Patch 1.3 PTR Notes (12/3/2011 update) - Page 5
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Cosmos
Belgium1077 Posts
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ZeGzoR
Sweden307 Posts
On March 12 2011 22:51 Dommk wrote: 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. | ||
Armsved
Denmark642 Posts
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. | ||
Maynarde
Australia1286 Posts
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SheaR619
United States2399 Posts
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Spidinko
Slovakia1174 Posts
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KevinIX
United States2472 Posts
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MuteZephyr
Lithuania448 Posts
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. | ||
taintmachine
United States431 Posts
On March 13 2011 01:03 slimshady wrote: 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
United States183 Posts
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
3232 Posts
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101toss
3232 Posts
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Spidinko
Slovakia1174 Posts
On March 13 2011 02:07 Arnfasta wrote: 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
3232 Posts
On March 13 2011 02:10 Spidinko wrote: 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. | ||
parn
France296 Posts
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? | ||
proot
United States126 Posts
On March 13 2011 02:07 taintmachine wrote: 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
Uruguay114 Posts
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 ![]() | ||
t3tsubo
Canada682 Posts
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Dalguno
United States2446 Posts
Related, I'm glad FG isn't a missile anymore. That would have been a huge blow. | ||
101toss
3232 Posts
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 ![]() Typically HT's come into play following colossi range, so the bay is open for speed research. | ||
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