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Patch 1.3 on PTR - Page 8

Forum Index > SC2 General
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ImHuko
Profile Joined December 2010
United States996 Posts
Last Edited: 2011-02-26 01:42:07
February 26 2011 01:40 GMT
#141
The problem with infestors was that they are easily sniped, so they reduce the stop time, but increase health, how is that changing anything?

You also now won't be able to stop a medivac from escaping after a drop now with Fungal+Infestor terran.
TeH_Murmur
Profile Joined November 2010
Canada11 Posts
February 26 2011 01:40 GMT
#142
Oh, hey; does the fungal change make fungal storm lite now? Since I assume the damage is dealt twice as fast.
DrunkeN.
Profile Joined September 2010
United States406 Posts
February 26 2011 01:41 GMT
#143
It's only on PTR don't overreact ppl.
hugman
Profile Joined June 2009
Sweden4644 Posts
Last Edited: 2011-02-26 01:42:03
February 26 2011 01:41 GMT
#144
Not being able to warp in Templars that can insta storm makes it harder for P to defend drops lategame. And I mean, it just discourages Templar tech so much. Do we really need more Colossus play?

Fungal might actually damage Marauders now, but 4 seconds of stun is very little. That's 4 ingame seconds. It's not enough time to cast funal THEN start rolling in your banes. Overall I wonder if it isn't almost a nerf.

edit: well I guess the DPS is much higher
Toxi78
Profile Joined May 2010
966 Posts
February 26 2011 01:41 GMT
#145
blizzard is really stupid.
they nerf amulet so they recon HT was too good against terran (obviously) and to some extent against mutas / hydras.
why not nerf the damage of storm instead? less damage but still instant, less whine from BOTH SIDES.
KevinIX
Profile Joined October 2009
United States2472 Posts
February 26 2011 01:41 GMT
#146
On February 26 2011 10:40 emc wrote:
Show nested quote +
On February 26 2011 10:38 KevinIX wrote:
Templar amulet removed. That will improve TvP. A welcome change for me.


they made BC's faster, I would preferred BC's remove energy and keep the amulet, then terrans can transition out of bio and go for BC's since they have air control with vikings already.


It will make BCs in TvT a lot stronger. Still an interesting change.
Liquid FIGHTING!!!
Volka
Profile Joined December 2010
Argentina410 Posts
February 26 2011 01:42 GMT
#147
I don't like the balance changes AT ALL. >
http://www.starsite.com.ar
link0
Profile Joined March 2010
United States1071 Posts
February 26 2011 01:42 GMT
#148
On February 26 2011 10:39 Fiercegore wrote:
wow no amulet for protoss? lol I mean high templar were very rare but now that they're out of the game I dont think I'm ever going to get them. And Vortex now makes your opponents unit invulnerable? is it just me or does vortex seem better for your opponent now? lol o_0


Rare? It's used in at least 1/2 of the games.

No amulet just means you have to plan a bit more by warping in HT a bit before you need storm. It was such a skill-less clutch defense before.
http://www.justin.tv/link0 - Gosu.Linko - http://www.facebook.com/link0
Shield
Profile Blog Joined August 2009
Bulgaria4824 Posts
February 26 2011 01:42 GMT
#149
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.


Macro players may like this.
Elefanto
Profile Joined May 2010
Switzerland3584 Posts
February 26 2011 01:42 GMT
#150
Why do they change all the fun little gimmicks?

They patched fazing out of the void ray, archon toilet, the force field toilet thing, viking flower

why would you do that man, is it that funny to see two armies clash with fucking a-click into each other?
god damnit blizzard
wat
Kpyolysis32
Profile Joined April 2010
553 Posts
Last Edited: 2011-02-26 01:44:55
February 26 2011 01:42 GMT
#151
Oh my god, so many big changes. No more Archon Toilet is lame, and no more Khaydrin Amulet is scary as hell for PvT, but I think the increased time for Stim should help smooth it out. Infestor change seems odd to me, but i definitely like it, will make for much more cool micro. i hope Infestor versus Stalker becomes a thing at some point soon, because trying to dodge Fungal with Blink would be some fun micro. Grandmaster not changing seems weird to me, but maybe they'll have it work in a way that makes more sense than what I'm envisioning. Fun or not seems like it'll be an amazing addition to the custom maps system and will actually let unknown maps get some real popularity. I really hope it only joins games being hosted, though, so that you don't end up in all of the random unfinished and awful maps that are around.

EDIT: I'm going to miss Viking flower.
Maybe the Mothership can be used to Vortex your own army now, at least? If you don't have to worry about time, the 1.5 seconds of invincibility could be strong, maybe (still seems bad to me). If they wanted to remove the Archon toilet, couldn't they have just made it so that units didn't fire for a little longer after coming out of the Vortex? I feel like the Mothership really is not in danger of becoming imbalanced from a change like that.
Man, do I not keep this up to date, or what?
BLinD-RawR
Profile Blog Joined April 2010
ALLEYCAT BLUES50389 Posts
February 26 2011 01:42 GMT
#152
On February 26 2011 10:40 Djeez wrote:
Forcefield harass now viable?

■Workers gathering minerals can no longer continue to harvest minerals if they are pushed away by a force field.



they made this change once during 1.1 it didn't work.
Brood War EICWoo Jung Ho, never forget.| Twitter: @BLinDRawR
TL+ Member
Excalibur_Z
Profile Joined October 2002
United States12237 Posts
February 26 2011 01:42 GMT
#153
Oops sorry OP, when I was making edits to the patch notes to make them more readable I destroyed a part of your post. I overwrote your patch notes snippet with the whole thing =)
Moderator
Ruyguy
Profile Blog Joined January 2011
Canada988 Posts
February 26 2011 01:42 GMT
#154
Units leaving the Mothership's Vortex are now un-targetable and immune to damage for 1.5 seconds. o noes bye bye archon toilet...
Neivler
Profile Blog Joined November 2008
Norway911 Posts
Last Edited: 2011-02-26 01:45:58
February 26 2011 01:42 GMT
#155
Loss counts are no longer displayed in Profile and Ladder pages for players below Master League.


LOL

Also

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.


Not sure if good or bad.
I pwn noobs
Soleron
Profile Blog Joined September 2010
United Kingdom1324 Posts
Last Edited: 2011-02-26 01:43:54
February 26 2011 01:42 GMT
#156

Workers gathering minerals can no longer continue to harvest minerals if they are pushed away by a force field.


Sentry drops. I want to see this work.


KevinIX
Profile Joined October 2009
United States2472 Posts
February 26 2011 01:43 GMT
#157
Does anyone know if Fungal Damage is still the same? If it is, double dps, could be useful.
Liquid FIGHTING!!!
Xanczor
Profile Blog Joined July 2010
United States254 Posts
February 26 2011 01:43 GMT
#158
LOLOLOL Amulet gone omggg tvp so ez now lolol yesssss
http://www.teamliquid.net/forum/viewmessage.php?topic_id=100673&currentpage=22
norlock
Profile Joined March 2010
Netherlands918 Posts
February 26 2011 01:43 GMT
#159
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.

Not fan of this one's? Why would they make the macro even easier, unawarenes should be punished not be reminded.
Are you human?
ZeromuS
Profile Blog Joined October 2010
Canada13389 Posts
February 26 2011 01:43 GMT
#160
No khaydarin amulet is huge especially since emp is going to remain an instant spell with energy upgrade. This makes high templar much less potent sometimes the instant storm was all protoss had to defend some attacks. Though Iguess less instant storm on mineral lines is ok...

StrategyRTS forever | @ZeromuS_plays | www.twitch.tv/Zeromus_
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