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Patch 1.3 PTR Notes (12/3/2011 update) - Page 4

Forum Index > SC2 General
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Snowbear
Profile Blog Joined July 2010
Korea (South)1925 Posts
March 12 2011 15:47 GMT
#61
On March 13 2011 00:25 Apolo wrote:
There goes the immortal HT combos, mech play, people so much wanted to see in pvt. Gj Blizzard.


You mean the mechplay that doesn't work and that is hardcountered x20 by protoss? We will never see that, even when marauders have 10 hp and even when stim is removed.
DrGreen
Profile Joined July 2010
Poland708 Posts
March 12 2011 15:50 GMT
#62
On March 13 2011 00:44 DoubleReed wrote:
Show nested quote +
On March 13 2011 00:25 BeMannerDuPenner wrote:
On March 12 2011 23:49 DoubleReed wrote:
Infestor missile removed!!! Woo! I think they could have kept it but make the missile faster, but whatever. That works too :D

But really, blizzard? 110 health was just too much? Are you serious? Do you see how ridiculously fat infestors are??



well first i thought its because after they heavily buff the dps (double/more then double vs armored) they want to promot caster wars more so 90 would be the number where 2snipes kill and feedback often kills.but snipes do have to be PERFECT in sync so 2 kill so im not sure about that anymore.



also why not? all of the 3 casters are around that HP.


dont see a problem with that at all.


Other casters aren't such a huge friggin' target. They're so big that they have common pathing problems ffs. Not to mention the armored tag to receive extra damage. The ghost has more health than an infestor and it's like 1/3 the size. It's ridiculous. +20 health isn't that much, but apparently it's too much lol.

Whatever, it's not any worse than it is now. They could have nerfed the health down to 70 or 60 if they wanted to...


HTs are light so they also take additional damage from certain units and have 11 hp less then Infestor.
And yeah... Infestor might have problems with pathing cause of its size, but so do immortals/stalkers/tanks/thors. Just learn to control units in battle and it wont be a problem.
JohnQPublic
Profile Joined April 2010
United States123 Posts
Last Edited: 2011-03-12 16:03:01
March 12 2011 15:52 GMT
#63
This is so far in the wrong direction to try and balance the ghost templar dynamic. More often then not in a standard protoss army the only caster with more then 100 energy are going to be the sentries. Do we really want to buff forcefields against terran? I don't think that's going to help the matchup... at all.

Amulet may be too strong but even with it templar aren't as good as colossus. Does this not concern anyone? By the time you can reasonably get a HT with 175 energy to be able to storm after emp you could have 5-6 colossus and some phoenix support.

The recent San vs SC matches where some of the first I've seen that actually showcased templar tech. Without going too far into the matches for the sake of spoilers SC grossly mishandled his ghost control. San consistently got feedbacks on all of SC ghosts when in a perfect even match THIS SHOULD NEVER HAPPEN. For those of you that are unaware EMP has a range of 10 with a radius of 1 making its effective range 11, feedback is range 9. If you invest as much in ghost as they do in templars it is actually nearly impossible to get storms off with proper control. Once we start to see people actually use ghosts to their full potential (you cannot argue that we are currently, sorry) even with the current state the ghosts come out on top, without amulet I do not know why anyone would go templar.


The stubbornness that blizz is showing with patching is very worrying. With all issues the game has in terms of balance whether you subscribe to the zerg whining or not I don't think anyone was thinking "My god protoss is going nothing but storm every game and my emps do nothing to counter it". In fact 80% of my games against or as protoss I see colossus yet there is apparently no issue with them. Zergs have been complaining about balance for the last 6 months and nothing has been done to give zergs even a little bit of hope.

This may be a strange concept to those of you that don't play zerg but simply put it is just less fun. It has always felt as if you needed to outplay your opponent quite a bit in order to come out on top. Zerg is harder to play and in a game where everything can be done better why would you ever play zerg? It is frustrating to lose because of minor mistakes when it takes a fairly major one for you to win. As terran vs zerg you know what you are facing because there is only 1 solid strategy and a couple all-ins you have to worry about. Zerg vs terran there is 5-6 ways you can lose instantly in the first 6 minutes and another 20 in the next 4. Just a little push for zerg might actually get me to stop playing random and finally be able to commit myself to the race I want to play.

Edit: I sort of came off as if the infestor buff didn't matter. It does it is actually really nice but realistically it doesn't fix any of the reasons zerg is so frustrating to play and thats what I'm really worried about.
non sum qualis eram
Owii
Profile Joined July 2010
United States357 Posts
March 12 2011 15:53 GMT
#64
On March 13 2011 00:25 Apolo wrote:
Show nested quote +
On March 12 2011 15:14 Crashburn wrote:
[image loading]




Not only is this pretty damn funny, it's also true. I think that blizzard keeps ignoring what the main issue is, and that's how damned strong the colo is. They're tying to find a perfect balance between ghosts/HT/infestors when colo is still better than HT in all 3 matchups, and in nearly all situations. Until this is addressed, I don't think that the "caster wars" that everyone wants to see will be very common, at least in the PvX matchups.
Ayush_SCtoss
Profile Blog Joined April 2010
India3050 Posts
March 12 2011 15:56 GMT
#65
Yay, yay, sure EMP didn't get nerfed as much I wanted it but a nerf is a nerf and I am happy with it.
I still don't agree with the amulet removal but we will see how that change affects the scene.
End my suffering
LesPhoques
Profile Joined December 2010
Canada782 Posts
March 12 2011 15:56 GMT
#66
Remove colossi, don't touch amulet, add reaver and arbiter and I am happy.
Never liked colossi, especially in pvp
parn
Profile Joined December 2010
France296 Posts
Last Edited: 2011-03-12 15:57:50
March 12 2011 15:57 GMT
#67
The problem with High Templar and Colossus is not about how strong or weak or balance they are, it's about how overpowered they are compared to other Protoss units.

SC1 offered the possibility to just mass T1 units and outmacro your opponent with tons of zealots/goons, which is almost impossible in SC2. Almost impossible to beat Roaches/Hydras or MM with Zealots/Stalkers/Sentries only, even if you're like 2-3 bases more than your opponent (which also rarely happen in high level games).

Best example is of course PvP, showing how ridiculously huge is the gap of investment effectiveness between Colossus and T1 units. In SC1, reavers were the strongest and most expansive units (reavers + shuttle + scarabs) but also the first to die in most of fights, i mean, it never ended with a reaver battle.
We are what we repeatedly do. Excellence, then, is not an act, but a habit.
TeWy
Profile Joined December 2009
France714 Posts
Last Edited: 2011-03-12 16:03:54
March 12 2011 15:58 GMT
#68
Why are they obsessed about details when there basically are units in SC2 that you almost never see at the Master/semi-pro/pro level ?

It would be so better if they made the hydraliskoffcreep/archons/mothership/ultralisks/warp-prism/reapers/carriers/raven decent instead of nerfing every good units.

What will happen if even before the 2 expansions each race has 2-3 SC1 scout-like unit ???

All these things are interconnected btw... Maybe if Warp-prism was really good, I mean having more than 140 HP an not being absolutely outrun by muta and stimmed-marines, Protoss could rely on multi-task instead of this gigantic stupid deathball of HT/Colossi, thus we wouldn't have to whine about an eventual Khaldarin amulet nerf...
BLinD-RawR
Profile Blog Joined April 2010
ALLEYCAT BLUES50121 Posts
March 12 2011 16:00 GMT
#69
On March 13 2011 00:47 Dente wrote:
Show nested quote +
On March 13 2011 00:25 Apolo wrote:
There goes the immortal HT combos, mech play, people so much wanted to see in pvt. Gj Blizzard.


You mean the mechplay that doesn't work and that is hardcountered x20 by protoss? We will never see that, even when marauders have 10 hp and even when stim is removed.


Mech is not hard countered by protoss.
Brood War EICWoo Jung Ho, never forget.| Twitter: @BLinDRawR
TL+ Member
Shield
Profile Blog Joined August 2009
Bulgaria4824 Posts
March 12 2011 16:03 GMT
#70
On March 13 2011 01:00 BLinD-RawR wrote:
Show nested quote +
On March 13 2011 00:47 Dente wrote:
On March 13 2011 00:25 Apolo wrote:
There goes the immortal HT combos, mech play, people so much wanted to see in pvt. Gj Blizzard.


You mean the mechplay that doesn't work and that is hardcountered x20 by protoss? We will never see that, even when marauders have 10 hp and even when stim is removed.


Mech is not hard countered by protoss.


True, it's not that hard although we have immortals.
FeyFey
Profile Joined September 2010
Germany10114 Posts
March 12 2011 16:04 GMT
#71
interesting emp nerf, while templars will most of the time be below 175 energie, the other energy units won't, so need 2 emps now to shut down the mothership hehe.

Still ht templar soo intense, snipe feedback storm emp fighting it out while the armys wait in save distance hehe. Hope micro will go that far as people will manage to do this while the army fights hehe.
ALPINA
Profile Joined May 2010
3791 Posts
March 12 2011 16:04 GMT
#72
On March 13 2011 00:56 LesPhoques wrote:
Remove colossi, don't touch amulet, add reaver and arbiter and I am happy.
Never liked colossi, especially in pvp


If they would change collosi with reaver and add arbiter with scourge that would best thing ever
You should never underestimate the predictability of stupidity
Sanguinarius
Profile Joined January 2010
United States3427 Posts
March 12 2011 16:05 GMT
#73
That EMP change is huge, and needed. It was too strong before.
Your strength is just an accident arising from the weakness of others -Heart of Darkness
Grumbels
Profile Blog Joined May 2009
Netherlands7031 Posts
March 12 2011 16:06 GMT
#74
On March 13 2011 00:58 TeWy wrote:
Why are they obsessed about details when there basically are units in SC2 that you almost never see at the Master/semi-pro/pro level ?

It would be so better if they made the hydraliskoffcreep/archons/mothership/ultralisks/warp-prism/reapers/carriers/raven decent instead of nerfing every good units.

What will happen if even before the 2 expansions each race has 2-3 SC1 scout-like unit ???

All these things are interconnected btw... Maybe if Warp-prism was really good, I mean having more than 140 HP an not being absolutely outrun by muta and stimmed-marines, Protoss could rely on multi-task instead of this gigantic stupid deathball of HT/Colossi, thus we wouldn't have to whine about an eventual Khaldarin amulet nerf...

Why is Blizzard obsessed with details? Because they tweaked a unit a little bit? They do that every patch, and it's the reason the balance is actually decent right now. What do you think will happen if they overhaul the game every single patch?
Well, now I tell you, I never seen good come o' goodness yet. Him as strikes first is my fancy; dead men don't bite; them's my views--amen, so be it.
TeWy
Profile Joined December 2009
France714 Posts
Last Edited: 2011-03-12 16:25:09
March 12 2011 16:21 GMT
#75
On March 13 2011 01:06 Grumbels wrote:
Show nested quote +
On March 13 2011 00:58 TeWy wrote:
Why are they obsessed about details when there basically are units in SC2 that you almost never see at the Master/semi-pro/pro level ?

It would be so better if they made the hydraliskoffcreep/archons/mothership/ultralisks/warp-prism/reapers/carriers/raven decent instead of nerfing every good units.

What will happen if even before the 2 expansions each race has 2-3 SC1 scout-like unit ???

All these things are interconnected btw... Maybe if Warp-prism was really good, I mean having more than 140 HP an not being absolutely outrun by muta and stimmed-marines, Protoss could rely on multi-task instead of this gigantic stupid deathball of HT/Colossi, thus we wouldn't have to whine about an eventual Khaldarin amulet nerf...

Why is Blizzard obsessed with details? Because they tweaked a unit a little bit? They do that every patch, and it's the reason the balance is actually decent right now. What do you think will happen if they overhaul the game every single patch?


Balance is not high because of Blizzard stupid tweaks, let me assure you of that.

For playing the game since Beta, I know several nerfs/buffs that have been absolutely catastrophic and that weren't reverted for some reasons (HSM nerf for instance now you NEVER see it, pretty much same thing for reaper and now it will be the same for Mothership), some changes have been made and then have been reverted few months later, Zealot buildtime comes to mind but there are way more...

People are getting better and are somehow balancing the game on their own because of the map-making and their sense of timing, that's it...

What changes have been detrimental since Beta ? Warp-gate nerf, barrack nerf, stalker buff, roaches nerf, ultralisk buff, nexus HP buff, phoenix buff, on these ones everyone aggree... asides from that ? Probably tank nerf ... asides from that ? That's it. 7-8 good crucial changes out of more than 1 hundred in 1 year, what about the bad changes or the missing changes ? I'm pretty sure the number exceeds 7-8 by quite a lot.

Now don't misunderstand me, I'm not claiming I could necessarily do a better job, just that Blizzard balancing process has been very doubtful since Warcraft 3 and WoW.
synapse
Profile Blog Joined January 2009
China13814 Posts
March 12 2011 16:24 GMT
#76
I'm looking forward to seeing what infestors are like now
:)
Turbo.Tactics
Profile Joined April 2010
Germany675 Posts
March 12 2011 16:28 GMT
#77
Fungal instant again? So I guess you can call it a buff now? Well yeah, of course you had to get rid of the health change then, makes perfect sense...
Zerg - because Browders sons hate 'em
Icekommander
Profile Blog Joined August 2010
Canada483 Posts
March 12 2011 16:33 GMT
#78
Count down until Protoss realizes that all they need to do against Terran now is turtle with HTs until they get over 175 energy?
Time Flies like an arrow. Fruit Flies like a banana.
`Forte
Profile Joined August 2010
United States128 Posts
March 12 2011 16:33 GMT
#79
I thought EMP change was to give Toss a chance in the early Ghost timing push (so sentries could still forcefield after getting EMPd). It doesn't really affect HTs vs. EMP.

Blizzard has an awful balancing mentality. Any time something might be a problem, they just remove it. Maybe Amulet was too strong, but the last thing you should do is completely remove the strategy. Probably, Terran players haven't experimented with Ghosts enough--they really haven't been used much at a pro level, and EMP is a good skill regardless of whether or not you have HTs. Even if Amulet was too strong, a slight nerf (like it giving 15 energy), or a complete removal with other buffs to make up for it (like HT speed, or Storm doing more damage over time) is a much better option. In the current metagame, Amulet hasn't even been shown to be an overpowering strategy--it's mainly just all in theory.

Buffing>>>Nerfing in terms of balance. For example, 5-rax reaper, pylon/cannon blocking ramp, 2-rax bunker push, all things that are very effective vs. Zerg. Instead of looking at the root of the problem, being that Zerg doesn't have great early defensive options, they just nerf the strategies that exploit that. With Blizzard's hardcore "if-something's-kinda-good-then-completely-remove-it" nerfing, each time they nerf, they're just removing a lot of viable strategies from the game. I'd rather play a slightly imbalanced game with many options than a balanced game with very few.

Short version, I'm more concerned about the precedent behind nerfing Amulet rather than nerfing Amulet itself. If Blizzard nerfs everything that could potentially be too strong, we'll have a very boring game in a short time. It'd also help if people didn't have such a knee-jerk reaction to everything--the amount of people who legitimately thought mass Queens could be OP after Daily #256 was scary. Quite frankly, the game hasn't been out long enough for strategies to flesh out, so drastic nerfs should not be taking place.
.kv
Profile Blog Joined August 2010
United States2332 Posts
March 12 2011 16:41 GMT
#80
if they still want to remove the amulet...then combine the dark shrine with the templar archive at least...it's already stupid to completely remove the amulet...just nerf the added energy to like +15 or something...if almost every Progamer says the nerf is too strong and then Day 9 says it, not saying it's automatically meaning Blizz is doind something wrong but most often they are

The ghost "nerf" I think is just to counter the EMP rush so protoss can still have a couple sentries to cast 1 FF each...50 energy -> 175 energy...well that's just way too long for HTs to even be viable not to mention they can just stack their EMPs and then bam....HTs are useless once again lol...i mean they will gather up enough energy definitely the energy upgrade
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