Patch 1.3 on PTR - Page 175
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Jei-
Bulgaria33 Posts
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m!DniGhT
Germany34 Posts
On March 11 2011 00:02 JoeAWESOME wrote: The patch will not come during a GSL so I'm guessing it will come out after the GSL is over. I dont think Blizzard want to interfere a tournament by changing up the balance midtourney They have done that befor so the running GSL Season ist not that much an Indicator for the Patch Timing. Maybe they learned from that older Patch during the Open GSL Season 1 (i think it was 1 dunno exactly) | ||
Tiazi
Netherlands761 Posts
On March 10 2011 09:57 Strivers wrote: Has Blizzard announced ETA for official 1.3 release? Soon. When its ready. | ||
dump
Japan514 Posts
On March 11 2011 00:49 Sir_J wrote: Actually I do believe the norm they are using is <major version/expansion>.<balance changing version>.<bug fixes and not game related changes>. That's what you'd think they'd do, but it's not what Blizz is doing. Patch 1.1.2, for example: http://www.starcraft2patch.net/Patch_Note/26.html | ||
blade55555
United States17423 Posts
On March 11 2011 00:02 JoeAWESOME wrote: The patch will not come during a GSL so I'm guessing it will come out after the GSL is over. I dont think Blizzard want to interfere a tournament by changing up the balance midtourney They have done it before wouldn't go by that at all. | ||
Heraklitus
United States553 Posts
They pulled the infestor health change and the "missile" change. But the 8 to 4 seconds is still there. http://us.battle.net/sc2/en/forum/topic/1213111662 | ||
Heraklitus
United States553 Posts
ZERG Infestor Health increased from 90 to 110. -- This change has been revoked. Fungal Growth Stun duration decreased from 8 to 4 seconds. Damage increased by +30% vs. armored units. Now fires a missle instead of being instant cast. -- This change has been revoked. | ||
weikor
Austria580 Posts
Whats Really the problem with the Archon toilet? -> units bunch up and get killed with splash Fix = Change Vortex to "displacement field" ( feel free to work with other names) Units get temporarily shifted to a different plane of existance, and return in the same positions they left. Same area of effect/ duration as vortex. I cant really speak for other imbalance issues, thats just the obvious one. But in the same way, they need to adress other issues as well. | ||
TheAura
96 Posts
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NeonFox
2373 Posts
Edit: And the missile thing was actually a cool idea, just way too slow. | ||
Kindred
Canada396 Posts
On March 11 2011 06:15 TheAura wrote: Ghost change = 100 energy drained max on EMP excluding Protoss Shield. So this applies to T and Z opponents from what I understand | ||
TheAura
96 Posts
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blade55555
United States17423 Posts
On March 11 2011 06:11 weikor wrote: I dont understand why they dont adress certain issues with obvious soloutions like Whats Really the problem with the Archon toilet? -> units bunch up and get killed with splash Fix = Change Vortex to "displacement field" ( feel free to work with other names) Units get temporarily shifted to a different plane of existance, and return in the same positions they left. Same area of effect/ duration as vortex. I cant really speak for other imbalance issues, thats just the obvious one. But in the same way, they need to adress other issues as well. Are you serious? The archon toilet was completely broken. Was retarded to watch your 200/200 army die to 4 archons while he still has 200/200 = instant loss. interesting glad to see the fungel missile go away | ||
Blasterion
China10272 Posts
On March 11 2011 06:28 TheAura wrote: well its also nice for those sentries that toss has sitting around for awhile gathering energy, if they get hit they wont be completely useless. Now i just have to use 2 EMPs xD | ||
arb
Noobville17918 Posts
On March 11 2011 06:30 blade55555 wrote: Are you serious? The archon toilet was completely broken. Was retarded to watch your 200/200 army die to 4 archons while he still has 200/200 = instant loss. interesting glad to see the fungel missile go away pretty dumb, too many people complaining i imagine "ooh durr i cant hit aim ahead or use any micro hurr" pretty stupid, should have just kept the missile change* | ||
freetgy
1720 Posts
who watched lalush vs. Sjow right now will see how great Infestor Muta will work together with the increased DPS on marines. no need for banelings 8D | ||
Heraklitus
United States553 Posts
On March 11 2011 06:37 freetgy wrote: ok this now gets a huge buff for infestors who watched lalush vs. Sjow right now will see how great Infestor Muta will work together with the increased DPS on marines. no need for banelings 8D It will be extra DPS on maurauders now too, right? Aren't they armored? (+30% dmg) | ||
freetgy
1720 Posts
On March 11 2011 06:43 Heraklitus wrote: It will be extra DPS on maurauders now too, right? Aren't they armored? (+30% dmg) sure it is, but mutalisk don't fear marauders 8P | ||
Heraklitus
United States553 Posts
On March 11 2011 06:46 freetgy wrote: sure it is, but mutalisk don't fear marauders 8P Right, I guess I'm just pointing out that infestors are going to much stronger against the infantry balls now. | ||
Happy Frog
Australia490 Posts
# Ghost * EMP now drains up to 100 energy instead of all available energy. The effect on Protoss shields remains unchanged. | ||
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