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Patch 1.3.3 PTR - Page 151

Forum Index > SC2 General
4401 CommentsPost a Reply
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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.
MockHamill
Profile Joined March 2010
Sweden1798 Posts
May 04 2011 05:30 GMT
#3001
The Thor change basically destroys TvP. The original changes in the patch was great, probably the best changes yet. Now they remove them and introduce completely horrible changes? Buffing Archons may be a good move but the Thor change basically remove the unit from the game.

If they wish to nerf Thor increase the cooldown on the ability instead.
MyNameIsAlex
Profile Joined March 2011
Greece827 Posts
May 04 2011 05:32 GMT
#3002
eh :/ the thor and the infestor changes are kinda stupid :S
Blasterion
Profile Blog Joined October 2010
China10272 Posts
Last Edited: 2011-05-04 05:34:20
May 04 2011 05:33 GMT
#3003
Blizzard is like essentially saying, Something that can out deathball a protoss? We can't have that. Terran should just play Bio Viking in PvT. Don't kill a style before it even gets a chance to bloom.

PS I am not saying anything about balance, just how they are killing off Terran play and limiting choices
[TLNY]Mahjong Club Thread
1st_Panzer_Div.
Profile Joined November 2010
United States621 Posts
Last Edited: 2011-05-04 05:37:53
May 04 2011 05:36 GMT
#3004
So glad blizzard is backing off the idea that the Archon wasn't a really unit, just something to do with HTs when they were out of energy. And so glad that the mass thor strats won't be nearly unbeatable anymore.

I'd also be okay if they gave broodmothers a speed increase or something like that, as is a late game zerg seems to be fairly weak in both TvZ and PvZ when both sides have a nice economy.

And maybe someday they'll even make carriers not be worthless. Though they're probably still massed too often in team games.
Manager, Team RIP ZeeZ
angra86
Profile Joined October 2010
United States56 Posts
May 04 2011 05:39 GMT
#3005
On May 04 2011 14:30 MockHamill wrote:
The Thor change basically destroys TvP. The original changes in the patch was great, probably the best changes yet. Now they remove them and introduce completely horrible changes? Buffing Archons may be a good move but the Thor change basically remove the unit from the game.

If they wish to nerf Thor increase the cooldown on the ability instead.


I'd prefer them increase the cooldown or simply remove the ability from the game if they feel it's imbalanced due to thor timing attacks.

Getting away from the thor change, I'm somewhat disappointed there have been no changes to seeker missile in any of these patches. There have been some fairly sweeping changes to high templars and infestors and it would be pretty awesome to see some changes that would make the raven's primary offensive ability get some use in high level play.
space_yes
Profile Joined April 2010
United States548 Posts
May 04 2011 05:47 GMT
#3006
On May 04 2011 14:39 angra86 wrote:
Show nested quote +
On May 04 2011 14:30 MockHamill wrote:
The Thor change basically destroys TvP. The original changes in the patch was great, probably the best changes yet. Now they remove them and introduce completely horrible changes? Buffing Archons may be a good move but the Thor change basically remove the unit from the game.

If they wish to nerf Thor increase the cooldown on the ability instead.


I'd prefer them increase the cooldown or simply remove the ability from the game if they feel it's imbalanced due to thor timing attacks.

Getting away from the thor change, I'm somewhat disappointed there have been no changes to seeker missile in any of these patches. There have been some fairly sweeping changes to high templars and infestors and it would be pretty awesome to see some changes that would make the raven's primary offensive ability get some use in high level play.


An interesting point, I'd like to see the seeker missile changed too. If I remember correctly they nerfed b/c of 2v2 during summer '10.
GGPope
Profile Joined February 2011
Australia367 Posts
May 04 2011 05:49 GMT
#3007
Archon change is cool. Glad they removed the fast zealot training time, I didn't really feel like dieing every game on a close position map to a zealot rush. Keeping the decreased sentry time is kind of cool, I like it. And the ghost change is definitely going to make the unit alot more accessible. I have already had great success with ghosts in every matchup, and now it'll just be that much easier to use these underrated units.

The Thor getting its energy back...is a little saddening. I guess this certifies the Thors status as more of a lategame unit, considering it takes a little while to charge up to the strike cannon energy which makes them such an effective opening unit. I guess I'll just have to go back to using tank openers again.
Jimbo77
Profile Joined March 2011
139 Posts
May 04 2011 05:50 GMT
#3008
as is a late game zerg seems to be fairly weak in both TvZ

Zerg late game weak vs T... megalol
nvrs
Profile Joined October 2010
Greece481 Posts
Last Edited: 2011-05-04 05:52:33
May 04 2011 05:52 GMT
#3009
Oh cmmon Blizzard, you put an ability to a unit to make it weak? What kind of idiotic unit design is that?
I mean was that ability in there for that reason in the first place? I also don't understand why Terran are not allowed to have a single deathball strategy vs Protoss i.e. the race of the deathball. Terran and Zerg need to stop Protoss from massing their deathball (which also varies in composition), but Protoss need not to worry about a single unit that's hard to get?
Absolutely retarded change
Meborg
Profile Blog Joined November 2010
Netherlands50 Posts
May 04 2011 05:52 GMT
#3010
Imo increase thor cooldown by a little, and make them start on cooldown -> so they have to wait like 60 seconds after spawning before they can use strike cannons...
PraetorianX
Profile Joined September 2010
Sweden780 Posts
May 04 2011 05:53 GMT
#3011
EU servers going down in 5 min. Is the patch coming?
The best argument against democracy is a 5-minute conversation with the average voter - Winston Churchill
Cloak
Profile Joined October 2009
United States816 Posts
May 04 2011 05:53 GMT
#3012
Hah, I knew the Warpgate changes were too drastic for timings. Should try an Immortal rework next to fix PvP.
The more you know, the less you understand.
azn_dude1
Profile Joined October 2010
162 Posts
May 04 2011 05:54 GMT
#3013
They're trying to make HT useful for other things besides storm. They're now useful against thor and archons have a nice buff to them.
Blasterion
Profile Blog Joined October 2010
China10272 Posts
May 04 2011 05:58 GMT
#3014
On May 04 2011 14:52 nvrs wrote:
Oh cmmon Blizzard, you put an ability to a unit to make it weak? What kind of idiotic unit design is that?
I mean was that ability in there for that reason in the first place? I also don't understand why Terran are not allowed to have a single deathball strategy vs Protoss i.e. the race of the deathball. Terran and Zerg need to stop Protoss from massing their deathball (which also varies in composition), but Protoss need not to worry about a single unit that's hard to get?
Absolutely retarded change

History of the Strike Cannon
Strike Cannon used to be the Terran Psi Storm (that 1 shots Planetary Fortress at Siege Tank Range) (Channeled)
Strike Cannon became a Stun lock 1 Shot spell without research (Channeled)
Strike Cannon requires Research
Thor Energy Removed
Thor Energy Restored
[TLNY]Mahjong Club Thread
Sqq
Profile Joined August 2010
Norway2023 Posts
May 04 2011 05:58 GMT
#3015
The Thor change is interesting. They now have to actually counter the Strike Cannon Thors by forcing protoss to go down the templar route, instead of the ever so boring standard Robo builds. I like it. It mixes shit up, makes Protoss players actually have to use the scouting information instead of their only choise being "how many gateways before i expand into robo" builds.
Dead girls don't say no.
Falcor
Profile Joined February 2010
Canada894 Posts
May 04 2011 06:01 GMT
#3016
On May 04 2011 14:19 Ezekyle wrote:
So basically, the situation is this:
- race A figures out an awesome lategame deathball that cannot be beaten by race B
- race A uses this in a couple of games and every race B player flips the fuck out
- race B players say there's absolutely no counter to the deathball and that it needs to be nerfed into the ground, they go into great detail about how none of the supposed counters will ever work
- race A players say that the balance is fine and a solution will be figured out

Astute readers may notice that this scenario can apply to either ZvP or PvT. So if it's fine for Zerg to figure out how to beat void ray/collosus, why is it that the Protoss players can't just figure out how to beat thors? Allin him. Don't let him build up the deathball. Sacrifice void rays to keep the thor count down. Use something other than gateway/collosus. Use warp prisms moar. Archons are super imba against Terran now, they solve everything. Use carriers d00d.

That's why the thor nerf is retarded. Because Blizzard is, on one hand, allowing the game to grow and develop rather than just nerf-hammering something once players of race B declare it imbalanced, while on the other hand they instantly remove the TvP deathball before Protoss players have had any chance to learn how to counter it.

Basically, Protoss players are telling Zergs to learn how to deal with the Protoss deathball, so they have no right to complain about the Terran deathball when they've only had about two days to try to figure out counters to it, and Blizzard has absolutely no reason to remove a strategy before anyone's had a chance to figure it out.


great post
sc2olorin
Profile Joined November 2010
292 Posts
May 04 2011 06:02 GMT
#3017
Thors should be able to strike cannon immediately after training (lower energy required to cast) but also be able to be feedbacked (energy instead of cooldown)

the way it is being proposed now is a double blow to thors and will entirely eliminate them as viable
SuperYo1000
Profile Joined July 2008
United States880 Posts
May 04 2011 06:04 GMT
#3018
On May 04 2011 14:53 Cloak wrote:
Hah, I knew the Warpgate changes were too drastic for timings. Should try an Immortal rework next to fix PvP.



bring back the 40 second immortal build time.....i miss those beta days
JackOscar
Profile Joined December 2010
Sweden50 Posts
May 04 2011 06:08 GMT
#3019
Awww, infestors
"Guinnea pigs have more blood than rats and hamster" - Artosis
darmousseh
Profile Blog Joined May 2010
United States3437 Posts
May 04 2011 06:08 GMT
#3020
On May 04 2011 15:01 Falcor wrote:
Show nested quote +
On May 04 2011 14:19 Ezekyle wrote:
So basically, the situation is this:
- race A figures out an awesome lategame deathball that cannot be beaten by race B
- race A uses this in a couple of games and every race B player flips the fuck out
- race B players say there's absolutely no counter to the deathball and that it needs to be nerfed into the ground, they go into great detail about how none of the supposed counters will ever work
- race A players say that the balance is fine and a solution will be figured out

Astute readers may notice that this scenario can apply to either ZvP or PvT. So if it's fine for Zerg to figure out how to beat void ray/collosus, why is it that the Protoss players can't just figure out how to beat thors? Allin him. Don't let him build up the deathball. Sacrifice void rays to keep the thor count down. Use something other than gateway/collosus. Use warp prisms moar. Archons are super imba against Terran now, they solve everything. Use carriers d00d.

That's why the thor nerf is retarded. Because Blizzard is, on one hand, allowing the game to grow and develop rather than just nerf-hammering something once players of race B declare it imbalanced, while on the other hand they instantly remove the TvP deathball before Protoss players have had any chance to learn how to counter it.

Basically, Protoss players are telling Zergs to learn how to deal with the Protoss deathball, so they have no right to complain about the Terran deathball when they've only had about two days to try to figure out counters to it, and Blizzard has absolutely no reason to remove a strategy before anyone's had a chance to figure it out.


great post


Zerg got a huge infestor buff in order to deal with the death ball. Protoss lost their answer to thors when they lost their energy bar. There are multiple ways to deal with the protoss death ball (roach corrupter, ling baneling hydra, and now ling infestor). The only known way to deal with thors was to either have more immortals than they have thors (usually not possible) or make a lot of void rays in advance (also not likely). This opens up again the viability of going templar against terran and being able to beat terran mech (thor, hellion, banshee).

Thors will still be insanely powerful after this because most likely terran will learn to keep their energy low on their thors in order to make sure feedback isn't too powerful. Overall a good change for the pvt matchup.


Developer for http://mtgfiddle.com
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