Patch 1.3 on PTR - Page 69
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Sigmur
Poland497 Posts
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Ribbon
United States5278 Posts
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
Canada435 Posts
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 =( | ||
Dromar
United States2145 Posts
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
Germany184 Posts
if you remove amulet from templar, you should have to remove any other energy-upgrade for the casters (infestors, ghosts?), too :S | ||
graNite
Germany4434 Posts
On February 26 2011 18:32 Validity wrote: I wish protoss had a unit that 2 shot marauders late game and can't be hit by vikings' air attack =( Immortal? | ||
Ribbon
United States5278 Posts
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 ![]() 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
Sweden2541 Posts
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. | ||
prove
Germany12 Posts
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darmousseh
United States3437 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 Patch 1.8 Collosus removed, for good measure. | ||
MiKTeX
United States234 Posts
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Whitewing
United States7483 Posts
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. | ||
Geo.Rion
7377 Posts
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 | ||
razy
Russian Federation899 Posts
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SnowSC2
United States678 Posts
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
South Africa35471 Posts
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
1664 Posts
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happyness
United States2400 Posts
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
United States11133 Posts
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. | ||
Velocity`
United Kingdom343 Posts
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