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On February 26 2011 22:38 cilinder007 wrote:Show nested quote +On February 26 2011 22:37 vvJustice wrote:On February 26 2011 22:34 Tiegrr wrote: Yay.. now us Protoss have to wait for our HT to get enough energy for storm.
This balances the late game how? Basically Blizaard doesn't want us reinforcing our shitty Gateway units with HT. So now when we need reinforcements during a battle we wont even think about trying to warp-in HT for they will be utterly useless as they only have feedback and the ability to morph in to a blue meat shield. We know this isn't set in stone but that doesn't mean this doesn't need discussing. Boom. you do know there is such a thing as a colossus right ? You do realize that Terran have Vikings right? And with this incoming patch, tech switching seems less viable.
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On February 26 2011 22:40 Thezzy wrote:Show nested quote +On February 26 2011 22:33 cilinder007 wrote:On February 26 2011 22:29 Lurk wrote:On February 26 2011 21:44 Cabinet Sanchez wrote:Maybe the fact your army is mostly bio T1/T1.5 when ours is T3 is part of the problem in the first place? Yes, it's part of the problem. The problem itself is that our T3 utterly sucks vs protoss. And sadly, the patch doesn't change that. Instead of fixing the problem (buffing mech vs protoss) they chose to nerf HTs (facepalm). On February 26 2011 21:44 dolpiff wrote: no arguing at all on the BC speed buff? ^^ i hope it will mean we'll get to see them mighty cattlebruisers again :D The BC speed change is nice but does not change the fact that they do shit dps (as much as 3 marines but cost as much as 14 ... lol). Maybe if they gave the bc their 8 damage per shot back we could actually use them. If storm would only do 50% damage to mechanical i'd be fine with protoss keeping their amulet. Right now, i get destroyed by storm no matter if i go bio or mech ... which is kinda depressing. what, how do you get destroyed by storm using mech, maybe mech isnt the problem in your play, mech was excelent against zealot+HT even with the amulet, now its just when terran wins a big battle and has a small force remaining he can actualy do damage with it, unlike now What Protoss would ever go Zealot+HT against Mech? The only mech unit that is decent against Protoss is a Blue Flame Hellion. Tanks die so painfully to Chargelots it isn't even funny and you need a big amount of tanks for them to be worth anything. Thors die to upgraded Colossi aswell as Chargelots, not to mention Void Rays which hurt Mech plenty and Thors even more. I'd love to go Mech against Protoss, I really would, but in its current state it is horribly bad against a wide variety of things Protoss can throw at it and then I haven't even brought up Immortals.
what's the point of this post ?? a whine post ? ...
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Anyone else think that with the KA removal they should also remove the ghost energy upgrade? (i know it's not used AS much but apparently blizz is already looking at EMP useage). Ghosts/EMP may also find it's way into TvZ with the infester change...
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i cannot believe that ppl actually believe that patch is good for protoss or at least worse for terran than for protoss. can u imagine what that HT nerf actually does to protoss when playing on those big maps that were added? you have certainly almost no chance against bigger drops, what you wanna do? warpin zealots and stalker and hope for the best for defending MMM ? ^^ have fun, nowadays the costs kinda even eachother when the toss pays attention. with that patch every drop (which is fairly easy to execute) makes the toss lose like tripple the money that the terran used. not to mention that terrans economy is slightly better anyways due to mule use. that would simply break HT's neck, better make storm cost 80 and armulet give +20 energy, so we dont need to wait 2 minutes to have 1 storm and then have a useless HT standing there
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On February 26 2011 22:42 Tiegrr wrote:Show nested quote +On February 26 2011 22:38 cilinder007 wrote:On February 26 2011 22:37 vvJustice wrote:On February 26 2011 22:34 Tiegrr wrote: Yay.. now us Protoss have to wait for our HT to get enough energy for storm.
This balances the late game how? Basically Blizaard doesn't want us reinforcing our shitty Gateway units with HT. So now when we need reinforcements during a battle we wont even think about trying to warp-in HT for they will be utterly useless as they only have feedback and the ability to morph in to a blue meat shield. We know this isn't set in stone but that doesn't mean this doesn't need discussing. Boom. you do know there is such a thing as a colossus right ? You do realize that Terran have Vikings right? And with this incoming patch, tech switching seems less viable.
so this is how you want to argue -_- ok....you do know protoss have pheonix right ?
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On February 26 2011 22:43 Farmerz wrote: i cannot believe that ppl actually believe that patch is good for protoss or at least worse for terran than for protoss. can u imagine what that HT nerf actually does to protoss when playing on those big maps that were added? you have certainly almost no chance against bigger drops, what you wanna do? warpin zealots and stalker and hope for the best for defending MMM ? ^^ have fun, nowadays the costs kinda even eachother when the toss pays attention. with that patch every drop (which is fairly easy to execute) makes the toss lose like tripple the money that the terran used. not to mention that terrans economy is slightly better anyways due to mule use. that would simply break HT's neck, better make storm cost 80 and armulet give +20 energy, so we dont need to wait 2 minutes to have 1 storm and then have a useless HT standing there
you can make pheonix to stop drops and with bigger maps they will be even more viable
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I totally disagree with some of those changes :
High Templar : nerfing HTs is a really dumb thing to do, we want to see more of them and less collossii, not the opposite.
Infestors : The health buff won't change anything, and the fungal growth change is pretty bad imo. I have no problem with the projectile, but the duration nerf is terrible. Yes, you have an higher dps, but you rarely use fungal growth to actually kill something. You use it to delay something. I really don't understand that choice, that was unneeded.
I guess the other changes are okay.
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I personally think that Stim should be changed to not allow it's damage to be healed until it ends.
Like, while stimmed Marines Max Life is actually reduced, so it can only be healed after it ends. Problem solved, IMO.
Other damage can be healed instantly, though.
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On February 26 2011 22:43 cilinder007 wrote: so this is how you want to argue -_- ok....you do know protoss have pheonix right ? Phoenix counters Vikings since when?
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- Loss counts are no longer displayed in Profile and Ladder pages for players below Master League.
holy christ, are they for real?
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On February 26 2011 22:43 Farmerz wrote: i cannot believe that ppl actually believe that patch is good for protoss or at least worse for terran than for protoss. can u imagine what that HT nerf actually does to protoss when playing on those big maps that were added? you have certainly almost no chance against bigger drops, what you wanna do? warpin zealots and stalker and hope for the best for defending MMM ? ^^ have fun, nowadays the costs kinda even eachother when the toss pays attention. with that patch every drop (which is fairly easy to execute) makes the toss lose like tripple the money that the terran used. not to mention that terrans economy is slightly better anyways due to mule use. that would simply break HT's neck, better make storm cost 80 and armulet give +20 energy, so we dont need to wait 2 minutes to have 1 storm and then have a useless HT standing there
This...
It's going to be extremely interesting to see how late game Protoss will handle drops... People have been floating around the idea of leaving units at expos to defend. This does effectively lower the numbers in the deathball...
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I don't get these changes at all, specially the HT nerf. I would much rather have seen a collosus nerf, they are such a boring unit compared to HT's, But I guess all protoss is left with now is mass collosus -.-
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Could someone tell me how the new vortex mechanic is working?
"immune to damage" I understand. But "un-targetable"? For every player or only the vortex-user? So the units are all "stunned" for 1.5 seconds? Or can they move around? Or even attack?
If the last two are "ok", then I see myself putting my own units into the vortex and running immortal speedlots into the enemy!
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On February 26 2011 22:47 Krede wrote:Show nested quote +- Loss counts are no longer displayed in Profile and Ladder pages for players below Master League. holy christ, are they for real? Afraid so, I don't know why Blizzard implemented this. It's not a huge deal but I liked being able to look at the losses of other players. I guess it just shows that Blizzard are sort of bad at making any good decisions regarding changes to the game. A few of them have been quite nice though, but largely it's quite appalling. The Shakuras one is a fine example.
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has anyone else tested the Inject notification... I cant seem to find what the fuck their talking about. I hear nothing different or see anything different on my screen?
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Catz, Axslav and Gretorp were discussing the notes and the maps yesterday, worth listening. They certainly don't agree with the majority of people on this thread.
http://www.justin.tv/rootcatz/b/280412952 (starts around 15 min mark)
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On February 26 2011 22:44 cilinder007 wrote:Show nested quote +On February 26 2011 22:43 Farmerz wrote: i cannot believe that ppl actually believe that patch is good for protoss or at least worse for terran than for protoss. can u imagine what that HT nerf actually does to protoss when playing on those big maps that were added? you have certainly almost no chance against bigger drops, what you wanna do? warpin zealots and stalker and hope for the best for defending MMM ? ^^ have fun, nowadays the costs kinda even eachother when the toss pays attention. with that patch every drop (which is fairly easy to execute) makes the toss lose like tripple the money that the terran used. not to mention that terrans economy is slightly better anyways due to mule use. that would simply break HT's neck, better make storm cost 80 and armulet give +20 energy, so we dont need to wait 2 minutes to have 1 storm and then have a useless HT standing there you can make pheonix to stop drops and with bigger maps they will be even more viable
Make Medivacs Light and then i agree. Actually it takes FOREVER to kill a medivac.
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LOL
People are so funny.
I PROMISE you this. Players will still go for HT tech, because it's still a VIABLE option. Not the best, and not as good as it used to be. But still an option.
Think about this scenario.
You have your gateway units, and your colossi death ball. But say.. .terran is there. And he's just massing up on MM and vikings. How cheap are vikings? REALLY CHEAP.
So if he knows what your composition is, he can hard counter the colo with HEAPS of vikings. Enough to snipe a few colo before your stalkers can blink (haha lol i love my own jokes).
So what do most protoss do? TECH SWITCH!
Guess what. The amulet removal doesn't stop or slow down or affect a terran's ability to mass vikings quickly AT ALL, or a zerg's ability to spawn 15 corrupters before you can say 'fuckmedead'. So those situations will still happen. And if you don't switch tech to HT... well.
Then you're going to die to hard counters very VERY very very very very very quickly.
P.S - DO you reckon someone like oGsMC is going to stop using HT because of this? No. They're just going to warp them in earlier, and use them more efficiently.
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PROTOSS Mothership Units leaving the Mothership's Vortex are now un-targetable and immune to damage for 1.5 seconds.
High Templar Khaydarin Amulet upgrade (+25 starting energy) has been removed.
This is the first time that I'm really pissed from a patch, Jesus Christ Blizzard why do you give the races techpaths, if you force em to play one of it in nearly every lategame anyway?
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On February 26 2011 22:38 cilinder007 wrote:Show nested quote +On February 26 2011 22:37 vvJustice wrote:On February 26 2011 22:34 Tiegrr wrote: Yay.. now us Protoss have to wait for our HT to get enough energy for storm.
This balances the late game how? Basically Blizaard doesn't want us reinforcing our shitty Gateway units with HT. So now when we need reinforcements during a battle we wont even think about trying to warp-in HT for they will be utterly useless as they only have feedback and the ability to morph in to a blue meat shield. We know this isn't set in stone but that doesn't mean this doesn't need discussing. Boom. you do know there is such a thing as a colossus right ?
My god you are ignorant of course I know I play toss but that's not what I'm trying to talk about kiddo. Not all protoss players want to or should go Colossus every game kid.
User was warned for this post
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