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On February 26 2011 18:50 Vapaach wrote: Wow, this seems like an totally awesome patch!
Now if Blizz only removed Blistering Sands and Scrap Station, and added for example any 2 of the new GSL maps in the map pool, I would be so happy. So freaking happy.
They did remove Blistering
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On February 26 2011 18:41 goodvibes wrote: Immortals > marauders?
1 thor vs. 1 immortal > thor untouched. 250mm kills immortal in 1 hit.
Good job blizzard, you fucked protoss. I could care less. I am switching to terran. This game is designed like crap anyways. At least, with terran, I'll never lose to zerg.
So do us the favor and stop playing the game when you don't enjoy it. Same goes to everyone mindlessly flaming.
It's always the same after each patch announcement, and i stick to my oppinion that each patch improved the gameplay of SC2. Looking forward to this patch and being curious how it will play. Kinda sad that Shakuras is out though, had my best matches on this map.
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I'm glad that the game is getting balanced, but I'm also worried that the game will just become boring.
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I like the custom games interface patch , concerning the balance uhhhhhh.... really don't know :s. HT are the only alternative to the deathball in protoss lategame ( they're efficient even if the army is spread out ). Changing the energy upgrade to bw style would be fine maybe. Removing the archon toilet makes me sad, one of the few funny things you can do in this game , and same goes with the viking flower ,if they remove every trick the game is going to be boring. Also ,I was using the patrol trick on my overlords , especially when phoenixes are in play , it was really convenient ( i could cover all my overlords with 2 spores , and it's easier to select buildings etc in my base this way). I guess I can't really complain about that ,but I thought it was cool :'(. Buffing battlecruiser speed is cool though.
Concerning the zergs , I really don't think it solves anything. +30% means that infestors will deal 60 damage over 4 seconds to armored targets. When I see how fast the protoss deathball kills the zerg army I don't think it will be enough to significantly change the outcome of the battle. And with colossus range , there is now way for infestors to do some "hit and run" on the toss army , even with the hp buff they'll die to colossus.
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I'm really disappointed with the changes. Sure, something needed to be done to terrans early game and protoss late game. Stimpack research time is probably a good way of nerfing (or better, delaying) early terran bio pushes and as a terran, i'm ok with it.
Khaydarin amulet gone ... hmm i can't really say i'm satisfied with that. While templar warpin sure is strong i feel that templars could have been nerfed in other ways that wouldn't have been as drastic. For example, either increasing storm cost to 80 energy or making amulet give you only 70 energy. Also, what's pretty overpowered in my view is, that 2 1 hp/0 shield/0 energy templars can instantly morph into a 350 shield monster. Archon morphing should imo take into account the shield hp of the originating templars.
Also, i think i would have been smarter to nerf collossi instead of templars. Why ? Because collossi are a problem in all three protoss matchups not just one like templars. What about zerg ? They are still gonna melt to the collossus deathball, just like before.
No buff to hydras makes me sad as well. They are probably the least used combat unit in the game.
While the speedbuff to BC is nice and needed, they will still suck and be underused until they revert the 8->6 damage nerf.
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I don't see why people like the "dps buff" for fungal growth. The spells main use was the stun duration
Tanks siegeing? Fungal.
Big army running at your base, no army? Fungal
20 phoenix/muta in your base? Fungal
Dropship in your base? Fungal + infested marines
All these things are now nerfed, and in exchange, we get faster damage... Except that banelings already do fine against fungaled marines :/
If anything, 16 seconds for the 36 damage would be a real buff.
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On February 26 2011 18:52 Lurk wrote: Also, i think i would have been smarter to nerf collossi instead of templars. Why ? Because collossi are a problem in all three protoss matchups not just one like templars. What about zerg ? They are still gonna melt to the collossus deathball, just like before.
New fungal is much better against Collossus deathball than the old one.
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On February 26 2011 18:50 Vapaach wrote: Wow, this seems like an totally awesome patch!
Now if Blizz only removed Blistering Sands and Scrap Station, and added for example any 2 of the new GSL maps in the map pool, I would be so happy. So freaking happy.
Well when they added the new maps they took out Blistering Sands, though they didn't add any of the GSL maps. So you can start feeling a little happy.
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New maps got already huge expos. Can't expand safely as a toss
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On February 26 2011 18:45 Aurious wrote: Possible fix to HT.
Why not have two starting energy costs and keep the amulet. 67 energy start for a warp in after amulet and 75 with lowered build time with a regular gateway?
Because blizzard only works in intervals of 25. Nothing costs outside of 25 intervals and energy is the same way.
As I said earlier, the Khaldarin amulet removal makes sense to me. If protoss ever gets in a game long enough where they can get that upgrade, they are near unstoppable.
BUT, I also think they should give some sort of tradeoff, since HT's are still not as popular and probably not as good as collossus. Maybe decrease the templar archives time/cost or have templar come with storm.
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On February 26 2011 18:48 Mutarisk wrote: There are a few undocumented changes i've noticed for Zerg so far.
1. Overseer price is increased to 150/100 from 50/100
2. Broodlord morph cost is heavily increased... 300/250
3. Broodlord speed increased
4. My macro either got a whole lot worse or I am getting a whole lot more larvae?? Oh, interesting changes. Can someone confirm this? That would mean a Broodlord cost like 400 gas total. Like a mothership? There must be more hidden changes.
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I like the ladder changes! On balance changes obviously I can't give a valid opinion since I'm no way near the required level.
Okay, time to get myself from Platinum to Master League
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On February 26 2011 18:55 HowardRoark wrote:Show nested quote +On February 26 2011 18:48 Mutarisk wrote: There are a few undocumented changes i've noticed for Zerg so far.
1. Overseer price is increased to 150/100 from 50/100
2. Broodlord morph cost is heavily increased... 300/250
3. Broodlord speed increased
4. My macro either got a whole lot worse or I am getting a whole lot more larvae?? Oh, interesting changes. Can someone confirm this? That would mean a Broodlord cost like 400 gas total. Like a mothership? There must be more hidden changes.
I'm pretty sure these changes are mistakes. I hope so at least......
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the new map pool totally rocks
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On February 26 2011 18:55 Maskedsatyr wrote:New maps got already huge expos. Can't expand safely as a toss 
It wasnt meant for toss to expand first in first place T_t
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On February 26 2011 18:44 Liquid`TLO wrote: wow thanks for making Infestors even better Blizzard :D LOL im afraid they will be terrible broken now. it all depends how fast this projectile is tho. if its like an emp then i will laff my way to victory every game
also removing amulett is gonna have a huge impact on protoss o.o
mothership change and charge change are both great
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On February 26 2011 18:50 Ribbon wrote:Show nested quote +On February 26 2011 18:44 Liquid`TLO wrote: wow thanks for making Infestors even better Blizzard :D Because you're random, I don't know if that thanks is sarcasm or not. Still, I guess at least one pro-gamer considers the Fungal change a buff.
quite a LOT of them like it. including sheth, catz, strife, gretrop
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On February 26 2011 18:46 hahaimhenry wrote: the colossus is good at sneaking away from every patch blizzard puts out!
They have cliff-walk AND patch-walk!? IMBAAA!!!!
More seriously, I think the fungal change will be really fun, and as a Zerg, I feel like the infestor got stronger.
The bunker change is ... okay I guess. Is this how they're answering the 100% salvage complaints, or is this an attempt to discourage so much early bunker attacks in TvZ? Maybe a bit of both?
Stim change is interesting. I think players have learned a lot of vT timings dealing specifically with the stim timing attack, but, I mean, stim is really good.
Templar thing is a hot topic. I think it could work though. They may have a bit more tweaking to do as a result though if things get out of hand. People saying that templar would never be used as a result of this reminds me of the people who said the exact same thing about siege tanks damage reduction in beta (both of them).
Interested to see how this turns out.
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On February 26 2011 18:54 Fa1nT wrote: I don't see why people like the "dps buff" for fungal growth. The spells main use was the stun duration
Tanks siegeing? Fungal.
Big army running at your base, no army? Fungal
20 phoenix/muta in your base? Fungal
Dropship in your base? Fungal + infested marines
All these things are now nerfed, and in exchange, we get faster damage... Except that banelings already do fine against fungaled marines :/
If anything, 16 seconds for the 36 damage would be a real buff.
The key words there are "main use was." Players may have to adjust their playstyles, but fungal is now effectively an undodgable mini-storm that locks in place for four seconds. Now they may be able to build fewer banelings because the fungal itself will deal damage faster during engagements. Now instead of fungaling then using infested marines, they can just fungal three or four times (I think it's four but I'm not positive). I think the change has ups and downs, but it's mostly ups.
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