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Patch 1.3 on PTR - Page 71

Forum Index > SC2 General
Post a Reply
Prev 1 69 70 71 72 73 186 Next
Azide
Profile Joined March 2010
Canada566 Posts
February 26 2011 09:51 GMT
#1401
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
Azide and SuperNinja - Best Double Protoss 2v2 Team!
Kafkaesk
Profile Joined April 2010
Germany140 Posts
February 26 2011 09:51 GMT
#1402
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.
Cheeselicker
Profile Joined September 2010
United Kingdom78 Posts
February 26 2011 09:52 GMT
#1403
I'm glad that the game is getting balanced, but I'm also worried that the game will just become boring.
Jetaap
Profile Blog Joined November 2010
France4814 Posts
Last Edited: 2011-02-26 09:53:12
February 26 2011 09:52 GMT
#1404
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.
Lurk
Profile Joined December 2010
Germany359 Posts
February 26 2011 09:52 GMT
#1405
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.
Fa1nT
Profile Joined September 2010
United States3423 Posts
February 26 2011 09:54 GMT
#1406
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.
Ribbon
Profile Blog Joined April 2010
United States5278 Posts
February 26 2011 09:54 GMT
#1407
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.
TheTenthDoc
Profile Blog Joined February 2011
United States9561 Posts
February 26 2011 09:54 GMT
#1408
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.
Maskedsatyr
Profile Joined September 2010
Singapore1245 Posts
February 26 2011 09:55 GMT
#1409
New maps got already huge expos. Can't expand safely as a toss
"Don't believe in you who believes in me, don't believe in me who believes in you, believe in you...who believes in yourself!"
happyness
Profile Joined June 2010
United States2400 Posts
February 26 2011 09:55 GMT
#1410
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.
HowardRoark
Profile Blog Joined February 2010
1146 Posts
February 26 2011 09:55 GMT
#1411
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.
"It is really good to get the double observatory if you want to get the speed and sight range for the observer simultaneously. It's a little bit of an advanced tactic, and by advanced, I mean really fucking bad."
Dezire
Profile Joined December 2010
Netherlands640 Posts
February 26 2011 09:56 GMT
#1412
no amulet. ffs :/
BoxeR, HuK, IdrA, Minigun, MVP <3
7h30n
Profile Joined March 2010
Croatia120 Posts
February 26 2011 09:56 GMT
#1413
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
happyness
Profile Joined June 2010
United States2400 Posts
February 26 2011 09:57 GMT
#1414
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......
samboi
Profile Joined December 2010
England69 Posts
February 26 2011 09:57 GMT
#1415
the new map pool totally rocks
GG
DirtYLOu
Profile Joined May 2010
575 Posts
February 26 2011 09:57 GMT
#1416
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
http://sc2ranks.com/c/9051/slayersteam/ <-- SlayerS players in Grandmaster !
MorroW
Profile Joined August 2008
Sweden3522 Posts
February 26 2011 09:57 GMT
#1417
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
Progamerpls no copy pasterino
wolfe
Profile Joined March 2010
United States761 Posts
Last Edited: 2011-02-26 09:58:51
February 26 2011 09:58 GMT
#1418
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
Swift as the wind, felt before noticed.
Dromar
Profile Blog Joined June 2007
United States2145 Posts
February 26 2011 09:58 GMT
#1419
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.
TheTenthDoc
Profile Blog Joined February 2011
United States9561 Posts
February 26 2011 09:58 GMT
#1420
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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