Patch 1.3 on PTR - Page 80
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sceroh
Belgium182 Posts
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Thezzy
Netherlands2117 Posts
If EMP is going to become an upgrade it seems fair with the removal of warp-in storms, although the Ghost EMP really only shines against unit compositions that have few Stalkers/Colossi or Ghosts just die horribly and being so expensive, they cut into your army size a lot. Also, unlike Storm, EMP can't kill and is limited to purely shield damage. Stim research time / bunker time seems a bit random, I'm curious to see how it will affect a 4gate all-in vs Terran. For those hating the Amulet removal, the only real difference is the removal of insta-warp-in-storms and I feel that is a good change although I'll admit I'm a little biased as a Terran player. Still, being able to instantly deny any drop, reaper/hellion harassment or most Bio pushes by just warping in a unit and using Storm is incredibly powerful. You can still feedback Medivacs, and you can still warp in other units to defend against harass. Protoss lategame is still very powerful, the Colossi deathball especially with Chargelots and Extended Thermal Lance still hurts a ton and Bio won't stand up to it (and it shouldn't). I'm personally very interested to see how Protoss players will adapt, it got very boring that HTs were 99% of the time the response regardless of what Terran was doing. Will be interesting to see if more air units or more robo is going to be used. Can't really say much about the Infestor change, it'll take three Ghost Snipes now instead of two so EMP will be the better choice against them, I'm curious to see how fast the 'missile' travels. | ||
freetgy
1720 Posts
HT as a direct techchoice is dead with this change. therefore every Protoss from now on will go Gate Robo tech, way to make a race predicable. | ||
Airact
Finland366 Posts
On February 26 2011 21:02 Nycaloth wrote: Infestor: seriously? this is a straight and potent nerf to the unit. iirc, fungal has been a projectile at various points in the beta, but was made instantaneous for a reason (as evident from the video posted above). the spell does symbolic damage at best, so the increase wont do much: a bit more then next to nothing will still be almos next to nothing, especially when offset by the generally larger health pool of armoured units. On top of that, the shorter duration will make the spell nigh-useless in the only aspect it shined in, namely immobilising units. i, for one, never saw fungal as a damage spell, and things like trapping medivacs and taking them down with IT will be much harder to the reduced duration. the increased DPS might make it so that medivacs can no longer offset the damage on marines, so that the spell can actually kill them if cast repeatedly, but again, i never saw damage as the important point in FG. This is purely a preferation matter. I play Zerg and I warmly welcome the new Infestor change. More variation in ZvT due to you actually being able to kill Marines under Medivacs makes Infestor/Ling stronger early-mid game. Also this opens much more variation in ZvZ. Infestor/Ling was viable before but now it will be stronger against Roach pushes due to Fungal actually doing something against them. Due to the missile, Mutalisks would be more viable in ZvZ also and I like that as well. Yay, less dull ZvZ Roach vs. Roach midgame anymore. Now let's hope it doesn't become Mutalisk wars because that can get dull as well. In my opinion the change would not change ZvP by much because Infestors weren't used much to begin with and they probably won't be used because of Protoss units having much more HP. For me the change increases the variation of styles and strategies I can use in ZvT/ZvZ and possibly even ZvP. Variation is good. | ||
Allscorpion
United Kingdom319 Posts
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methematics
United States392 Posts
On February 26 2011 20:23 Zaros wrote: Seriously kharidian amulet removed, wtf is blizzard thinking and the vortex change will basically reduce the mothership to uselessness again. Really dislike pretty much all of those balance changes including the zerg and terran ones. +1 You took the words right outta my mouth. User was warned for this post | ||
Rawenkeke
Norway350 Posts
On February 26 2011 21:07 sceroh wrote: so you could put your own army in the vortex in order to get them invincible for 1.5 sec ? XD In theory, yes.. We'll see how it really pans out tho. | ||
DrGreen
Poland708 Posts
Storm: 80 damage over 4 seconds which is easily dodgable. Fungal: 36/47 damage +root over 4 seconds non dodgable (yes i know you have to aim the projectile, but the only units which could dodge that are Blink Stalkers). Can anyone explain to me how the Charge change affects the game? Does that mean Chargelots are like 25% better vs stimmed MM? I dont have NA acc. | ||
Cano
Poland200 Posts
On February 26 2011 20:54 SelectStaR wrote: Oh snap!Cant F'IN believe Khaydarin Amule is gone!!!!!! Protoss dont win NOTHING!!!!!! and they keeeeeeeep nurfin us!!! WTFFFFFFFFFFFFFFFFFFFF But to be honest I don't really understand that change. I'm a Terran played and I still feel like the Amulet is necessary for HT to be useful. I'd love it to see it return to its Broodwar form (62.5 starting energy +50 maximum energy). What made amulet so broken was the Warp In mechanism. You could have Storm at will at any time, any place. To make it fair it should just be normalised - all casters should have the same energy upgrade. It would still hit HT harder than other casters as Ghosts and Infestors have to roll out of the base anyway so there's enough time for them to accumulate 75 energy on their way out. | ||
Airact
Finland366 Posts
On February 26 2011 21:13 DrGreen wrote: Fungal will be better dps then storm now. Storm: 80 damage over 4 seconds which is easily dodgable. Fungal: 36/47 damage +root over 4 seconds non dodgable (yes i know you have to aim the projectile, but the only units which could dodge that are Blink Stalkers). Can anyone explain to me how the Charge change affects the game? Does that mean Chargelots are like 25% better vs stimmed MM? I dont have NA acc. The Charge before could do that the Zealots would bump into the Stimmed retreating unit and being out of range again before getting a chance to attack the retreating unit. | ||
SelectStaR
United Kingdom129 Posts
This mean no more HT tech for me, Straight up death ball exc HT | ||
vvJustice
30 Posts
On February 26 2011 21:08 Thezzy wrote: Removal of warp-in storms is going to be interesting, it is very devastating and easy to pull off, instant 80 AoE damage whereever you wanted it. If EMP is going to become an upgrade it seems fair with the removal of warp-in storms, although the Ghost EMP really only shines against unit compositions that have few Stalkers/Colossi or Ghosts just die horribly and being so expensive, they cut into your army size a lot. Also, unlike Storm, EMP can't kill and is limited to purely shield damage. Stim research time / bunker time seems a bit random, I'm curious to see how it will affect a 4gate all-in vs Terran. For those hating the Amulet removal, the only real difference is the removal of insta-warp-in-storms and I feel that is a good change although I'll admit I'm a little biased as a Terran player. Still, being able to instantly deny any drop, reaper/hellion harassment or most Bio pushes by just warping in a unit and using Storm is incredibly powerful. You can still feedback Medivacs, and you can still warp in other units to defend against harass. Protoss lategame is still very powerful, the Colossi deathball especially with Chargelots and Extended Thermal Lance still hurts a ton and Bio won't stand up to it (and it shouldn't). I'm personally very interested to see how Protoss players will adapt, it got very boring that HTs were 99% of the time the response regardless of what Terran was doing. Will be interesting to see if more air units or more robo is going to be used. Can't really say much about the Infestor change, it'll take three Ghost Snipes now instead of two so EMP will be the better choice against them, I'm curious to see how fast the 'missile' travels. Yea I'll just feedback your medivac while you drop a couple of blue flame hellions in my mineral line. Also yes Protoss lategame is still very powerful with all my colossus and chargelots while you can crank out 13 vikings to one shot my colossus. The HT's being used 99% of the time is also amusing. Are you serious or are you joking? I won't be mad I just have to know. | ||
Lurk
Germany359 Posts
On February 26 2011 20:58 Anon06 wrote: Now terran can just blind counter collosi every game since people will favor them. Just like they blind counter mutas with thors every game. No more warp prism+HT at mineral lines so we will see even less warp prism play then we already do. Way to nerf the spectator scene. Worst patch to date IMO. Well, you could just warp in the templars in your base, put them in the prism and then fly over to the terran base you want to drop. By the time you get there, they'll have their 75 energy. A lot of protoss players seem to forget that a warp prism can actually transport units ... I agree though that the amulet change is a little out of place. I'd rather have a change to collossi than to templars because they are a problem in not one but three matchups. | ||
Na_Dann_Ma_GoGo
Germany2959 Posts
Sadly they still didn't buff Zerg the right way and Fungal Growth got better in some and worse in other cases. Though I like the direction with it. Having a 8 second disable is simply put lame. The time you can lock down units in place is too big... in most occasions. Though it's kinda necessary if you wanna deal with Drop Ships in case you go earlier Infestors. And while the removal of Amulette is huge, let's be honest. HTs are simply too strong PvT and PvZ late game. And I consider the Vortex and Viking Flower tweaks like a removal of glitch abuse. There was definitely no intention to have stuff work out like this, and just because people figured out a way to do this, this isn't immediately great for gameplay. Though I know a lot guys here are like everything player-discovered that can be abused is awesome and has to stay in the game... | ||
Douillos
France3195 Posts
- 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. Nice! | ||
BrTarolg
United Kingdom3574 Posts
On February 26 2011 21:01 Zaros wrote: I think it's a 4 warp gate attack? Am i right? ◕ ‿‿ ◕ | ||
Phanekim
United States777 Posts
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Deagle
Lithuania108 Posts
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PraetorianX
Sweden780 Posts
Why? Well, because many Protoss players would get Amulet before Storm, and not warp in templars until both were done. They basically said warp-in storms or nothing. This made HT tech very slow to get, even if chrono-boosted. Now you are forced to get storm immediately, and everyone will warp in templars ahead of time. This could make HT tech a bit more viable, maybe you can even get it before stimpack with its increased build time. | ||
Allscorpion
United Kingdom319 Posts
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