200 players who dont play in tournaments and would be thrilled to have this info shared, but top level players need to be able to hide the very things that will be portrayed and thus will not be able to look to the ladder for practice.
Numy
Profile Blog Joined June 2010
South Africa35471 Posts
February 26 2011 09:40 GMT
#1376
On February 26 2011 18:38 Geo.Rion wrote:
- Stun duration decreased from 8 to 4 seconds.

so the demage wont be effected only the stun duration? I'm sorry this is probably answered already bu i canot go trough 70 pages right now


Yes that's what people are saying. So it's double the DPS vs non-armoured and well massively buffed vs armoured.
Deleted User 61629
Profile Blog Joined March 2010
1664 Posts
February 26 2011 09:40 GMT
#1377
--- Nuked ---
happyness
Profile Joined June 2010
United States2400 Posts
February 26 2011 09:40 GMT
#1378
On February 26 2011 18:33 SC2Real wrote:
thats crapshit ^^

if you remove amulet from templar, you should have to remove any other energy-upgrade for the casters (infestors, ghosts?), too :S


Except for templar can be warped in instantaneously wherever there's a pylon.

The nerf makes perfect sense to me. Protoss is definately the strongest race late game, and even after this nerf, it will probably remain that way.
eviltomahawk
Profile Blog Joined August 2010
United States11135 Posts
February 26 2011 09:40 GMT
#1379
On February 26 2011 18:38 Geo.Rion wrote:
- Stun duration decreased from 8 to 4 seconds.

so the demage wont be effected only the stun duration? I'm sorry this is probably answered already bu i canot go trough 70 pages right now

Fungal Growth still does the same amount of total damage, but now does it in 4 seconds instead of 8, which I guess means that it technically has a higher DPS.
ㅇㅅㅌㅅ
Velocity`
Profile Joined December 2010
United Kingdom343 Posts
February 26 2011 09:41 GMT
#1380
People are forgetting that these changes aren't final yet. There's still a lot of room for change as long as the people on the PTR are vocal about the changes. Remember how the infestor nerf where you couldn't target air units was considered but then removed? I think this might be the same case, so just tell Blizzard how they're being retarded and nerfing the wrong units.
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