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[Dec 4] Wings of Liberty Balance patch - Page 35

Forum Index > SC2 General
913 CommentsPost a Reply
Prev 1 33 34 35 36 37 46 Next All
y0su
Profile Blog Joined September 2011
Finland7871 Posts
December 05 2012 10:53 GMT
#681
I'm just wondering why FG doesn't have the same radius as EMP and STORM already?
plogamer
Profile Blog Joined January 2012
Canada3132 Posts
Last Edited: 2012-12-05 10:58:32
December 05 2012 10:57 GMT
#682
On December 05 2012 19:51 hecticSc wrote:
When it comes to PvZ this change is crap. The range 8 doesnt mean anything as you wont have colossus ever in the frontline. Winfestors can still fungal your stalker/sentry/immortal from behind roach wall ... and if you want to focus them down with colossus you will expose them to being sniped by his ground army.

Imho it's bull ... although egg hp decrease was a much needed nerf imho.


8 range means that HTs can feedback a little easier. And really, infested terran was a huuuge deal in ZvP.

Blizz is taking small steps, as they should. I don't want an underpowered Zerg. Despite what some stupid Zergs would assume, I actually want Zergs to do well and not be nerfed into oblivion.
derpface
Profile Joined October 2012
Sweden925 Posts
December 05 2012 11:06 GMT
#683
wow, this is AMAZING, I didnt think WoL would be patched at all and that they would just fix all in HotS.

I guess this balance change might indicate that HotS will be even more pushed forward until release?
gg no re #_< no1 Hydra and Leta fan >_#
Big J
Profile Joined March 2011
Austria16289 Posts
December 05 2012 11:10 GMT
#684
On December 05 2012 19:53 y0su wrote:
I'm just wondering why FG doesn't have the same radius as EMP and STORM already?


I'm just wondering why Tanks don't have the same range as zerglings already?
etofok
Profile Blog Joined March 2012
138 Posts
Last Edited: 2012-12-05 11:11:38
December 05 2012 11:11 GMT
#685
8 range is not a big deal, because of their hyper-speed on creep. Actually, players now have additional ~0.25 second to react
The king, the priest, the rich man—who lives and who dies? Who will the swordsman obey?
speknek
Profile Joined February 2012
758 Posts
December 05 2012 11:12 GMT
#686
Hmm, interesting. Might start up sc2 again and try it out.
kaetor
Profile Joined March 2011
New Zealand292 Posts
December 05 2012 11:15 GMT
#687
Hmm, not quite what I had expected but it's definitely better than nothing. Will be good to see how it plays out!
y0su
Profile Blog Joined September 2011
Finland7871 Posts
December 05 2012 11:30 GMT
#688
On December 05 2012 20:10 Big J wrote:
Show nested quote +
On December 05 2012 19:53 y0su wrote:
I'm just wondering why FG doesn't have the same radius as EMP and STORM already?


I'm just wondering why Tanks don't have the same range as zerglings already?


Because then it would actually kill lings. + Show Spoiler +
At least I'm comparing fruit


Both of the other two spells have been nefed from radius 2 to 1.5, it makes some sense that Blizzard would follow the same course of action.
pivor
Profile Joined October 2012
Poland198 Posts
December 05 2012 11:33 GMT
#689
Almost like increasing Auto Turret HP by 30 or Strike Cannon range by 1 to make it viable..
:F
SupLilSon
Profile Joined October 2011
Malaysia4123 Posts
December 05 2012 11:38 GMT
#690
So has anyone had enough time to test out the changes to any degree? Mostly interested in any new dynamics with the Raven or Fungal range.
MorroW
Profile Joined August 2008
Sweden3522 Posts
December 05 2012 11:43 GMT
#691
On December 05 2012 20:38 SupLilSon wrote:
So has anyone had enough time to test out the changes to any degree? Mostly interested in any new dynamics with the Raven or Fungal range.

just tested it in single player unit tester

the fungal range change is definetly noticable in viking tank vs broodlord infestor scenarios as well as the spine infestor colossus forcefield one


to add to that i just wanna point out +3 is the magic upgrade number for colossus to rape infested terran eggs in 2 shots, where as without upgrades or +2 it takes 3 shots.

before patch with 0-0 it took 4 shots, so big difference there too
Progamerpls no copy pasterino
avilo
Profile Blog Joined November 2007
United States4100 Posts
Last Edited: 2012-12-05 12:22:03
December 05 2012 12:05 GMT
#692
On December 05 2012 20:38 SupLilSon wrote:
So has anyone had enough time to test out the changes to any degree? Mostly interested in any new dynamics with the Raven or Fungal range.


Yep. Played a bit more games TvZ on ladder, it has not changed much to be honest. The raven change does nothing for TvZ late game either. To the point I felt like analyzing it real time so people stop spouting out non sense about how it's a buff (check spoiler):

+ Show Spoiler +


If you were just interested about the raven change:
+ Show Spoiler +
http://www.youtube.com/watch?v=0rgQK3IYTIo#t=8m6s


The only thing I think the -1 fungal range did was make it so players can't be as careless with infestors...it didn't change anything in terms of being able to mass them with broodlord/corruptor imo.
Sup
Andre
Profile Blog Joined August 2009
Slovenia3523 Posts
December 05 2012 12:16 GMT
#693
You guys remember how much changed when immortals "ONLY" got a +1 range upgrade?

I think this patch might help a lot, I'm glad Blizzard is making ~small~ adjustments.
You must gather your party before venturing forth.
Drake
Profile Joined October 2010
Germany6146 Posts
December 05 2012 12:20 GMT
#694
http://us.battle.net/sc2/en/blog/8006134

the zergs whining there about its to huge nerf and ff are imba not fungal and fungal now useless usw usw ... damn i think i get cancer from reading such posts
Nb.Drake / CoL_Drake / Original Joined TL.net Tuesday, 15th of March 2005
Antylamon
Profile Joined March 2011
United States1981 Posts
December 05 2012 12:21 GMT
#695
On December 05 2012 21:16 Andr3 wrote:
You guys remember how much changed when immortals "ONLY" got a +1 range upgrade?

I think this patch might help a lot, I'm glad Blizzard is making ~small~ adjustments.

And we all remember the rampage when Queens got +2 range.
FrozenProbe
Profile Joined March 2012
Italy276 Posts
December 05 2012 12:24 GMT
#696
On December 05 2012 21:20 CoR wrote:
http://us.battle.net/sc2/en/blog/8006134

the zergs whining there about its to huge nerf and ff are imba not fungal and fungal now useless usw usw ... damn i think i get cancer from reading such posts


This is what I've hoped for
zimms
Profile Joined November 2009
Austria561 Posts
December 05 2012 12:25 GMT
#697
On December 05 2012 21:20 CoR wrote:
http://us.battle.net/sc2/en/blog/8006134

the zergs whining there about its to huge nerf and ff are imba not fungal and fungal now useless usw usw ... damn i think i get cancer from reading such posts


That's why you don't read Battle.Net posts.

Btw it's funny to see usw. in an English sentence. ^^
plogamer
Profile Blog Joined January 2012
Canada3132 Posts
Last Edited: 2012-12-05 12:35:08
December 05 2012 12:30 GMT
#698
On December 05 2012 21:21 Antylamon wrote:
Show nested quote +
On December 05 2012 21:16 Andr3 wrote:
You guys remember how much changed when immortals "ONLY" got a +1 range upgrade?

I think this patch might help a lot, I'm glad Blizzard is making ~small~ adjustments.

And we all remember the rampage when Queens got +2 range.


+1 range on immortal made a night and day difference because of other Protoss units that would block and prevent immortals from being able to fire. (edit: basically went from doing practically 0 dps to full dps)

+2 range on queens also made a huge difference because they could go against the short ranged hellions much more effectively. (edit: again, went from doing - 0 dps to full dps, since players used to be able to kite queens with hellions)

-1 range on infestor will not be as huge a change because infestors are still very safe behind Broodlord range, broodlings. What makes infestors super safe isn't just their range, but also the fact that tanks have to unseige against broodlords. Tanks are the number 1 killer of infestors in TvZ. I'm hoping more ghosts will be employed due to the changes, since they're slightly less susceptible to broodlings (ie, they won't kill their own units)

BUT, it's a a change in the right direction.

FeyFey
Profile Joined September 2010
Germany10114 Posts
December 05 2012 12:35 GMT
#699
Wow 70 hp eggs. I thought 80 hp was enough as you still need 2 storms unless you time it really well. I don't mind 70 hp allows more skill being involved. Now you have to spread your eggs and not just roll your mousewheel.

The Fungal range nerf is actually all that was needed to make up for radius 2. I like this approach more then decreasing the Fungal radius (well I am talking about it for 1,5 years now, so yay smelly me). Now the Range advantages in TvZ are pretty even spread, which will make Broodlord Infestor vs Viking Ghost/tank, really tough for both sides. (well less tough for the terran)

Will be tough for Zerg though, it will take some time to get used to these changes. Because Infestors are easier to snipe now when they Fungal and you need to spread them a little if you want to through enough mass of Infestors (or get closer). I really like when units become harder to use. Sadly Protoss units usually become easier to use.
Yorbon
Profile Joined December 2011
Netherlands4272 Posts
Last Edited: 2012-12-05 12:39:01
December 05 2012 12:35 GMT
#700
On December 05 2012 20:43 MorroW wrote:
Show nested quote +
On December 05 2012 20:38 SupLilSon wrote:
So has anyone had enough time to test out the changes to any degree? Mostly interested in any new dynamics with the Raven or Fungal range.

just tested it in single player unit tester

the fungal range change is definetly noticable in viking tank vs broodlord infestor scenarios as well as the spine infestor colossus forcefield one


to add to that i just wanna point out +3 is the magic upgrade number for colossus to rape infested terran eggs in 2 shots, where as without upgrades or +2 it takes 3 shots.

before patch with 0-0 it took 4 shots, so big difference there too
ooh, i definitely hadn't thought of the spine infestor colossus forcefield one.
This might have a bit of impact, because of the way zergs always transition to hive and the 3-base push it triggers on for example entombed valley.
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