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Patch 1.3 PTR Notes (12/3/2011 update) - Page 5

Forum Index > SC2 General
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Cosmos
Profile Joined March 2010
Belgium1077 Posts
March 12 2011 16:43 GMT
#81
Nerf EMP is very huge against sentrys, not that much against HT I think.
http://www.twitch.tv/becosmos
ZeGzoR
Profile Joined April 2010
Sweden307 Posts
March 12 2011 16:44 GMT
#82
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


They will have that much after the patch when u actully have to manage the energy on your templars, warp them in early and let them gain energy for late game. You actully have to plan as supposed to just warping them in with storms on demand.
yeah yeah im going
Armsved
Profile Joined May 2010
Denmark642 Posts
March 12 2011 16:45 GMT
#83
On March 13 2011 01:43 Cosmos wrote:
Nerf EMP is very huge against sentrys, not that much against HT I think.


Yeah pretty much, and its a good change. Pretty ridiculus you can completely negate any sentry even thou it was builded of a 3 gate expo and had been gathering energy forever.

YOOO
Maynarde
Profile Joined September 2010
Australia1286 Posts
March 12 2011 16:46 GMT
#84
Hrmm. I think I liked the changes to the Infestor to begin with, as in the missile attack and extra HP. But I'm a Zerg player and I think with it's damage buff it would be WAY strong against Terran
CommentatorAustralian SC2 Caster | Twitter: @MaynardeSC2 | Twitch: twitch.tv/maynarde
SheaR619
Profile Joined October 2010
United States2399 Posts
March 12 2011 16:59 GMT
#85
Ugh, i dislike the emp nerf alot. Simply because protoss can just spread their HT apart. I think the main problem was that they should of made emp a projectile not an instant and keep the removal of all energy. This is mainly because of sentry. Sentry will usually have alot of energy and with proper spread....emp will be pretty much a joke vs it. Ghost are expensive and usually dies after EMPing and if protoss has a good spread....i find that pretty scary :/
I may not be the best, but i will be some day...
Spidinko
Profile Joined May 2010
Slovakia1174 Posts
March 12 2011 17:00 GMT
#86
I'm curious as to how the new fungal works. When it says the stun durration is halved do they also mean that dot effect is the same as before (meaning they take damage while moving after stun ends)?
KevinIX
Profile Joined October 2009
United States2472 Posts
March 12 2011 17:01 GMT
#87
I think the infestor change is good. Now it's just a straight buff to dps. I think they should have kept the health buff too, though.
Liquid FIGHTING!!!
MuteZephyr
Profile Joined August 2010
Lithuania448 Posts
March 12 2011 17:05 GMT
#88
I don't think people are realizing how good the ghost change is going to be for protoss late game. Many games end up with very high energy HTs and sentries within the deathball. I feel this definitely balances out the amulet removal (since the amulet was strong to begin with).

Also, people need to stop QQing about the infestor. This is an enormous buff as a whole. I would much rather the new infestor to the old. Remember you are doing DOUBLE dps. Plus take into account that this means that the enemy units die faster, thus inflicting less damage, you get a more than double net damage advantage. Medivacs are nullified, stim is even more dangerous now for terran as well. Plus, 4 seconds is more than enough time 95% of the time to kill drops (and if its not, just cast it again). I'm incredibly happy about the infestor buff, it'll make a big difference especially in ZvT.
I don't Micro, I FEMTO. That's 9 orders of magnitude more extreme.
taintmachine
Profile Joined May 2010
United States431 Posts
March 12 2011 17:07 GMT
#89
On March 13 2011 01:03 slimshady wrote:
Show nested quote +
On March 13 2011 01:00 BLinD-RawR wrote:
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.


immortals are hardcountered by the thor upgrade. i don't see how mech is hardcountered by toss. also, not sure how hts were a good idea against mech play.

anyway i really dislike the amulet removal. templar tech is already split in two and is just going to be skipped more often.
Arnfasta
Profile Blog Joined December 2010
United States183 Posts
March 12 2011 17:07 GMT
#90
On March 13 2011 02:00 Spidinko wrote:
I'm curious as to how the new fungal works. When it says the stun durration is halved do they also mean that dot effect is the same as before (meaning they take damage while moving after stun ends)?


From what I've read from others, haven't played with it myself, because the damage stays the same but the duration is halved, the DPS is doubled. So when the fungal ends, the damage ends but they take twice as much damage as they did pre-patch.
101toss
Profile Blog Joined April 2010
3232 Posts
Last Edited: 2011-03-12 17:11:34
March 12 2011 17:08 GMT
#91
They finally fixed custom games! Hooray!
Math doesn't kill champions and neither do wards
101toss
Profile Blog Joined April 2010
3232 Posts
Last Edited: 2011-03-12 17:10:32
March 12 2011 17:10 GMT
#92
[Double Post]
Math doesn't kill champions and neither do wards
Spidinko
Profile Joined May 2010
Slovakia1174 Posts
March 12 2011 17:10 GMT
#93
On March 13 2011 02:07 Arnfasta wrote:
Show nested quote +
On March 13 2011 02:00 Spidinko wrote:
I'm curious as to how the new fungal works. When it says the stun durration is halved do they also mean that dot effect is the same as before (meaning they take damage while moving after stun ends)?


From what I've read from others, haven't played with it myself, because the damage stays the same but the duration is halved, the DPS is doubled. So when the fungal ends, the damage ends but they take twice as much damage as they did pre-patch.

That's huge (also not int the patch log T.T). I'm happy for zergs. I liked defiler more but now infestor will be a huge dmg dealer. Which is kinda toubling since all battles in sc2 end so fast because everything dies so fast =)
101toss
Profile Blog Joined April 2010
3232 Posts
March 12 2011 17:12 GMT
#94
On March 13 2011 02:10 Spidinko wrote:
Show nested quote +
On March 13 2011 02:07 Arnfasta wrote:
On March 13 2011 02:00 Spidinko wrote:
I'm curious as to how the new fungal works. When it says the stun durration is halved do they also mean that dot effect is the same as before (meaning they take damage while moving after stun ends)?


From what I've read from others, haven't played with it myself, because the damage stays the same but the duration is halved, the DPS is doubled. So when the fungal ends, the damage ends but they take twice as much damage as they did pre-patch.

That's huge (also not int the patch log T.T). I'm happy for zergs. I liked defiler more but now infestor will be a huge dmg dealer. Which is kinda toubling since all battles in sc2 end so fast because everything dies so fast =)

Makes it harder for infestors to stop phoenixes/mutas, though.
Math doesn't kill champions and neither do wards
parn
Profile Joined December 2010
France296 Posts
Last Edited: 2011-03-12 17:15:13
March 12 2011 17:14 GMT
#95
On March 13 2011 01:33 [Avarice] wrote:
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.

Totally agree, Blizzard is deleting those units they prolly took so much time to design and define (ie reaper, mothership, ...), one by one, patch by patch. This look so dumb that i think they in fact know exactly what they're doing, they want the game to be the more stable and don't want to take any risk while the sales are still going up.

SC2 needs major changes to wipe out those horrible boring games, and Blizzard knows it's still too early to walk this way.

ps: the 15 last TvP pro/high replays i've watched were ALL 1 rax expand + 2 rax into MMM, whatever the Terran player, whatever the map, whatever he scouted, i mean ... wtf?
We are what we repeatedly do. Excellence, then, is not an act, but a habit.
proot
Profile Joined June 2004
United States126 Posts
March 12 2011 17:14 GMT
#96
On March 13 2011 02:07 taintmachine wrote:
Show nested quote +
On March 13 2011 01:03 slimshady wrote:
On March 13 2011 01:00 BLinD-RawR wrote:
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.


immortals are hardcountered by the thor upgrade. i don't see how mech is hardcountered by toss. also, not sure how hts were a good idea against mech play.

anyway i really dislike the amulet removal. templar tech is already split in two and is just going to be skipped more often.

When you think linearly in terms of unit composition, of course it doesn't seem like mech sucks. Mech play won't work on maps without narrow openings or close positions because you give toss complete map control. Spider mines don't exist, meaning there is absolutely nothing limiting toss mobility.
.
Fede
Profile Joined January 2011
Uruguay114 Posts
March 12 2011 17:14 GMT
#97
A warp prism buff would be nice here. We would be able to micro hts in and out of the battle without risking being emped/snpied. I've tried this once or twice with relative success. With warp prism speed researched it's PRETTY useful, specially when retreating.

I would say the speed research being on the robotics bay is quite a pain in the arse. Maybe moving it into the cyber core? Or maybe the forge? IDK really but still....
t3tsubo
Profile Blog Joined April 2009
Canada682 Posts
March 12 2011 17:19 GMT
#98
EMP change was obviously meant to nerf ghosts emp'ing a player with bad macro's orbital command. Gotta help them noobs.
Dalguno
Profile Blog Joined January 2011
United States2446 Posts
March 12 2011 17:21 GMT
#99
Unrelated, but the whole 12/3/2011 confused me. I wish America would change to that format of the date.

Related, I'm glad FG isn't a missile anymore. That would have been a huge blow.
"I'm gonna keep making drones cause I'm a baller, and ballers make drones." -Snute
101toss
Profile Blog Joined April 2010
3232 Posts
March 12 2011 17:22 GMT
#100
On March 13 2011 02:14 Fede wrote:
A warp prism buff would be nice here. We would be able to micro hts in and out of the battle without risking being emped/snpied. I've tried this once or twice with relative success. With warp prism speed researched it's PRETTY useful, specially when retreating.

I would say the speed research being on the robotics bay is quite a pain in the arse. Maybe moving it into the cyber core? Or maybe the forge? IDK really but still....

Typically HT's come into play following colossi range, so the bay is open for speed research.
Math doesn't kill champions and neither do wards
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