Patch 1.4 PTR Notes (updated 9/8) - Page 116
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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 | ||
Gladiator6
Sweden7024 Posts
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sopas
509 Posts
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DunD
Australia9 Posts
On August 25 2011 20:00 OnlineHero wrote: Not sure what to think of the zerg changes. I feel like the infestor is the only great unit that zerg has, the only unit that your opponent should be scared of. Fungal was changed from primarily being a root kind of spell to being more of a damage spell, but now the damage is nerfed but the root time is not increased. I don't know, time will tell. THIS. infestor is only good unit zerg has atm, and i don't see games of pros getting rolled by them regularly unlike 11/11 etc. i hope they don't actually put this in patch or add in some other big buff, maybe hydras because atm they are retarded. | ||
whereismymind
United Kingdom717 Posts
On August 25 2011 20:04 arbitrageur wrote: B) Some progamers have said that they can hold just fine. Axslav, Huk, Tyler. I really don't need you to lie what someone "said" and to write names of some Protoss players, because we had live evidence at IEM Global Challenge in Cologne, that proper Protoss cannot hold proper Terran's 1/1/1. | ||
TheSilverfox
Sweden1928 Posts
Unit vision up ramps has been reduced by 1. - This is a change that will probably affect the use of Siege Tanks and containments. It will not change a lot but it's a small change making this stuff to some extend less effective. Immortal - Attack range increased from 5 to 6. This is a change that is basically done because of the popular 1/1/1 build and making the Immortals slightly more effective against Sige Tanks. The other reason is for PvP where the Immortal now have the exact same range as Stalkers. This will make Immortals better and also when you have Stalkers+Immortals in the samegroup they will arc and target the the same. Mothership - Acceleration increased from 0.3 to 1.375. A small change that allows the Mothership to escape from battles a little bit easier. Not a major change but rather a small buff to a unit that's not used that often. Stalker - Blink research time increased from 110 to 140. Probably a change made for PvP matchups. Blizzard has stated that they want to improve the PvP matchup and this is done because of this to make Robo openings more viable against Blink Stalker openings. Warp Prism - Shields increased from 40 to 100. A buff that will increase the harass options for Protoss especially against Terran. Protoss harass options before have been mostly limited to the DT but now that Warp Prisms are more stable it will increase the use of them, especially against Terran. Barracks - Build time increased from 60 to 65. Not a major change but making the 2Rax aggression with bunkers against zerg less effective. Hellion - Infernal Pre-Igniter damage upgrade decreased from 10 to 5. Blizzard probably thinks that the fast Infernal Pre-Igniter upgrade was too strong early game where a Hellion could 2-shot a mineral line. To 2-shot against probes/drones it will now require a +1 Vehicle upgrade. This requires an Armory so it will only be viable more mid- lategame. Raven - Seeker missile movement speed increased from 2.5 to 2.953. This is a Raven buff in TvT. In TvP and TvZ the seeker missile speed will not affect it too much. Mutas and Phoenix can still dodge seeker missiles. Corruptors can also still dodge seeker missiles because they have the speed of 2.9531. The big difference here is the Sky battle with vikings. Vikings with 2.75 speed can no longer dodge seeker missiles. Infestor - Fungal Growth damage changed from 36 (+30% armored) to 30 (40 vs Armored). A small change to the Infestor and probably Blizzard thought they were a bit too powerful. The changes here in the different matchups are for Marauders. Marauder - It will now take 4 fungals to kill Marauder (3 before) Overseer - Morph cost decreased from 50/100 to 50/50. To make scouting with Overseers more cost effective as well as detection. Overseer - Contaminate energy cost increased from 75 to 125. I have no idea why Blizzard made this change. I have never seen a player complain about contaminate. Maybe with the cost change they think it will be too powerful early game with contaminate of Tech Labs & Twiligt Council? Ultralisk - Build time decreased from 70 to 55. Buff for zerg late-game. Zerg is the race that gets maxed the fastest and often zergs have a lot of supply. When engaging with an army and then replace the lost supply with stronger Ultralisks have before taken a lot of time. Now the decrease will make the zerg replenish their supply with stronger ground units a bit easier. Attack upgrades are now retained by units controlled by Neural Parasite. Even though they say it's not a balance change it really is. Neural upgraded Siege Tanks & Colossus will be so much more effective against marines and zealots. Fixed an issue where Drone attacks could be more easily dodged than SCV or Probes. A bug but is also change that will make drones against fast bunker/marine rush slightly more easy to hold off. | ||
Mehukannu
Finland421 Posts
What do you guys think? | ||
Bagi
Germany6799 Posts
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arbitrageur
Australia1202 Posts
On August 25 2011 20:08 whereismymind wrote: I really don't need you to lie what someone "said" and to write names of some Protoss players, because we had live evidence at IEM Global Challenge in Cologne, that proper Protoss cannot hold proper Terran's 1/1/1. Yeah nice argument. You're quite intelligent. Losira keeps dying to 2 rax. I guess that's evidence against LiquidRet's position that you can hold fine whilst going hatch first. Jesus Christ. Q.E.D. | ||
IVN
534 Posts
On August 25 2011 11:02 justinpal wrote: It will be if the change makes it more effective..................right? No it wont. 2gt was never really popular against terran, and a measly 5 sec increas of the rax build time will not change that. | ||
MorroW
Sweden3522 Posts
sure all of these things were possible to stop but i think they might have been alittle too strong. hunter seeker missle is good that it migtht get used before late late game but its still really fucking strong in late game (look at tvt lategame for example where both masses raven :D) mothership change, hmmm still want them to remove this silly unit it doesnt belong in sc2 warp prism change, not much to say, it just survives longer which is good i think ultralisk change, very good and needed imo. i think we will be seeing much more ultralisk play after this :p theres some funyn timings when u build ultras and they always seem to come a few seconds too late and u lose ur expand or 2. aswell when u die with ur 200food and rebuild ultras they always seem to come abit too late fungal change is good aswell. they didnt nerf it too little or too much. hope this makes ling,muta bane more possible in zvz whichout beeing concidered coinflipping^^ its gonna go back more to its original plan, which was to lock down the units and make them die abit faster, and not anymore have a zerg army to tank and fungal to kill everything lol overseer is more easily accesible when lair is done but contaminate is alot more strict and harder to get as u have to wait 50 more energy to afford it plus u cant make 2 contaminates with full energy. so i think its good for the overseer overall as a scout but im afraid contaminate is even worse to use now blink change, hmmm doesnt change too much except tosses has to refine their builds abit more on the chronoboosts i guess. not sure if i like this change but maybe it was needed since they nerfed fungal ~ so usually every patch makes me think of obvious new imbalances or problems. but this time around but think time it just amplifies some problems that already exist. for example mass raven in tvt or mech in tvp being too weak | ||
dani`
Netherlands2402 Posts
Sentry Guardian Shield now correctly reduces damage from Hellion, Void ray, and Colossus attacks as well as the Siege Tank’s sieged attack. So uhm, Guardian Shield never worked against Sieged Tanks!? SAY WHAT BLIZZARD!? Anyway, amazing patch. I love the Warp Prism shield buff. | ||
Allscorpion
United Kingdom319 Posts
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Numy
South Africa35471 Posts
On August 25 2011 20:08 TheSilverfox wrote: IUnit vision up ramps has been reduced by 1. - This is a change that will probably affect the use of Siege Tanks and containments. It will not change a lot but it's a small change making this stuff to some extend less effective. Siege tank contains almost always have some kind of flying unit or use scans till there's some vision spotter. Don't see how this change will effect them at all. Seems more geared towards FF and blink stalkers | ||
IVN
534 Posts
On August 25 2011 11:02 Ravnemesteren wrote: The protoss buffs are cool. Especially the warp prism buff. I am not so sure about the terran nerfs, but the severity of blueflame could have been too much. But the zerg changes are idiotic for the most part. Decreasing build time of the most useless t3 unit in the game... the build time is not the problem. Damn you blizzard for thinking it will change anything. And then making the overseer cheaper is okay I guess, but then increasing the energy cost of the only viable spell it has by that much? And nerfing the infestor... way to give in to whining. It is totally counterable by all races. Actually carriers are far more useless. And I would be happy, if they shaved like 30% off of carrier build time. | ||
Gravity3
Bulgaria17 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. Amazing analysis sir, but i'm not sure Warp Prisms were necessarily bad before.They just force the P to use them.HSM was really bad beforehand and it looks like it'll be the new Irradiate. | ||
Ganseng
Russian Federation473 Posts
does immortal+phoenix sound crazy to you? (2 robo/1 stargate ratio) immortals kill basically everything on the ground supply-wise, and phoenixes neutrolize most of the air-to-ground dangers (mutas, banshees, voidrays). and they aid immortals well against light enemies (esp. zealots)... just a thought... | ||
tdt
United States3179 Posts
On August 25 2011 20:00 OnlineHero wrote: I like most of the balance changes. The protoss changes look really nice, and the BFH nerf was justified I feel. No matter your defences they could run in there in a suicide mission and wipe out every worker before they died. Not sure what to think of the zerg changes. I feel like the infestor is the only great unit that zerg has, the only unit that your opponent should be scared of. Fungal was changed from primarily being a root kind of spell to being more of a damage spell, but now the damage is nerfed but the root time is not increased. I don't know, time will tell. Build time decrease of ultras won't make them less terrible and the overseer changes are not needed imo. All in all, I like the changes. Why would you want a root time increase? That's a nerf. Less DPS. | ||
EternalSC
Sweden313 Posts
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AnxiousHippo
Australia1451 Posts
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Liudo
United Kingdom344 Posts
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