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Patch 1.3 on PTR - Page 86

Forum Index > SC2 General
Post a Reply
Prev 1 84 85 86 87 88 186 Next
k00pa
Profile Joined September 2010
Finland8 Posts
February 26 2011 14:01 GMT
#1701
The custom map system looks awesome! Can't wait to try it.
Mindflow
Profile Joined November 2010
Korea (South)320 Posts
February 26 2011 14:03 GMT
#1702
Brutal patch inc
gillon
Profile Blog Joined April 2010
Sweden1578 Posts
February 26 2011 14:04 GMT
#1703
On February 26 2011 22:44 Roggay wrote:
I totally disagree with some of those changes :

High Templar : nerfing HTs is a really dumb thing to do, we want to see more of them and less collossii, not the opposite.

Infestors : The health buff won't change anything, and the fungal growth change is pretty bad imo. I have no problem with the projectile, but the duration nerf is terrible. Yes, you have an higher dps, but you rarely use fungal growth to actually kill something. You use it to delay something. I really don't understand that choice, that was unneeded.

I guess the other changes are okay.

HTs are used in ever single PvT ever that goes lategame. Some tosses (read: alot) are even skipping colossi completely and going immortal/gateway into HT.

This is because of how ridiculously strong HTs are. With the warpin, it essentialy becomes an unwinnable situation for a terran if it's abused correctly and the map isn't something tiny like steppes.
www.teamproperty.net | "You should hate losing, but you should never fear defeat." - 이윤열
SmoKim
Profile Joined March 2010
Denmark10304 Posts
February 26 2011 14:07 GMT
#1704
for all the people complaining and hating on these patch notes, please play alot of PTR and give all the feedback you can get, as we saw with the previous patch(fungal not hitting air, rofl) there is still hope for changes
"LOL I have 202 supply right now (3 minutes later)..."LOL NOW I HAVE 220 SUPPLY SUP?!?!?" - Mondragon
Shield
Profile Blog Joined August 2009
Bulgaria4824 Posts
Last Edited: 2011-02-26 14:08:44
February 26 2011 14:07 GMT
#1705
Khaydarin Amulet :/
I think the solution is to make hts regenerate energy a little faster instead of removing this completely.
vvJustice
Profile Joined December 2010
30 Posts
February 26 2011 14:07 GMT
#1706
On February 26 2011 23:04 gillon wrote:
Show nested quote +
On February 26 2011 22:44 Roggay wrote:
I totally disagree with some of those changes :

High Templar : nerfing HTs is a really dumb thing to do, we want to see more of them and less collossii, not the opposite.

Infestors : The health buff won't change anything, and the fungal growth change is pretty bad imo. I have no problem with the projectile, but the duration nerf is terrible. Yes, you have an higher dps, but you rarely use fungal growth to actually kill something. You use it to delay something. I really don't understand that choice, that was unneeded.

I guess the other changes are okay.

HTs are used in ever single PvT ever that goes lategame. Some tosses (read: alot) are even skipping colossi completely and going immortal/gateway into HT.

This is because of how ridiculously strong HTs are. With the warpin, it essentialy becomes an unwinnable situation for a terran if it's abused correctly and the map isn't something tiny like steppes.


Like how Terrans abuse the MULE correctly?

HT's are used lategame because they are lategame its the natural path to take.
Samhax
Profile Joined August 2010
1054 Posts
Last Edited: 2011-02-26 14:09:20
February 26 2011 14:08 GMT
#1707
Please before QQing without a clue let the people in the ptr do their job, test the new changes and give us some feedback.
StayFrosty
Profile Joined February 2010
Canada743 Posts
February 26 2011 14:09 GMT
#1708
On February 26 2011 22:47 Krede wrote:
Show nested quote +
- Loss counts are no longer displayed in Profile and Ladder pages for players below Master League.


holy christ, are they for real?


It is the whole 'make everyone feel good' mentality... lol
mordk
Profile Blog Joined November 2010
Chile8385 Posts
February 26 2011 14:10 GMT
#1709
Hmmm... HT change seems excessive, I'd change it to sth like "Khaydarin amulet now makes HTs start with +15 energy, down from +25" the wait is just too long. In high level tournament play there won't be too much of a difference since their huge maps allow you to get countered, warp in units at base, and actually survive, but in tiny ladder maps HTs can no longer be used for defensive purposes, unless you want to make some archons lol. Most likely scenario is deathball becoming the most viable build for every matchup except vP, 7+ VRs plus collossi are a much bigger problem for balance than HTs imo.

MS change is what I really don't understand, imo it doesn't matter if it's balanced or not (which hasn't been proven yet), archon toilet is one of the coolest if not THE coolest move in the game, and it makes no sense to remove it. Now we're back to the days of not ever seeing mothership play, since it's actually a buff to your opponents (if they can fire while immune, can they?), I'm sad for this, it made kiwikaki look like a good player.
Lurk
Profile Joined December 2010
Germany359 Posts
February 26 2011 14:11 GMT
#1710
On February 26 2011 23:07 vvJustice wrote:Like how Terrans abuse the MULE correctly?

HT's are used lategame because they are lategame its the natural path to take.


Bringing the MULE-argument is like saying "Hey, i got no clue about the game but i wanted to say something regardless". Next time, before you post, you should maybe read some of the thousand threads that proved month ago that mules are not an advantage for terran.
sceroh
Profile Joined September 2010
Belgium182 Posts
February 26 2011 14:12 GMT
#1711
On February 26 2011 21:34 DarkPlasmaBall wrote:
Show nested quote +
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


They're still in a vortex though lol.


well, I thought that your opponent cannot attack you for 1.5 sec after your army reappears
Consummate
Profile Joined April 2010
Australia191 Posts
February 26 2011 14:12 GMT
#1712
If Archon toilet is a problem, an alternative is that they should make it impossible to enter the vortex after it has been dropped, your units just walk around it instead.

Of course, that will make it so you don't have to control your units as well to avoid the vortex, but this also means that Archons have to be in vortex range for the Archon toilet to work rather than vortexing an army then walking your Archons in.

But the current change is a little stupid unless units that came out of the vortex can't attack for 1.5 seconds either.
lol
iPlaY.NettleS
Profile Blog Joined June 2010
Australia4329 Posts
February 26 2011 14:13 GMT
#1713
On February 26 2011 23:04 gillon wrote:

HTs are used in ever single PvT ever that goes lategame. Some tosses (read: alot) are even skipping colossi completely and going immortal/gateway into HT.

This is because of how ridiculously strong HTs are. With the warpin, it essentialy becomes an unwinnable situation for a terran if it's abused correctly and the map isn't something tiny like steppes.

Explain why a T3 unit should not be strong against a T1 unit?
https://www.youtube.com/watch?v=e7PvoI6gvQs
Ksyper
Profile Blog Joined May 2010
Bulgaria665 Posts
February 26 2011 14:13 GMT
#1714
Hmmm I don't like the fungal nerf, I've started using it a lot more and now if it gets nerfed to 4 seconds I might have to go back to mutas, evendough it gets a buff against armoured it's only 4 seconds so it still won't make a big difference, maybe ZvZ ling infestor could become a good strategy.
Lurk
Profile Joined December 2010
Germany359 Posts
February 26 2011 14:16 GMT
#1715
On February 26 2011 23:13 iPlaY.NettleS wrote:
Show nested quote +
On February 26 2011 23:04 gillon wrote:

HTs are used in ever single PvT ever that goes lategame. Some tosses (read: alot) are even skipping colossi completely and going immortal/gateway into HT.

This is because of how ridiculously strong HTs are. With the warpin, it essentialy becomes an unwinnable situation for a terran if it's abused correctly and the map isn't something tiny like steppes.

Explain why a T3 unit should not be strong against a T1 unit?


So, thors (T3) should be good vs zealots (T1) and banshees/battlecruiser (T3) should be good versus stalkers (T1) ?

Now explain to me, why by your logic protoss T3 counters terran T1 but terran T3 doesn't counter protoss T1.
vvJustice
Profile Joined December 2010
30 Posts
February 26 2011 14:17 GMT
#1716
On February 26 2011 23:11 Lurk wrote:
Show nested quote +
On February 26 2011 23:07 vvJustice wrote:Like how Terrans abuse the MULE correctly?

HT's are used lategame because they are lategame its the natural path to take.


Bringing the MULE-argument is like saying "Hey, i got no clue about the game but i wanted to say something regardless". Next time, before you post, you should maybe read some of the thousand threads that proved month ago that mules are not an advantage for terran.


HAHAHAHAHAA
Consummate
Profile Joined April 2010
Australia191 Posts
Last Edited: 2011-02-26 14:23:26
February 26 2011 14:18 GMT
#1717
On February 26 2011 23:13 iPlaY.NettleS wrote:
Show nested quote +
On February 26 2011 23:04 gillon wrote:

HTs are used in ever single PvT ever that goes lategame. Some tosses (read: alot) are even skipping colossi completely and going immortal/gateway into HT.

This is because of how ridiculously strong HTs are. With the warpin, it essentialy becomes an unwinnable situation for a terran if it's abused correctly and the map isn't something tiny like steppes.

Explain why a T3 unit should not be strong against a T1 unit?


The game isn't about "T3 units should always be better than T1 units", you don't understand Starcraft well if you think that is how the game works.

Warping in to instantly Psi storm was a problem in PvT, but starting energy or energy regen need to be buffed to make up for the nerf.

Also, Psi storm is great against every unit except those with high HP like Thors, tanks (to some extent... Psi storm is still good) and BC's, the rest Psi storm is incredible against, not just T1 bio.

On February 26 2011 23:17 vvJustice wrote:
Show nested quote +
On February 26 2011 23:11 Lurk wrote:
On February 26 2011 23:07 vvJustice wrote:Like how Terrans abuse the MULE correctly?

HT's are used lategame because they are lategame its the natural path to take.


Bringing the MULE-argument is like saying "Hey, i got no clue about the game but i wanted to say something regardless". Next time, before you post, you should maybe read some of the thousand threads that proved month ago that mules are not an advantage for terran.


HAHAHAHAHAA


That is pretty funny, but I think he worded it wrong.

Because Zerg can build several drones at once and Protoss can chrono boost probes, they get plenty of workers ahead of Terran so economically - Terran is the worst team. MULEs are the answer to chrono boost and multiple producing drones, and are supposed to bring Terran's economy on par with Protoss and Zerg, but tbh, the MULE needs an adjustment to make timing more critical and cap the resource collection rate even if its on a high yield node.
lol
Cabinet Sanchez
Profile Joined February 2011
Australia1097 Posts
February 26 2011 14:19 GMT
#1718
On February 26 2011 23:11 Lurk wrote:
Show nested quote +
On February 26 2011 23:07 vvJustice wrote:Like how Terrans abuse the MULE correctly?

HT's are used lategame because they are lategame its the natural path to take.


Bringing the MULE-argument is like saying "Hey, i got no clue about the game but i wanted to say something regardless". Next time, before you post, you should maybe read some of the thousand threads that proved month ago that mules are not an advantage for terran.


lol the race which gets no punishment for missing it's macro feature but the others do... love it.
mules let you oversaturate. they let you target one expansion specifically to milk it fast if it's in a risky position. they let you use them when you forget with no punishment, they let you recover your economy after being worker harassed unlike any other race (how many screenshots have we seen of 1 base remaining T with more income than 2 or 3 base P or Z, thanks to multiple mules)

Need I go on?
Gentso
Profile Joined July 2010
United States2218 Posts
Last Edited: 2011-02-26 14:20:08
February 26 2011 14:19 GMT
#1719
edit: wrong thread
PraetorianX
Profile Joined September 2010
Sweden780 Posts
February 26 2011 14:20 GMT
#1720
Hey, I have a very important question:

When previous patches have been tested on the PTR, have all the changes always gone through to the actual patch? If not, have many of the changes are usually dropped? What I'm asking is - is it possible that the Amulet change will not bli implemented, but the Terran nerfs will?

Assuming Blizzard checks the stats on the PTR and notices a very low PvT win rate, they might do this? Yes?
The best argument against democracy is a 5-minute conversation with the average voter - Winston Churchill
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