Patch 1.3 on PTR - Page 94
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cactuschewer
United Kingdom152 Posts
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beetlelisk
Poland2276 Posts
But damn that thing is slow though... I wonder how the speed of the projectile will change. | ||
ChrisXIV
Austria3553 Posts
On February 27 2011 01:49 doomed wrote: What?? you do realise the new fungal does exactly the same dmg to marines as it used to? and it even stuns for less time! it will be weaker against marines if anything.. How ever! it does do really nice dmg to things like marauders, stalkers and sentries now! And in ZvZ it owns up roaches... Same damage in half of the time means double the DPS...too fast for a medivac to heal, so marines go down fast(anything with low HP really). | ||
JohnQPublic
United States123 Posts
On February 27 2011 01:48 Dalguno wrote: Don't know if this has been posted, but FG is gonna be tough to use to say the least. Yeah, it's pretty embellished, but we're going to have to use the new projectile FPS style. That guy in the video fungaling was probably just bad at it. This sort of thing is really common in dota. Some spells have a 2.5 second time before they land and pros still land it 90% of the time. If it adds more skill then I'm all for it. | ||
mordk
Chile8385 Posts
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leakingpear
United Kingdom302 Posts
I honestly don't get why the PTR isn't being used to try out stuff quickly like increasing colossus build time or reducing range or lowering marine dps or improving hydra speed or blah blah blah other thousand suggested fixes that make sense given what most people find imbalanced/balanced but incredibly stale. It really boggles my mind. | ||
beetlelisk
Poland2276 Posts
On February 27 2011 01:59 mordk wrote: This whole projectile thing sounds like warcraftesque to me. And even more DotAesque. In DotA you dodge spells like this all the time, and your have to work your ass to make them land correctly. However, in DotA you only control one unit, the impact of this type of projectile can be huge, as very good microers can make them absolutely useless. Think BW Science Vessels and EMP. But that rocket is way faster. | ||
Ballistixz
United States1269 Posts
the 4 second decrease is a nerf in my eyes cuz the main point of fungal was to stop movement, not deal damage. and making it a projectile has made it insanely easy to dodge. and i dont even need to talk about the nerf to templars. this game is becoming worse and worse with each patch. | ||
Darneck
Sweden1394 Posts
On February 27 2011 01:59 leakingpear wrote: Love how blizzard never even tries fixes that make sense and are suggested by everyone under the sun and instead try to make these bizarre ones that may achieve some form of balance through some sideways logic they've concocted but only by sheer chance most of the time. I honestly don't get why the PTR isn't being used to try out stuff quickly like increasing colossus build time or reducing range or lowering marine dps or improving hydra speed or blah blah blah other thousand suggested fixes that make sense given what most people find imbalanced/balanced but incredibly stale. It really boggles my mind. They seem to want to prove that they know best and that they can come up with the solution themselves. | ||
Mafs
Canada458 Posts
Fucking terrible patch notes. They didnt even fix the biggest problem with the game currently and its collosus and the maps. Half the new maps have a larger total area of most the maps before but rush distances are just as short as steppes of war. | ||
beetlelisk
Poland2276 Posts
On February 27 2011 02:02 Ballistixz wrote: does blizzard truly know how to balance this damn game? are they serious with nerfing zerg even more? zerg is without a doubt the most underpowered and underwhelming race in this game so why did they do what they did with overseers and fungal? the 4 second decrease is a nerf in my eyes cuz the main point of fungal was to stop movement, not deal damage. and making it a projectile has made it insanely easy to dodge. and i dont even need to talk about the nerf to templars. this game is becoming worse and worse with each patch. Remember so far Fungaled air units most of the time mean dead air units. And before Fungal Zerg has lings to hold unit in one place and roaches to tank damage for those lings. | ||
Salv
Canada3083 Posts
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JustPlay
United States211 Posts
On February 27 2011 02:02 Ballistixz wrote: As a zerg player, fungal should have been redesigned. It was too extreme for SC2 before. Same deal with vortex. The new design takes it in the right direction. The problem is they didn't also redesign the other two infestor abilities, which are worthless right now. Infested Terran becomes even more worthless with the fungal change, and neural parasite is a waste of time, money, and energy.does blizzard truly know how to balance this damn game? are they serious with nerfing zerg even more? zerg is without a doubt the most underpowered and underwhelming race in this game so why did they do what they did with overseers and fungal? the 4 second decrease is a nerf in my eyes cuz the main point of fungal was to stop movement, not deal damage. and making it a projectile has made it insanely easy to dodge. and i dont even need to talk about the nerf to templars. this game is becoming worse and worse with each patch. New fungal is better in actual combat against things that aren't zealots/clumped air, and before it was super extreme against zealots. You can argue that micro countered it, which is true, but I'd trade old fungal for new one provided it can be reliably landed. In combat it is going to be so much better now. The entire unit needs a redesign. Its armor type is a great second place to start. | ||
mordk
Chile8385 Posts
On February 27 2011 02:02 Ballistixz wrote: does blizzard truly know how to balance this damn game? are they serious with nerfing zerg even more? zerg is without a doubt the most underpowered and underwhelming race in this game so why did they do what they did with overseers and fungal? the 4 second decrease is a nerf in my eyes cuz the main point of fungal was to stop movement, not deal damage. and making it a projectile has made it insanely easy to dodge. and i dont even need to talk about the nerf to templars. this game is becoming worse and worse with each patch. Think about it this way, fungal growthed marines no longer can survive a baneling while assisted by medivacs. Maybe it's role as an ability will change from delaying pushes to dealing some damage while pinning units. | ||
sleepingdog
Austria6145 Posts
They took away flux vanes and now they are taking away the amulet. This makes the game even more "easy" to play with less options. TvP, I'm sorry if this sounds harsh, is now ridiculously easy for the terran on the strategy aspect. Until now some players did opt for storm before colossi which made going vikings blindly a bit more risky. After amulet I just can't see this happening anymore, going MMM with vikings blindly will not be able to be punished as far as I can tell for now. Also even though I have no idea about ZvT, but the duration nerf of fungal...I mean, what is this even, where the hell did they get the idea that fungal needed such a nerf? | ||
Logo
United States7542 Posts
On February 27 2011 01:51 doomed wrote: It will be a different way of using fungal for sure, but I really would not use that zergs fungal timings as a benchmark... he did pretty bad. I actually like the new changes overall... very interesting, will change a lot in different match ups. I'd love the change if zerg was getting something to make up for it or really make things better. But overall it just seems like the FG changes, while abstractly good, leave zerg in a worse position than before because it's less reliable and even worse compared to mutas at holding off certain types of harass or slowing down pushes. Before seeing how slow the projectile was the FG change was kinda the silver lining in the patch changes + new maps. Now it seems like I just have to go back to waiting. | ||
Everhate
United States640 Posts
I don't know...just something to get a bit more diversity in openings, perhaps making DT open less of a crazy risk. The change to stim timing is interesting...eliminates the crazy aggressive marauder stim push, but, in the grand scheme of things, I believe will just delay the push slightly (which helps) but it will be slightly larger. Will be interested to see how that plays out. | ||
Darpa
Canada4413 Posts
On February 27 2011 02:07 Salv wrote: As a 2500 Masters Protoss whose MMR matches me against ~3300 Terrans, I am very upset with the amulet change. If you suck at EMP, then yes, storm is imbalanced, but good Terrans make attacking with HT very, very difficult. Having to charge up your HT energy is a huge, huge nerf to Protoss. You can argue, well you just have colossus, but colossus are not effective late game - they take too long to keep making them and replenishing your army. I can only hope they never, ever implement this. Colossus arent effective late game??? lol all these changes I think are fairly reasonable, it buffs protoss early game by making stim timing much later and make it so you dont have to be 5x better than your opponent to beat them if they have storm + amulet up. Although, since they did this, I am suprised they arent making emp an upgrade. That would seem to me a reasonable way to balance the situation out. | ||
mishimaBeef
Canada2259 Posts
TERRAN Marauder - New ability unlocked with factory tech - Marauder can target zerg structure in order to rush towards it and "stomp on a bitch" for massive damage (random between 1-3000) - Cooldown: 60 sec. - Range: 12 - Note: Spawning pools require 3 marauders to collectively "stomp on a bitch" otherwise there is no effect. User was warned for this post | ||
ABCSFirebird
Germany90 Posts
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