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Patch 1.3 PTR Notes (12/3/2011 update) - Page 2

Forum Index > SC2 General
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Bagi
Profile Joined August 2010
Germany6799 Posts
March 12 2011 13:44 GMT
#21
Good changes. The infestor missile was bound to be too weak against people with excellent micro.

I don't mind the ghost change either, it makes sense to drain 100 shields and 100 energy. It might not help HT's that much, but sentries often have max energy in engagements.
Piski
Profile Blog Joined April 2010
Finland3461 Posts
March 12 2011 13:47 GMT
#22
On March 12 2011 22:44 Bagi wrote:
Good changes. The infestor missile was bound to be too weak against people with excellent micro.

I don't mind the ghost change either, it makes sense to drain 100 shields and 100 energy. It might not help HT's that much, but sentries often have max energy in engagements.


I actually wonder if they changed the emp for emp rush that they were talking about instead of to help ht's.
Apolo
Profile Joined May 2010
Portugal1259 Posts
March 12 2011 13:47 GMT
#23
On March 12 2011 22:16 GiantEnemyCrab wrote:
they nerfs the ghost emp so the protoss players who were complaining about HT should not cry now lol


As if the nerfs were even comparable.
Mitchlew
Profile Joined September 2010
Australia428 Posts
March 12 2011 13:49 GMT
#24
On March 12 2011 22:41 Grummler wrote:
So, we get an update including an emp nerf and Protosses are QQing about the ht nerf we already knew about.
Its a ghost nerf and therefore a small ht buff afterall. Its shocking how a Protoss players manages to QQ about a ghost nerf, while most terrans are like "well, emp WAS to strong, good they start nerfing it".


Only thing that nerf will allow is a full energy sentry to lay down 1 ff after being emped. So do you really think that just that doesn't make emp too strong now? confusedface.jpg
Mitchlew
Profile Joined September 2010
Australia428 Posts
March 12 2011 13:50 GMT
#25
On March 12 2011 22:44 Bagi wrote:
Good changes. The infestor missile was bound to be too weak against people with excellent micro.

I don't mind the ghost change either, it makes sense to drain 100 shields and 100 energy. It might not help HT's that much, but sentries often have max energy in engagements.


Shield effect remains unchanged, it will still take all shields.
Dommk
Profile Joined May 2010
Australia4865 Posts
March 12 2011 13:51 GMT
#26
On March 12 2011 22:41 Grummler wrote:
So, we get an update including an emp nerf and Protosses are QQing about the ht nerf we already knew about.
Its a ghost nerf and therefore a small ht buff afterall. Its shocking how a Protoss players manages to QQ about a ghost nerf, while most terrans are like "well, emp WAS to strong, good they start nerfing it".

Are you kidding? It was barely a nerf, when does a Templar ever get 175 Energy? (The amount of energy needed to Storm after an EMP), it has a maximum of 200 Energy...

I'm still scratching my head to see how this is even a nerf, more like a change that barely even has an effect on the game considering Terrans already bring multiple Ghosts
Grummler
Profile Joined May 2010
Germany743 Posts
Last Edited: 2011-03-12 13:57:19
March 12 2011 13:54 GMT
#27
On March 12 2011 22:51 Dommk wrote:
Show nested quote +
On March 12 2011 22:41 Grummler wrote:
So, we get an update including an emp nerf and Protosses are QQing about the ht nerf we already knew about.
Its a ghost nerf and therefore a small ht buff afterall. Its shocking how a Protoss players manages to QQ about a ghost nerf, while most terrans are like "well, emp WAS to strong, good they start nerfing it".

Are you kidding? It was barely a nerf, when does a Templar ever get 175 Energy? (The amount of energy needed to Storm after an EMP), it has a maximum of 200 Energy...

I'm still scratching my head to see how this is even a nerf, more like a change that barely even has an effect on the game considering Terrans already bring multiple Ghosts


A sentry with full energy can cast ff twice after being emped in 1.3. If the emp hits 3 sentries, you have 6 forcefields more. I do think that makes a difference. Also, sentries have max energy quiet often.

Also, you get an extra storm off for every ht with 175 energy or more. Its might be rare, but you guys make it look like an emp buff, because its a rare situation.
workers, supply, money, workers, supply, money, workers, ...
Velocity`
Profile Joined December 2010
United Kingdom343 Posts
March 12 2011 13:56 GMT
#28
On March 12 2011 22:22 Philip2110 wrote:
Show nested quote +
On March 12 2011 22:17 Callous wrote:
Balance changes still look the same as they were a few days ago.


Well they arnt

Yeah they are, look at the date of your link, it was two days ago that it was updated.
aeN
Profile Joined November 2010
Italy92 Posts
March 12 2011 13:57 GMT
#29
On March 12 2011 22:50 Mitchlew wrote:
Show nested quote +
On March 12 2011 22:44 Bagi wrote:
Good changes. The infestor missile was bound to be too weak against people with excellent micro.

I don't mind the ghost change either, it makes sense to drain 100 shields and 100 energy. It might not help HT's that much, but sentries often have max energy in engagements.


Shield effect remains unchanged, it will still take all shields.

The EMP drain only 100 shields (and all the energy) right now.
After 1.3 it will drain 100 to both shields and energy.
Klonere
Profile Blog Joined December 2010
Ireland4123 Posts
March 12 2011 13:58 GMT
#30
As a Zerg scrub, I feel that the missle change was actually ok. I would have liked it to be a lot faster if it were to be implemented. I feel it would lead to more emphasis on micro tricks at a a high level. Watching players predict and dodge fungals would be extremely exciting.

The removal of the Viking Flower and Archon Toilet is pretty dumb still. A lot of BW micro was based around "breaking" the game and making units do things they were never designed to in the first place (Muta stacking being the big example). Both the Viking Flower and Archon Toilet are really neat little tricks that players can incorporate into their play. They are not imbalanced or game breaking at all. It just seems to be taking away interesting techniques from SCII for no reason
WickedBit
Profile Joined August 2010
United States343 Posts
March 12 2011 13:58 GMT
#31
On March 12 2011 22:41 Grummler wrote:
So, we get an update including an emp nerf and Protosses are QQing about the ht nerf we already knew about.
Its a ghost nerf and therefore a small ht buff afterall. Its shocking how a Protoss players manages to QQ about a ghost nerf, while most terrans are like "well, emp WAS to strong, good they start nerfing it".


Most protosses recognize that amulet is way OP. It definitely need the nerf but just doing away with it is too much. It is sort of like saying that stimmed marines are too good...so lets remove stim! This is not a good way to balance. They should try to nerf overpowered abilities first and then remove it if and only if the said ability is impossible to balance in any form.
Hollis
Profile Joined January 2011
United States505 Posts
March 12 2011 14:01 GMT
#32
FG back to instant cast is a huge deal, but I still feel the rest of the FG "Buff" is pretty ambiguous.

How often is FG used for the root effect vs how often for damage?

I dunno. I just feel like Zerg still needs something, especially for the early game.

A significant Spine Crawler build time reduction would help a lot, I think. 50 seconds is way too long.

Getting Hydra speed upgrade from BW back would also kick butt. Imagine Hydras speeding along at upgraded Roach speed. Zerg could finally be the scrappy, mobile, counter-attack playstyle it's supposed to be.
Mitchlew
Profile Joined September 2010
Australia428 Posts
Last Edited: 2011-03-12 14:04:04
March 12 2011 14:03 GMT
#33
On March 12 2011 22:57 aeN wrote:
Show nested quote +
On March 12 2011 22:50 Mitchlew wrote:
On March 12 2011 22:44 Bagi wrote:
Good changes. The infestor missile was bound to be too weak against people with excellent micro.

I don't mind the ghost change either, it makes sense to drain 100 shields and 100 energy. It might not help HT's that much, but sentries often have max energy in engagements.


Shield effect remains unchanged, it will still take all shields.

The EMP drain only 100 shields (and all the energy) right now.
After 1.3 it will drain 100 to both shields and energy.


I always thought the emp took out the entire sheild. Like emping an archon pretty much kills him because he is left with 10hp.

Edit: no no I stand corrected, ty
Grummler
Profile Joined May 2010
Germany743 Posts
March 12 2011 14:05 GMT
#34
On March 12 2011 22:58 WickedBit wrote:
Show nested quote +
On March 12 2011 22:41 Grummler wrote:
So, we get an update including an emp nerf and Protosses are QQing about the ht nerf we already knew about.
Its a ghost nerf and therefore a small ht buff afterall. Its shocking how a Protoss players manages to QQ about a ghost nerf, while most terrans are like "well, emp WAS to strong, good they start nerfing it".


Most protosses recognize that amulet is way OP. It definitely need the nerf but just doing away with it is too much. It is sort of like saying that stimmed marines are too good...so lets remove stim! This is not a good way to balance. They should try to nerf overpowered abilities first and then remove it if and only if the said ability is impossible to balance in any form.


Well, i dont disagree. I only want people to recognize that the emp got a significant nerf, not a weird kind of buff. I never said that removing the amulet was the best way to balance the ht.

On a side note: Removing the amulet doesnt equal removing stim, because hts can storm afterall... Its more like delaying storm for every individual ht.
workers, supply, money, workers, supply, money, workers, ...
Dommk
Profile Joined May 2010
Australia4865 Posts
March 12 2011 14:10 GMT
#35
On March 12 2011 23:05 Grummler wrote:
Show nested quote +
On March 12 2011 22:58 WickedBit wrote:
On March 12 2011 22:41 Grummler wrote:
So, we get an update including an emp nerf and Protosses are QQing about the ht nerf we already knew about.
Its a ghost nerf and therefore a small ht buff afterall. Its shocking how a Protoss players manages to QQ about a ghost nerf, while most terrans are like "well, emp WAS to strong, good they start nerfing it".


Most protosses recognize that amulet is way OP. It definitely need the nerf but just doing away with it is too much. It is sort of like saying that stimmed marines are too good...so lets remove stim! This is not a good way to balance. They should try to nerf overpowered abilities first and then remove it if and only if the said ability is impossible to balance in any form.


Well, i dont disagree. I only want people to recognize that the emp got a significant nerf, not a weird kind of buff. I never said that removing the amulet was the best way to balance the ht.

On a side note: Removing the amulet doesnt equal removing stim, because hts can storm afterall... Its more like delaying storm for every individual ht.

I think his analogy holds quite well. The entire sense of "if something is too powerful, then lets remove it!"

If High Templars started off with 0 energy then the entire tech tree is about as useless as an un-stimmed marine late game..

and I completely disagree with you saying that emp nerf was "significant", how was it significant? High Templars need 175 energy to Storm after an EMP now, that is still such a stupidly high number, especially if there are multiple ghosts.
ShcShc
Profile Joined October 2006
Canada912 Posts
March 12 2011 14:12 GMT
#36
lol.
Nerfing both HT and Ghost. Straying away from what made Starcraft 1 fun and entertaining to watch imo ("Instant-Impact" such as Scourges, EMP, Mines, etc... now storm....emp).

Anyway....
God DAJNFBGHSfIDSHUKLFHSGUIO! -Jinro
WickedBit
Profile Joined August 2010
United States343 Posts
March 12 2011 14:16 GMT
#37
On March 12 2011 23:05 Grummler wrote:
Show nested quote +
On March 12 2011 22:58 WickedBit wrote:
On March 12 2011 22:41 Grummler wrote:
So, we get an update including an emp nerf and Protosses are QQing about the ht nerf we already knew about.
Its a ghost nerf and therefore a small ht buff afterall. Its shocking how a Protoss players manages to QQ about a ghost nerf, while most terrans are like "well, emp WAS to strong, good they start nerfing it".


Most protosses recognize that amulet is way OP. It definitely need the nerf but just doing away with it is too much. It is sort of like saying that stimmed marines are too good...so lets remove stim! This is not a good way to balance. They should try to nerf overpowered abilities first and then remove it if and only if the said ability is impossible to balance in any form.


Well, i dont disagree. I only want people to recognize that the emp got a significant nerf, not a weird kind of buff. I never said that removing the amulet was the best way to balance the ht.

On a side note: Removing the amulet doesnt equal removing stim, because hts can storm afterall... Its more like delaying storm for every individual ht.


The ghost nerf seems out of the blue, probably related to the amulet nerf. If that is so then this is not good balancing...not sure how they thought that would fix anything. Just seems like they are throwing darts at random and see if anything hits.

Yeah I know that removing storm is not equal to removing stim . I was just using that exaggeration to make that point.

Grummler
Profile Joined May 2010
Germany743 Posts
March 12 2011 14:17 GMT
#38
On March 12 2011 23:10 Dommk wrote:
Show nested quote +
On March 12 2011 23:05 Grummler wrote:
On March 12 2011 22:58 WickedBit wrote:
On March 12 2011 22:41 Grummler wrote:
So, we get an update including an emp nerf and Protosses are QQing about the ht nerf we already knew about.
Its a ghost nerf and therefore a small ht buff afterall. Its shocking how a Protoss players manages to QQ about a ghost nerf, while most terrans are like "well, emp WAS to strong, good they start nerfing it".


Most protosses recognize that amulet is way OP. It definitely need the nerf but just doing away with it is too much. It is sort of like saying that stimmed marines are too good...so lets remove stim! This is not a good way to balance. They should try to nerf overpowered abilities first and then remove it if and only if the said ability is impossible to balance in any form.


Well, i dont disagree. I only want people to recognize that the emp got a significant nerf, not a weird kind of buff. I never said that removing the amulet was the best way to balance the ht.

On a side note: Removing the amulet doesnt equal removing stim, because hts can storm afterall... Its more like delaying storm for every individual ht.

I think his analogy holds quite well. The entire sense of "if something is too powerful, then lets remove it!"

If High Templars started off with 0 energy then the entire tech tree is about as useless as an un-stimmed marine late game..

and I completely disagree with you saying that emp nerf was "significant", how was it significant? High Templars need 175 energy to Storm after an EMP now, that is still such a stupidly high number, especially if there are multiple ghosts.


Why is everyone taking 175 energy as some kind of treshold? EMP removes 100 energy, not 175. So everything above 100 (!) energy will make a difference, not 175. Also, i dislike how nobody talks about sentries. They DO have a lot of energy very often.

Also you cant just emp multiple times. Emp needs energy as well. Every emp needed more to get rid of a ht is one emp less hitting somewhere else.
workers, supply, money, workers, supply, money, workers, ...
Elvedeta
Profile Joined November 2010
Portugal395 Posts
Last Edited: 2011-03-12 14:19:11
March 12 2011 14:17 GMT
#39
The ghost "nerf" is a joke imo, and it's not a buff to the Ht's like some people are saying.... Having 175 energy on a HT is still incredible high and terran are always going to have more than 1 ghost, so I don't get it....
About the infestor, I have no idea if the missile was better but weren't people complaining about it?

Edit: post above people are talking about 175 because it's the energy a HT needs to have so it can storm after the emp.
Grummler
Profile Joined May 2010
Germany743 Posts
Last Edited: 2011-03-12 14:28:22
March 12 2011 14:26 GMT
#40
On March 12 2011 23:17 Elvedeta wrote:
Edit: post above people are talking about 175 because it's the energy a HT needs to have so it can storm after the emp.


Yeah, i know. But its wrong. If you emp a ht with, lets say 150 energy, he will have 50 energy left now and be ready for the next storm much earlier. So every time a ht having more than 100 energy getting emped, the emp nerf will make a difference.

And i see hts having more than 100 energy quite often (same goes for senrties).
workers, supply, money, workers, supply, money, workers, ...
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