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SC2 5.0.14 PTR patch notes - (Balance, Oct 21, 2024) - Pag…

Forum Index > SC2 General
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NeWHoriZonS
Profile Joined April 2018
57 Posts
October 31 2024 18:36 GMT
#241
https://news.blizzard.com/en-us/starcraft2/24140120/starcraft-ii-5-0-14-ptr-update

New changes

I feel like it's going to the right direction
But please stop touching the mothership, it's fine as it is guys
Vindicare605
Profile Blog Joined August 2011
United States16126 Posts
Last Edited: 2024-10-31 18:43:31
October 31 2024 18:40 GMT
#242
I LOVE that Ghost change. That's the perfect nerf I think.

It nerfs the ability for Terran to mass Ghosts, but doesn't nerf the Ghost as an impact spellcaster in a mixed army.

The problem with the Ghost has been how powerful it can be especially vs Zerg when massed. This addresses that specifically while leaving its unit power the same.

Balance Council finally gets one right.
aka: KTVindicare the Geeky Bartender
NeWHoriZonS
Profile Joined April 2018
57 Posts
October 31 2024 18:46 GMT
#243
Some issues I still have with the patch:

-PvP still gonna be a clown fiesta, possibly even more than with the first version of the PTR because of faster stalkers
-Ghost nerf is nice but won't impact PvT at all where it's a big issue too
-Mothership not being abductable is too strong imo. I also think the current mothership (in the live version of the game, not ptr) is perfectly fine and do not need to be changed.
-Immortal/Disruptors still feel like worse versions compared to atm.
-They removed the tempest damage point change for some reason, why? It feels like the kind of change that will only benefit very high level Protoss players, it was very nice

But it's still way better than before
Vindicare605
Profile Blog Joined August 2011
United States16126 Posts
October 31 2024 18:50 GMT
#244
Ghost nerf absolutely does nerf Terran in PvT, since 200 maxed out Terran just got hit with a nerf to one of its core units. That makes Terran armies in the late game smaller unless they decide to use fewer Ghosts. Fewer Ghosts = Fewer EMPs.

It's a much bigger nerf to late game TvZ, but it's a nerf to late game PvT as well.

Ghost Transitions/responses in the midgame are hardly affected at all though which is great because the Ghost does need to be effective in those spots.
aka: KTVindicare the Geeky Bartender
Nakajin
Profile Blog Joined September 2014
Canada8991 Posts
Last Edited: 2024-10-31 19:42:34
October 31 2024 19:11 GMT
#245
Seems like some reasonable corrections.

I would have like to have them play a bit more with the lib change's numbers rather than axe it, I thought it was a nice idea. But I can understand time is off the essence and it wasn't the number 1 priority.

Surprise they didn't touch the spore though.
Writerhttp://i.imgur.com/9p6ufcB.jpg
Nebuchad
Profile Blog Joined December 2012
Switzerland12571 Posts
October 31 2024 19:42 GMT
#246
In combination with the new maps that are less terran friendly I am quite confident that protoss is going to be a little too strong now, but I guess we'll see.
No will to live, no wish to die
WombaT
Profile Blog Joined May 2010
Northern Ireland27464 Posts
October 31 2024 19:46 GMT
#247
On November 01 2024 04:42 Nebuchad wrote:
In combination with the new maps that are less terran friendly I am quite confident that protoss is going to be a little too strong now, but I guess we'll see.

They still don’t have overcharge, I’m still unsure how they’re meant to hold various tank pushes

But hey I’ll wait to see how it shakes up
'You'll always be the cuddly marsupial of my heart, despite the inherent flaws of your ancestry' - Squat
TL+ Member
-KG-
Profile Joined October 2012
Denmark1219 Posts
Last Edited: 2024-10-31 20:01:16
October 31 2024 19:51 GMT
#248
Late to the party here and I guess there isn't really a need for another "This is an outrage!" kinda post......

But anyway, it really does feel like this council has been hard-trolling Protoss for years now. There was a small light in the darkness when they looked into the gg-mines but now it's back to the usual "We wan't to help Protoss a bit" only to find a long list of substantial nerfs. I don't even know what the f is going on anymore but Sc2 will no doubt remain a two-race game at the highest level.

It's really just bizarre at this point
.

Edit: Did they just revert on half of the patch, lol.
I like the Ghost change and I'm really curious about the no abduct on MS!
~~(,,ºº>
Yoshi Kirishima
Profile Blog Joined July 2009
United States10383 Posts
Last Edited: 2024-10-31 20:48:18
October 31 2024 20:39 GMT
#249
Holy shit Mothership can't be abducted YES!!! And BL and Tempest changes are partially reverted so that they don't become too mobile and microable. They should be committal siege units after all.

Cyclone reverting to old Cyclone... damn it. I mean that version was still potent and helpful for Mech but now Mech early game is less rounded. Mech doesn't have any cheap mineral sink that is very effective vs the other race's T1 tech and now Mech will have a very hard time getting a 3rd in TvP again (and lesser extent TvT and TvZ).

Having the buffed Blue Flame hellions would have been nice to keep some map control vs mass chargelots but they removed that too!! T_T Was that really a big problem?

If you're going to nerf Blue Flame and revert Cyclones, then can't you readjust Hellion damage slightly maybe so that Blue Flame gives +2 to all (+3 vs Light) instead of +5 to Light or something? That way it helps a little vs both ling comps and roach comps and doesn't reduce Zerg's early build order variety.
Or increase Blue Flame cost and/or upgrade duration so that Mech still has more potential power, and it becomes more of an investment for Bio to commit to if they're only going to use it for openers.

Would have liked just a small bone somewhere... since nerfing Ghost supply also hurts Mech slightly in TvP.
In 5.011 they made it so the Cyclone upgrade gives +10 damage vs all instead of +20 damage vs armored, but I feel this made them less good at the things they were good at. Mech is designed for units to be strong and specialized, similar to Protoss. You need to be tweaking your army comp throughout the game not just rely on all-rounder units.
It'd be nice if they buffed the old Cyclone to +10 vs All (+10 vs Armored) for example, or even +5 vs All (+10 vs Armored) or something like that. So that it's more of a buff as it was intended back then.

Feeling a bit defeated but hey at least there's good changes for other races/MUs and Immortal is slightly weaker vs Mech i guess.

Oh i forgot Disruptors won't 1 shot Cyclones now! But i feel the disruptor change is mainly a nerf to them, and not sure if i like it a lot. Disruptors are able to 1-shot Ghosts with a little more AOE now which is nice, but maybe making Ghost Light as well would make us see some more Adept comps (like Astrea showed sometimes) or Phoenix comps and buff the Colossus more. As well as make Terran have to split Ghosts to be safe from Fungal+Banelings, which makes it harder to get tons of snipes off without risk. I feel Disruptor has enough power and people at this point would rather see Colossus a bit more staple again and Disruptors relied on less.
Mid-master streaming MECH ONLY + commentary www.twitch.tv/yoshikirishima +++ "If all-in fails, all-in again."
Vision_
Profile Joined September 2018
877 Posts
Last Edited: 2024-10-31 22:15:22
October 31 2024 22:09 GMT
#250
Disruptor design is weird, and nothing can be done to improve a weird unit.

The best idea for disruptor comes from Stormgate and his catapult, it delays the missile which ask some micro management, so it s more interesting than this bullshit design. I know Protoss need some units to maintain distance because of their stalkers and their intense necessity of micro management, but let s be honest i couldn t be hype by controlling any nova even if i never tried.

I like the fact dev team added some GIF to explain their changes, it reminds me the good old times of LotV release
Die4Ever
Profile Joined August 2010
United States17750 Posts
November 01 2024 00:06 GMT
#251
On November 01 2024 04:51 -KG- wrote:
Show nested quote +
Late to the party here and I guess there isn't really a need for another "This is an outrage!" kinda post......

But anyway, it really does feel like this council has been hard-trolling Protoss for years now. There was a small light in the darkness when they looked into the gg-mines but now it's back to the usual "We wan't to help Protoss a bit" only to find a long list of substantial nerfs. I don't even know what the f is going on anymore but Sc2 will no doubt remain a two-race game at the highest level.

It's really just bizarre at this point
.

Edit: Did they just revert on half of the patch, lol.
I like the Ghost change and I'm really curious about the no abduct on MS!

I'm glad they're willing to revert huge chunks of the PTR, that's the right way to go about it and they wouldn't have gotten so much initial backlash if they did that more often or even just said they were willing to
"Expert" mods4ever.com
Soldier1
Profile Joined November 2024
1 Post
November 06 2024 19:27 GMT
#252
Hello, I have 2 suggestions. Would be nice if you added them to your patch.

1. Units that have abilities with cool-down should have a clock-like animation over their unit icon that shows when they can use their ability again. This should be available in transport ships as well. Would be a lot of help for all players, but especially for lower ranked players.

2. Allies should be able to build on Zerg creep.
Cyro
Profile Blog Joined June 2011
United Kingdom20344 Posts
Last Edited: 2024-11-07 01:12:15
November 07 2024 01:11 GMT
#253
With the way that creep is managed engine-side, it's not owned by anyone. You can either build on all creep (co-op) or you can't (competitive). It's an unfortunate limitation
"oh my god my overclock... I got a single WHEA error on the 23rd hour, 9 minutes" -Belial88
LaughNgamezSOOP
Profile Joined June 2024
68 Posts
November 09 2024 04:31 GMT
#254
Is there no extension mod for this on the KR server?
Literally the greatest caster ever: https://www.youtube.com/@LaughNgamed
Vision_
Profile Joined September 2018
877 Posts
Last Edited: 2024-11-10 14:41:20
November 10 2024 13:33 GMT
#255
I m shocked to see ultralisks have 0 bonus damage against armored. To my mind it s impossible to think about a closed combat unit with 6 supply cost and with no bonus against 66% of units (while you know most of units are also ranged).

A small bonus should be considered here like 35 + 10 (or even +5 with a first test)

I mean since years, patch are adressed to make ultra faster to reach close combat but in 66% case they have not a balanced damage. Even if zerg is a versatile race, would it be easier to balance ultralisks with a small armored bonus than always tweaks on speed ?
ejozl
Profile Joined October 2010
Denmark3555 Posts
Last Edited: 2024-11-11 15:39:47
November 11 2024 15:37 GMT
#256
Look at ultras pre lotv, they have +vs armoured and they are literally garbage in comparison, but they were still used, makes you think..
The ultra keeps getting unwarranted mini buffs and depending on implementation this one is not small. Being able to click a damaged ultra and move it back through your army could turn out to be absolutely bonkers, mb this was the whole idea, they found it hard to dodge ghost snipes, because their own army was sitting in the way.

I dno, but the ultralisk is overtuned already.
SC2 Archon needs "Terrible, terrible damage" as one of it's quotes.
WombaT
Profile Blog Joined May 2010
Northern Ireland27464 Posts
November 11 2024 16:48 GMT
#257
On November 12 2024 00:37 ejozl wrote:
Look at ultras pre lotv, they have +vs armoured and they are literally garbage in comparison, but they were still used, makes you think..
The ultra keeps getting unwarranted mini buffs and depending on implementation this one is not small. Being able to click a damaged ultra and move it back through your army could turn out to be absolutely bonkers, mb this was the whole idea, they found it hard to dodge ghost snipes, because their own army was sitting in the way.

I dno, but the ultralisk is overtuned already.

Overtuned how?
'You'll always be the cuddly marsupial of my heart, despite the inherent flaws of your ancestry' - Squat
TL+ Member
ejozl
Profile Joined October 2010
Denmark3555 Posts
Last Edited: 2024-11-11 18:02:18
November 11 2024 18:01 GMT
#258
Speed upg, frenzy, 25 mins cheaper, it became smaller as well, and they want it to push things away.

I guess it's not rly overtuned but it doesn't need these silly buffs, it's a perfectly fine unit.

Just make upgrades add +4 which it should've always had since lotv.
SC2 Archon needs "Terrible, terrible damage" as one of it's quotes.
Ciaus237
Profile Joined July 2015
South Africa288 Posts
November 11 2024 18:31 GMT
#259
On November 12 2024 03:01 ejozl wrote:
Speed upg, frenzy, 25 mins cheaper, it became smaller as well, and they want it to push things away.

I guess it's not rly overtuned but it doesn't need these silly buffs, it's a perfectly fine unit.

Just make upgrades add +4 which it should've always had since lotv.


It was not a perfectly fine unit lmao. It was clunky as hell, and the "ultras into lose" transition meme did not appear out of nowhere.

Besides, it's not like Zerg is doing well anywhere below top 10 level anyway, so making the clunky stuff a bit nicer is hardly going to hurt.
The time that we kill keeps us alive
Antithesis
Profile Joined August 2010
Germany1273 Posts
November 11 2024 19:29 GMT
#260
On November 12 2024 03:31 Ciaus237 wrote:
Show nested quote +
On November 12 2024 03:01 ejozl wrote:
Speed upg, frenzy, 25 mins cheaper, it became smaller as well, and they want it to push things away.

I guess it's not rly overtuned but it doesn't need these silly buffs, it's a perfectly fine unit.

Just make upgrades add +4 which it should've always had since lotv.


It was not a perfectly fine unit lmao. It was clunky as hell, and the "ultras into lose" transition meme did not appear out of nowhere.

Besides, it's not like Zerg is doing well anywhere below top 10 level anyway, so making the clunky stuff a bit nicer is hardly going to hurt.

Exactly. Also, it must be remembered that ultras got a serious speed nerf in the present patch, so that, according to the council, they can more easily be dealt with by marines and marauders. As Artosis has rightly pointed out, this is a questionable approach, because melee units have to be faster than ranged units or else they will simply be kited to death.

Besides, it is ridiculous that one of zerg's T3 units should officially be counterable by terran's T1-1.5 units. Imagine battlecruisers being countered by ling/roach.
Mutation complete.
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