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Massive units are not affected by concussive shells. If you think they are, you are wrong. It's SPORE crawlers that are being changed, not SPINE. Please read carefully. |
On May 04 2011 11:05 crackcc wrote:Show nested quote +On May 04 2011 11:01 MonsieurGrimm wrote:On May 04 2011 10:52 Sapphire.lux wrote:On May 04 2011 10:47 MonsieurGrimm wrote:On May 04 2011 10:46 Sapphire.lux wrote:On April 26 2011 11:20 Jimbo77 wrote:
Thor
Thor now has 200 max energy, and starts with 50 energy.
250mm Strike Cannons now cost 150 energy to use (cooldown removed).
WTF is this for? A unit that was good against Protoss except the Marauder and now it's back to being feedback fodder? I really hope this does not make it in the final patch. The post above yours has a good solution  I know  . That was the solution back when it had energy and, most would agree, it's retarded. The thing is, IMO, this makes the Thors a loooot worse in the late game (when templars are out) and that is the time when you don't actually use the 250mm thing, in big battles and all. Back to EMP my own Thors....Jesus...i thought we were past that lol Yeah, but from my PvT understanding Thors, when they were upgraded, were incredibly hard to deal with... Protoss kind of needed a better answer. Well toss have the perfect answer in T2 for thors/siege tanks ..... Immortels ! Why make them vunrable to HT's & make the strike cannon be basicaly a ''one shot'' spell even if the battle goes on for long. Cuz lets say the thor is at its MAX 200 energy - 150 for a shot leaves it with a measly 50 energy and you know it wont be back to 150 till the next battle or maybe the one after !
Erm no, immortal do awful against thor because they will be stunned before they can do anything.
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Can anyone explain the warpgate change (the second change). Is it now only 20 in-game seconds longer than it is on live servers? X_X
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Its like they are reverting everything back to beta and restarting. Nerf to thors was completely unecessary, without a similar nerf to colossus. Thors are super situational against protoss where as Colossus are good against nearly every terran ground unit on mass. I dont see what they are trying to accomplish by implementing changes that existed in the past and were removed in the past For good reason
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Zealots and Stalker time no longer decreased, perhaps a note should be made in the OP to solidify this lack of change?
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I love the thor change as a Protoss. Yay for feedback!
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On May 04 2011 11:23 Ichabod wrote: Zealots and Stalker time no longer decreased, perhaps a note should be made in the OP to solidify this lack of change? There is always a link to blizz source.
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On May 04 2011 11:22 Darpa wrote: Its like they are reverting everything back to beta and restarting. Nerf to thors was completely unecessary, without a similar nerf to colossus. Thors are super situational against protoss where as Colossus are good against nearly every terran ground unit on mass. I dont see what they are trying to accomplish by implementing changes that existed in the past and were removed in the past For good reason Super situational = one ability effectively shutting down our main tech path? Strike cannon thors with supporting tanks/hellions basically tear apart every ground army we can muster. The return of thor energy means we can use HTs to stall until we have enough voids to kill them.
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Why in the hell would they change thors...
Terrible change that only affects one single matchup. Terrans were starting to branch out with more unique unit compositions and this will have a huge effect on keeping TvP quite stagnant.
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I am a diamond toss player I once had 5 bases against a 2.5 base terran. I lost about 10k worth of unit differential against his thor army composition. And eventually lost the game.
I think the updated patch notes are much much more reasonable. Although IMO the pylon change should be .5 as opposed to -1.
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Huge overreaction to the thor nerf. You don't see terran not making medivacs or ghosts just b/c they can be FBed. Just treat the thor like a unit where the upgrade is a must. That or emp their hts before they can do anything... or emp your own thors. Point is you still have the tools to stop templar and its not like thors are going to get 1shot by this.
Before in engagements the protoss answer to thors was to lose all his immortals. Now they can do something about it. God forbid you have to micro a little to get off a game changing ability.
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Wow, this update makes protoss so much better in PvT and still strong (too strong ?) in PvZ. I don't understand why Blizzard doesn't try to fix the ZvP Matchup.
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I don't understand why Blizzard doesn't try to fix the ZvP Matchup. Wait a little (1.4)
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On May 04 2011 11:33 ShadeOfDraG wrote: Wow, this update makes protoss so much better in PvT and still strong (too strong ?) in PvZ. I don't understand why Blizzard doesn't try to fix the ZvP Matchup. Because PvT and ZvT are both pretty much balanced? A fair nerf to P significantly hurts us against terran, and a fair buff to Z suddenly breaks TvZ. You can't look at the MUs in a vacuum.
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On May 04 2011 11:33 ShadeOfDraG wrote: Wow, this update makes protoss so much better in PvT and still strong (too strong ?) in PvZ. I don't understand why Blizzard doesn't try to fix the ZvP Matchup. How the hell does it make protoss stronger in pvz? Templars are shit against roaches and there is still know way in hell that someone is going templar tech JUST for the Archons. This patch makes 4 gate a joke. This is a really good patch for zerg
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Fixed an issue where the APM statistic could be artificially increased Lol ?
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Protoss buffs and Zerg nerfs? Wait what?
Thor change = Buff to Protoss Archon change = Buff to Protoss Gateway change = Buff to Protoss WarpGate change = mild nerf to Protoss TIMING......
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On May 04 2011 11:36 Daralii wrote:Show nested quote +On May 04 2011 11:33 ShadeOfDraG wrote: Wow, this update makes protoss so much better in PvT and still strong (too strong ?) in PvZ. I don't understand why Blizzard doesn't try to fix the ZvP Matchup. Because PvT and ZvT are both pretty much balanced? A fair nerf to P significantly hurts us against terran, and a fair buff to Z suddenly breaks TvZ. You can't look at the MUs in a vacuum. Do you think tweaking Corruptor stats (cost/producing time/damage/corruption spell) would break ZvT or ZvZ ? I don't think so.
I think Colossus are pretty balanced in PvT because Vikings is a good unit and is cost-efficient. Corruptor isn't.
How the hell does it make protoss stronger in pvz? Templars are shit against roaches and there is still know way in hell that someone is going templar tech JUST for the Archons. This patch makes 4 gate a joke. This is a really good patch for zerg [/quote] You should read the patch notes :
Sentries coming out faster. Archons buffed. Only "20 sec" (about 15 real seconds ?) nerf @ Warpgate research. Little nerf to infestor.
It doesn't fix ZvP issues. I said "still strong" not "stronger".
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Aw the possibility of using thor vs protoss are looking more slim now
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On May 04 2011 11:33 ShadeOfDraG wrote: Wow, this update makes protoss so much better in PvT and still strong (too strong ?) in PvZ. I don't understand why Blizzard doesn't try to fix the ZvP Matchup. You're right, Blizzard should fix the ZvP matchup - however, as was shown in another thread, Zerg is currently killing the crap out of Protoss in ZvP in Korea at high levels - so Zerg should be nerfed. (if you are curious, the thread can be found here:http://www.teamliquid.net/forum/viewmessage.php?topic_id=218558)
Alternatively, lets see what this patch does. I'm a bit curious as to why the Infestor was slowed, but I doubt it will change much. The Thor change is primary there because Marines defending Thors were not beatable by either of Immortals or Void Rays, and Void Ray + Colossus and Void Ray + High Templar were both a bit too gas intensive to be able to fight them off. Immortal + High Templar is a bit better now, so it should be helpful overall.
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Making more zerg units slower is not the right answer -_-- I wish I worked for Blizzard. Fuck. Just make fungal a missile. It'll help even ZvZ, and justify the damage increase.
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