Patch 1.4 PTR Notes (updated 9/8) - Page 111
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Since this whole topic degenerated into the usual balance flamefest where every topic ends up if unmoderated it's time for it to clean up. Locking this down for a while. Any posts made after my post [page 233] not addressing the changes in this patch directly and containting flames or general balance whine will get banned for at least a week. ~Nyovne There is way too much flaming in this thread right now. Calm down before you post! (Page 271) ~iamke55 | ||
peeeky
Canada631 Posts
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Leporello
United States2845 Posts
My only worry is the infestor nerf. Not needed. | ||
Evaner
Italy94 Posts
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VTJRaen
United Kingdom238 Posts
Normally I don't hang on the PTR, and just wait to see what sticks, but this looks like it might be fun to see how Protoss feels with the Immortal change. Always been a fan of building Immortals, now could be my time! | ||
Akilleus
Sweden82 Posts
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cronaldo5909
Korea (South)15 Posts
On August 25 2011 19:16 Evilmystic wrote: +6 will be ridiculous, 2 hellions will still one shot probes 100% of time and drones if hit simultaneously. That would be like no nerf at all. should then at least reduce the research cost for pre-igniter. with the case of drones and probes, with and without igniter is 3 shots or 1 shot with 3 helions. | ||
mathemagician1986
Germany549 Posts
On August 25 2011 19:11 Artosis Mermaid wrote: Fungal change = fine. Makes it easier to read, cleaner. The barracks time reduction was sorely needed, as Terran early game pressure is just way too easy and not at all hard to transition out of, not to mention the obvious power of Terran all-ins. I'm not sure why blue flame hellions were suddenly an issue, people figured they'd be the new reaper quite a while back. Immortal changes and blink stalker changes are whatever. It's gonna be slightly weird remembering new immortal range, and blink timings will be slightly more relaxed. The Ultralisk buff is like making Terran Building Armor faster. Still ultimately useless. I'm happy for some HSM and potential Warp Prisms, but Ultras need more love. i think the ultra buf is very useful. a big problem with ultras was that after trading your army for half a P's army, if you remax on ultras, the P just rolled you while single ultras kept trickling in, because they took so damn long to build. Faster build time makes remaxing on ultras much more viable. I agree though, their AI still sucks | ||
Cosmos
Belgium1077 Posts
Rest is all good, seek missile change won't change anything tho. | ||
Zaros
United Kingdom3692 Posts
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Shield
Bulgaria4824 Posts
- Attack range increased from 5 to 6. Barracks - Build time increased from 60 to 65. So that does this mean immortals will be better against 1/1/1 now, and also 1/1/1 will come 5 sec later? Warp Prism - Shields increased from 40 to 100. Lots of protosses, including me, have asked about this. Nice. Btw, why blink got nerfed? I don't think it's imbalanced. | ||
MIKster
Germany333 Posts
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Hassybaby
United Kingdom10823 Posts
On August 25 2011 19:16 Evilmystic wrote: +6 will be ridiculous, 2 hellions will still one shot probes 100% of time and drones if hit simultaneously. That would be like no nerf at all. Weirdly, the +6 is actually a good idea. Getting +1 armor vs T is generally a good idea for your bio/ground, so before that upgrade goes off you can stil l2-shot. But once you get it, it reverts to 3 shots Interesting idea | ||
billybiber
1 Post
On August 25 2011 19:22 Zaros wrote: Does anyone know wht the -1 range up cliffs actually does? Does it prevent warping past a forcefield on a ramp? i really hope so. it willl be easier in pvp to stop an aggressive 4gate push | ||
Bondator
Finland120 Posts
But for the most part I like what I'm seeing. Still, I would love to see some official explanations to why specifically these changes were made. There were some last time too, so I'm hopeful. | ||
Cosmos
Belgium1077 Posts
On August 25 2011 19:24 billybiber wrote: i really hope so. it willl be easier in pvp to stop an aggressive 4gate push I think it means the opposite, it means that the unit on top of the ramp will have less vision (not sure obv) | ||
Vorenius
Denmark1979 Posts
On August 25 2011 18:34 Cosmos wrote: Barracks build time is SUCH A JOKE... -Xel'naga cavern -pylon on lwoground -double gate on highground -profit. Wall off that shit and laugh your ass off | ||
arbitrageur
Australia1202 Posts
Good find to shut the idiots up. | ||
B.I.G.
3251 Posts
On August 25 2011 10:18 iamke55 wrote: The Mothership’s Cloaking Field no longer cloaks all units instantaneously, but rather adds units to the cloak field over time (maximum of 25 per second). This should alleviate “Mothership Lag” issue when a Mothership comes online. lol genius solution! I'm sad that there's no 1/1/1 nerf though. yeah and the -1 vision up a ramp doesn't help scouting stuff like that either :-/.. Im curious about what prompted them to make that change.. | ||
Zaros
United Kingdom3692 Posts
On August 25 2011 19:25 Cosmos wrote: I think it means the opposite, it means that the unit on top of the ramp will have less vision (not sure obv) it says -1 range UP the ramp so i dont think its units ontop of the ramp. | ||
Andre
Slovenia3515 Posts
I just don't understand the nerf to contaminate...? Maybe blizzard is seeing something, because we haven't really seen many contaminate centered strategies(zenio is an exception, but that is counterable). | ||
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