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Patch 1.3.3 PTR - Page 160

Forum Index > SC2 General
4401 CommentsPost a Reply
Prev 1 158 159 160 161 162 221 Next
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.
marvin.
Profile Joined August 2010
United States469 Posts
May 04 2011 10:11 GMT
#3181
On May 04 2011 19:07 Coeus1 wrote:
Remember that pro games are only ONE variable Blizzard uses to make balance changes. They also take statistics from ladder, mathematics, low skill players and team games into consideration. Plus their in-house testing.

So, while they do react to balance whining and acnowledge "pro gaming scene". I just want to remind there are also other reasons for some of the changes. 1v1 pro level is their priority though.


Pretty damn sure Blizzard does not take team game balance into consideration.
Dalavita
Profile Joined August 2010
Sweden1113 Posts
Last Edited: 2011-05-04 10:11:57
May 04 2011 10:11 GMT
#3182
On May 04 2011 19:11 marvin. wrote:
Show nested quote +
On May 04 2011 19:07 Coeus1 wrote:
Remember that pro games are only ONE variable Blizzard uses to make balance changes. They also take statistics from ladder, mathematics, low skill players and team games into consideration. Plus their in-house testing.

So, while they do react to balance whining and acnowledge "pro gaming scene". I just want to remind there are also other reasons for some of the changes. 1v1 pro level is their priority though.


Pretty damn sure Blizzard does not take team game balance into consideration.


Reapers were directly nerfed because of 2v2 as stated by Blizzard.
Jimbo77
Profile Joined March 2011
139 Posts
May 04 2011 10:12 GMT
#3183
On May 04 2011 18:49 Sultan.P wrote:
Salvage: Was probably a bad idea from the conception of this game, but they put it in. And now after enough QQ, they change it to give you back.... 75%!!!! A completely pointless change in terms of "balance." All it shows is that blizzard is first dumb for even thinking of the idea and second a pushover because they gave into a pointless nerf.

Statements like this are not correct at all. If you think salvage is a bad idea how about SpineCrawler root/unroot? Even more retarded.
Bunker itself does nothing, so salvage is pretty fine to compensate it.
Striding Strider
Profile Joined February 2011
United Kingdom787 Posts
May 04 2011 10:14 GMT
#3184
What the hell.. @_@

So they decrease Sentry gateway build time and increase warp gate by 20 seconds instead. ~~
I have a beard. I'm unprofessional.
Creationism
Profile Blog Joined November 2008
China505 Posts
May 04 2011 10:15 GMT
#3185
They seem to be reinforcing templar tech in this patch. I like the archon change, because we might see more bw style templar tech with archons being more viable. But whats the point of pushing temp tech in pvt when temp tech is already such a good option?
And now will be the what, 4th time they wind-shield wiped between gateway production times?
The hoi polloi is the plague upon the world.
Sixes
Profile Joined July 2010
Canada1123 Posts
May 04 2011 10:17 GMT
#3186
On May 04 2011 19:01 vende wrote:
I'm soooo looking forward to do forge-expand into 6-8 gate chargelot/archon pushes vs zerg. with fast 4 gases you can get charge and high templars really fast, and with the patch archons will be able to attack with zealots in front of them.

I don't even know how zerg players are going to defend this. Chargelots own lings, roaches and hydras, archons beat mutas and banelings, if zerg rushes for infestors I'll just warp some HTs and feedback them.


Banelings with some roach for cleanup, chargelots have rather large problems against banelings because you will have trouble microing them. Actually I wouldn't even mind throwing banelings at archons, those things are expensive and with a couple melee upgrades for the zerg and splash onto several archons/zealots it isn't that bad for the zerg cost wise.

Don't get me wrong, it's a great idea and it can definitely win games especially with the storm/blink/feedback transitions.

Also pretty sure you can magic box an archon.
Gigaudas
Profile Blog Joined December 2008
Sweden1213 Posts
May 04 2011 10:23 GMT
#3187
On May 04 2011 19:14 Striding Strider wrote:
What the hell.. @_@

So they decrease Sentry gateway build time and increase warp gate by 20 seconds instead. ~~


I like it, nerfing early aggression and promoting safer play.

Comparing to 3.3.2 I like all changes except the Thor nerf but I don't play TvP so it doesn't affect me.

As a Zerg i pains me to see the Infestor nerfed but it will still be a popular unit. I mainly used it with Broodlords which were slow as fuck anyway. Ultra/infestor is hit hard though, the Infestors will have such a hard time using fungal offensively against kiting units.
I
epoc
Profile Joined December 2010
Finland1190 Posts
May 04 2011 10:24 GMT
#3188
Nice infestor nerfing. wtf
dump
Profile Joined August 2010
Japan514 Posts
May 04 2011 10:25 GMT
#3189
On May 04 2011 19:15 Creationism wrote:
They seem to be reinforcing templar tech in this patch. I like the archon change, because we might see more bw style templar tech with archons being more viable. But whats the point of pushing temp tech in pvt when temp tech is already such a good option?
And now will be the what, 4th time they wind-shield wiped between gateway production times?


They're just dancing around the templar problem without actually addressing it.

They need to bring back Khaydarin partially, the way it behaved in BW.

Also, a ghost buff is a templar nerf.
Sakarabu
Profile Blog Joined April 2010
United Kingdom132 Posts
Last Edited: 2011-05-04 10:40:48
May 04 2011 10:27 GMT
#3190
On May 04 2011 19:24 epoc wrote:
Nice infestor nerfing. wtf


Infestor was by far the strongest caster recently. It needed to be brought back in line, please don't make this into another Zerg whine thread, infestors are still incredibly strong.


And now will be the what, 4th time they wind-shield wiped between gateway production times?


Which is actually a great thing for the balance of the game. This is what a PTR is for, and I'm so glad they are willing to revert/reinstate changes to fine tune balance instead of being scared of ignorant fanboy reactions. (Which there are so many of in this thread.

Thors are just the most cost-efficient way to deal with colossi in lategame due to blink stalkers ripping vikings apart. This change will result in a new timing-window for toss to push out knowing theres not enough energy on thors when scouting the thor-transition.


This makes little to no sense.. Thors should never get in range to strike cannon collosi anyway. Thors are still amazing against stalkers and collosi without strike cannon. And anyway, wouldn't there already be a timing window while strike cannon was researching before this patch? By the time it's done the thors should have enough energy to use it since they now get +50 when they spawn, so really nothing has changed.
epoc
Profile Joined December 2010
Finland1190 Posts
May 04 2011 10:29 GMT
#3191
On May 04 2011 19:27 Sakarabu wrote:
Show nested quote +
On May 04 2011 19:24 epoc wrote:
Nice infestor nerfing. wtf


Infestor was by far the strongest caster recently. It needed to be brought back in line, please don't make this into another Zerg whine thread, infestors are still incredibly strong.


Haven't seen that in a single pro game. That's like saying that Carriers are op.
Striding Strider
Profile Joined February 2011
United Kingdom787 Posts
May 04 2011 10:29 GMT
#3192
On May 04 2011 19:23 Gigaudas wrote:
Show nested quote +
On May 04 2011 19:14 Striding Strider wrote:
What the hell.. @_@

So they decrease Sentry gateway build time and increase warp gate by 20 seconds instead. ~~


I like it, nerfing early aggression and promoting safer play.


Limiting play styles in my book. Two gate Zealot pressure was viable in Brood War, now we're back hiding in our base until warp gate is finished. ~_~

Also fun fact: Sentries build faster then Zealots now.
I have a beard. I'm unprofessional.
Mercury-
Profile Joined December 2010
Great Britain804 Posts
Last Edited: 2011-05-04 10:32:59
May 04 2011 10:31 GMT
#3193
Thor nerf wtf? Do they really want Terrans to go MMM vs Protoss every single game?

well at least they took back the Zealot/Stalker build time reductions so P doesn't get a free 15 nexus on most maps
ejac
Profile Blog Joined January 2009
United States1195 Posts
Last Edited: 2011-05-04 10:35:35
May 04 2011 10:33 GMT
#3194
On May 04 2011 19:29 Striding Strider wrote:
Show nested quote +
On May 04 2011 19:23 Gigaudas wrote:
On May 04 2011 19:14 Striding Strider wrote:
What the hell.. @_@

So they decrease Sentry gateway build time and increase warp gate by 20 seconds instead. ~~


I like it, nerfing early aggression and promoting safer play.


Limiting play styles in my book. Two gate Zealot pressure was viable in Brood War, now we're back hiding in our base until warp gate is finished. ~_~

Also fun fact: Sentries build faster then Zealots now.

Please don't talk about bw unless you actually followed/played it at a competitive level. 90% of ZvPs are forge fast expands in bw.
esq>n
Tofugrinder
Profile Joined September 2010
Austria899 Posts
May 04 2011 10:34 GMT
#3195
On May 04 2011 19:29 epoc wrote:
Show nested quote +
On May 04 2011 19:27 Sakarabu wrote:
On May 04 2011 19:24 epoc wrote:
Nice infestor nerfing. wtf


Infestor was by far the strongest caster recently. It needed to be brought back in line, please don't make this into another Zerg whine thread, infestors are still incredibly strong.


Haven't seen that in a single pro game. That's like saying that Carriers are op.

have you seen any pro Z after the last patch? nearly everybody uses infestors.

PS: no I'm not saying they are op - I'm just not good enough to comment on that topic (although when reading threads like this seeminly every non progamer think he has a valid opinion on this topic...)
Ezekyle
Profile Blog Joined November 2010
Australia607 Posts
May 04 2011 10:39 GMT
#3196
On May 04 2011 19:31 Mercury- wrote:
Thor nerf wtf? Do they really want Terrans to go MMM vs Protoss every single game?

Yes. MMM vs Collosus is what Blizzard decided TvP would be, and anything that deviates from that sacred formula is evil and needs to be purged.
frucisky
Profile Joined September 2010
Singapore2170 Posts
May 04 2011 10:40 GMT
#3197
On April 27 2011 06:38 DoomsVille wrote:
They won't nerf infestors this quickly. They just buffed them. And it's not like they are completely broken to the point where they need to be nerfed immediately. They probably wont deal with infestors until 1.4.


I'm just quoting this for lulz. I think the most critical fault with the infestor speed change is that I can no longer fungal standard gateway units like sentries/zealots once I'm off creep, i.e. when they're retreating. Protoss is even less punisheable for making a wrong move. Bad change in general.
<3 DongRaeGu <3
Striding Strider
Profile Joined February 2011
United Kingdom787 Posts
May 04 2011 10:41 GMT
#3198
On May 04 2011 19:33 ejac wrote:
Please don't talk about bw unless you actually followed/played it at a competitive level. 90% of ZvPs are forge fast expands in bw.


It might be forge expand now, but two gate used to be a popular opening v Zerg.
I have a beard. I'm unprofessional.
epoc
Profile Joined December 2010
Finland1190 Posts
May 04 2011 10:41 GMT
#3199
On May 04 2011 19:34 Tofugrinder wrote:
Show nested quote +
On May 04 2011 19:29 epoc wrote:
On May 04 2011 19:27 Sakarabu wrote:
On May 04 2011 19:24 epoc wrote:
Nice infestor nerfing. wtf


Infestor was by far the strongest caster recently. It needed to be brought back in line, please don't make this into another Zerg whine thread, infestors are still incredibly strong.


Haven't seen that in a single pro game. That's like saying that Carriers are op.

have you seen any pro Z after the last patch? nearly everybody uses infestors.

PS: no I'm not saying they are op - I'm just not good enough to comment on that topic (although when reading threads like this seeminly every non progamer think he has a valid opinion on this topic...)


Yes I watch pretty much every gsl match. Losira and July dropped out. I don't think it matters if infestors are op in bronze league. I don't understand from where you get this "infestors op"
Gladiator6
Profile Joined June 2010
Sweden7024 Posts
Last Edited: 2011-05-04 10:49:08
May 04 2011 10:47 GMT
#3200
QUOTE]On May 04 2011 19:29 epoc wrote:
On May 04 2011 19:27 Sakarabu wrote:
Show nested quote +
On May 04 2011 19:24 epoc wrote:
Nice infestor nerfing. wtf


Infestor was by far the strongest caster recently. It needed to be brought back in line, please don't make this into another Zerg whine thread, infestors are still incredibly strong.


Haven't seen that in a single pro game. That's like saying that Carriers are op.[/QUOTE]

Yes I watch pretty much every gsl match. Losira and July dropped out. I don't think it matters if infestors are op in bronze league. I don't understand from where you get this "infestors op"[/QUOTE]

He didn't even said they are op. He said just that they are "by far the strongest caster recently". Is it so damn hard not to read what he actually said and instead just twist it like some kind of complain on how op infestors are? Please quit it.

I think it's good that Blizzard does this changes and actually tries many different things, that's why we see a lot of these changes. I'm looking forward to when it's going live.
Flying, sOs, free, Light, Soulkey & ZerO
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