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Patch 1.3 on PTR - Page 75

Forum Index > SC2 General
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Prev 1 73 74 75 76 77 186 Next
iPlaY.NettleS
Profile Blog Joined June 2010
Australia4454 Posts
February 26 2011 10:45 GMT
#1481
I don't understand the removal of +25 templar energy or the removal of losses in the profile view.

This game is going backwards , blizzard needs to stop messing with the basics like supply before barracks and concentrate on the real issues.

The game continues to have options removed without anything being added.
https://www.youtube.com/watch?v=e7PvoI6gvQs
Rialz
Profile Joined October 2010
Brazil177 Posts
February 26 2011 10:45 GMT
#1482
Repost fom official blizzard forums but i don't think anyone realized this and it is GAME BREAKING

Without mentioning it, Blizzard added the cost of a corruptor to a Brood Lord morph, and the cost of an overlord to an Overseer morph.

Overseers are costing 150/100 to morph from an Overlord, instead of 50/100.

Broodlords are now 300/250 just to morph, instead of 150/150 to morph.

So in a sense, you are spending the gas and mineral cost of TWO overlords / corruptors PLUS the morph itself.

I tested it myself, and confirmed it.

My opinion on it: + Show Spoiler +
This is absolutely ridiculous. Ultras / BroodLords already cost unbelievable amounts of money already. I mean, can this be a mistake on their part?


Link to original thread: + Show Spoiler +
http://us.battle.net/sc2/en/forum/topic/2140186806
sqrt
Profile Blog Joined August 2010
1210 Posts
February 26 2011 10:45 GMT
#1483
If Blizz moves to bigger GSL maps then the increase in stim reaserch time would be neglected by the fact that the pushes it was intended to stop would be impossible to execute because of the map size anyway. So, if we get bigger maps, that nerf could have never happened as well.
@
syllogism
Profile Joined September 2010
Finland5948 Posts
February 26 2011 10:46 GMT
#1484
On February 26 2011 19:42 exittlight wrote:
I don't agree with the mothership nerf at all. It is the highest tech and most expensive protoss unit and it is already rarely gotten. I doubt it will ever be seen if the nerf goes through.

They may have to buff mothership in some other ways, but vortex + splash damage was completely broken and definitely the least surprising change in the patch.
DooMDash
Profile Joined May 2010
United States1015 Posts
February 26 2011 10:46 GMT
#1485
What if Amulet was a 25% energy regen upgrade for Templar? This would make getting to 75 a lot faster, still prevent templar warpping in and instantly storming... would help vs emp ect.
S1 3500+ Master T. S2 1600+ Master T.
Cabinet Sanchez
Profile Joined February 2011
Australia1097 Posts
February 26 2011 10:46 GMT
#1486
On February 26 2011 19:31 cilinder007 wrote:
I just feel like every Pv matchup is going to be even more of a colossus fest now, but atleast drops in TvP are going to be more effective lategame now


Yeah, because 8 stimmed marauders have never destroyed a nexus in 5 seconds before.
Oh well, it's ok, at least we have the most defendable expans....... oh
dump
Profile Joined August 2010
Japan514 Posts
February 26 2011 10:47 GMT
#1487
On February 26 2011 19:45 iPlaY.NettleS wrote:The game continues to have options removed without anything being added.
Logros
Profile Joined September 2010
Netherlands9913 Posts
February 26 2011 10:48 GMT
#1488
On February 26 2011 19:39 mTw|NarutO wrote:
Show nested quote +
On February 26 2011 19:38 Cabinet Sanchez wrote:
I really don't understand the amulet change and the viking flower change. Not at all.
Why? I mean I have serious grudges against Terran in general. Infact if I went into full detail on my thoughts, I'd be banned pretty quick - suffice to say, I think T is majortly flawed
That being said,... the viking flower was completely harmless, why on earth would they remove this?

As for the amulet removal - what? They nerfed the size of the storm area, it's not an instant damage and yet EMP which is free for ghosts at such a low tier goes unchanged? o_O? Who, what, why? huh?!


Because you can't warp in Ghosts anywhere on the map neither does EMP kill units. Thats why its unchanged.


So by your logic EMP would be fine even if it took all units health to 1 because it doesn't kill them? EMP pretty much halves all of the targets health as well as neutralize any sentries/HT/Immortal. And you can't just stim, run out and take only 20% of the damage.
Eury
Profile Joined December 2008
Sweden1126 Posts
February 26 2011 10:48 GMT
#1489
On February 26 2011 19:45 Rialz wrote:
Repost fom official blizzard forums but i don't think anyone realized this and it is GAME BREAKING

Without mentioning it, Blizzard added the cost of a corruptor to a Brood Lord morph, and the cost of an overlord to an Overseer morph.

Overseers are costing 150/100 to morph from an Overlord, instead of 50/100.

Broodlords are now 300/250 just to morph, instead of 150/150 to morph.

So in a sense, you are spending the gas and mineral cost of TWO overlords / corruptors PLUS the morph itself.

I tested it myself, and confirmed it.

My opinion on it: + Show Spoiler +
This is absolutely ridiculous. Ultras / BroodLords already cost unbelievable amounts of money already. I mean, can this be a mistake on their part?


Link to original thread: + Show Spoiler +
http://us.battle.net/sc2/en/forum/topic/2140186806


That's Public Test Realm for you, it will be bugs, and they will be fixed. Don't worry.
Cabinet Sanchez
Profile Joined February 2011
Australia1097 Posts
February 26 2011 10:48 GMT
#1490
On February 26 2011 19:39 mTw|NarutO wrote:
Show nested quote +
On February 26 2011 19:38 Cabinet Sanchez wrote:
I really don't understand the amulet change and the viking flower change. Not at all.
Why? I mean I have serious grudges against Terran in general. Infact if I went into full detail on my thoughts, I'd be banned pretty quick - suffice to say, I think T is majortly flawed
That being said,... the viking flower was completely harmless, why on earth would they remove this?

As for the amulet removal - what? They nerfed the size of the storm area, it's not an instant damage and yet EMP which is free for ghosts at such a low tier goes unchanged? o_O? Who, what, why? huh?!


Because you can't warp in Ghosts anywhere on the map neither does EMP kill units. Thats why its unchanged.


True, true - but 2 good EMP's effectively divides the size of your entire army by 2 in a millisecond.
nitdkim
Profile Blog Joined March 2010
1264 Posts
February 26 2011 10:51 GMT
#1491
these changes makes me face palm each time I read the changelogs. I really hate the new fungal growth and I think the amulet upgrade should be same as BW counterpart. Blizzard really should reconsider changing upgrades and what it does instead of just taking it out completely. I think neural parasite needs a buff.
PM me if you want random korean images translated.
dump
Profile Joined August 2010
Japan514 Posts
February 26 2011 10:52 GMT
#1492
On February 26 2011 19:51 nitdkim wrote:I really hate the new fungal growth and I think the amulet upgrade should be same as BW counterpart.


+50 max you mean? I honestly don't remember the last time I sat my templars idle for long enough to hit 200.
sqrt
Profile Blog Joined August 2010
1210 Posts
February 26 2011 10:53 GMT
#1493
On February 26 2011 19:52 dump wrote:
Show nested quote +
On February 26 2011 19:51 nitdkim wrote:I really hate the new fungal growth and I think the amulet upgrade should be same as BW counterpart.


+50 max you mean? I honestly don't remember the last time I sat my templars idle for long enough to hit 200.


+12 energy on warp-in and bonus regen.
@
Argoneus
Profile Joined July 2009
Czech Republic283 Posts
February 26 2011 10:56 GMT
#1494
+ Show Spoiler +
- Hero buttons are now displayed while a hero is dead if they are revivable. Clicking on the button while a hero is dead will either select the building reviving it or cycle between buildings that can.
- Revivable abilities now show revivable units all the time. If they cannot currently be revived, the buttons are shown disabled.
- The revive ability now works with multiple dead units.

what

also this is epic
+ Show Spoiler +
- An alert has been added when MULEs expire.
- An alert has been added when the Chrono Boost buff expires.
- An alert has been added when the Spawn Larva buff expires.
Terran OP
aztrorisk
Profile Blog Joined April 2010
United States896 Posts
February 26 2011 10:57 GMT
#1495
sadly,

no more epic combats like in



with the mothership, HT, and archon toilet.

A lock that opens to many keys is a bad lock. A key that opens many locks is a master key.
PepperoniPiZZa
Profile Blog Joined October 2010
Sierra Leone1660 Posts
February 26 2011 10:58 GMT
#1496
they should remove DQ and SS and add 2 GSL or ICCUP maps instead, people would go apeshit happy
Quote?
Everlong
Profile Joined April 2010
Czech Republic1973 Posts
February 26 2011 10:58 GMT
#1497
I like this patch a lot. I think its a step in a good direction.. What do you expect to see? PvT late game was a joke. Battle Cruiser and High Templar changes adresses this. Bio was too strong early game and there you have Stim change.
Hamster
Profile Joined July 2010
United Kingdom156 Posts
February 26 2011 10:59 GMT
#1498
has anyone tested how effective zealots that will only charge once is for terran? also a 200 terran vs 200 protoss army now?
Riot Janook
Profile Joined August 2010
United States112 Posts
February 26 2011 10:59 GMT
#1499
Good patch. Fungal DPS buff might be kind of crazy, we'll see.

Sad that Thor targetting isn't fixed yet, they continue to randomly switch targets when engaging both air and ground units.
Ocedic
Profile Joined April 2010
United States1808 Posts
February 26 2011 11:01 GMT
#1500
On February 26 2011 19:45 iPlaY.NettleS wrote:
I don't understand the removal of +25 templar energy or the removal of losses in the profile view.

This game is going backwards , blizzard needs to stop messing with the basics like supply before barracks and concentrate on the real issues.

The game continues to have options removed without anything being added.


High Templar with +25 energy was not expanding on options. Quite simply, HT use with the advent of warp in and 25 bonus energy made the unit incredibly one dimensional. I remember in Brood War when Protoss had to, you know, manage their High Templar carefully.
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