Patch 1.3 on PTR - Page 183
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Allred
United States352 Posts
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blooblooblahblah
Australia4163 Posts
EMP change is okay, but i'd much rather just see a +15 KA and a faster regen rate upgrade for HT. Altho the EMP change could help for sentries. | ||
Killcycle
United States170 Posts
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moosh
United States118 Posts
On March 12 2011 07:17 Killcycle wrote: I don't play protoss, but i'm thinking the amulet loss is kind of unfair; Ghosts have Moebius Reactor, Infestor has Pathogen Glands... I'm not seeing the logic behind the loss for the HTs. Warp in... duh | ||
ssregitoss
Turkey241 Posts
On March 12 2011 07:17 Killcycle wrote: I don't play protoss, but i'm thinking the amulet loss is kind of unfair; Ghosts have Moebius Reactor, Infestor has Pathogen Glands... I'm not seeing the logic behind the loss for the HTs. me too all these casters have their +25 upgrate and infestor spell is deadly like storm.even with this patch toss players will still own both terran and zerg with collos.in my games i use templar sometimes cause collos play bores me alot.now i will start to use more collo and it is not good for terran and zerg. | ||
NicolBolas
United States1388 Posts
In war3 you had banshee, in BW you had mind control, what's wrong with leaving neural parasite with no time limit. I don't know much about WC3, but Dark Archons required more gas to build than Infestors, were higher tech than Infestors, MC cost more than Neural Parasite in energy, and removed the shield from the DA, pretty much guaranteeing its immediate death. Though personally, the fact that Infestors are tethered to the target (so it can't go far and the Infestor can't move) means that you wouldn't get much out of infinite duration anyway. Or, to put it another way, it wouldn't help all that much. | ||
Killcycle
United States170 Posts
They shouldn't remove abilities to counter-act Protoss' technological / racial advantage. Burrowed infestors are similarly problematic or hard to deal with since they can pop up without much warning if you've no detection, and Ghosts can cloak themselves to get around. HT doesn't have anything much like that besides the warp-in advantage that all gateway units enjoy. | ||
RacingGun
Canada12 Posts
On March 12 2011 07:30 Killcycle wrote:They shouldn't remove abilities to counter-act Protoss' technological / racial advantage. Why not? If it makes the game more balanced, then they should make whatever changes are needed. I honestly don't have any comment on whether is is more balanced this way, just that if it is, then it is a good chance. | ||
tdt
United States3179 Posts
And what's up with nerfing HTs when lower tier Ghosts are born with EMP which does 100 damage instantly not 80 over a dodgeable 4 seconds, drains mana, uncloaks units, has larger range? Worst change ever and HT won't be made like carriers are not made simple as that with ready to go good units available. Blizzard is really failing to make this game dynamic. | ||
Blues
Canada33 Posts
On March 12 2011 07:17 Killcycle wrote: I don't play protoss, but i'm thinking the amulet loss is kind of unfair; Ghosts have Moebius Reactor, Infestor has Pathogen Glands... I'm not seeing the logic behind the loss for the HTs. Watch sanZenith vs. sCfOu. All sanZenith did for most of the match was warp in storms over and over. I'm not a big fan of infinite terran bio-balls, but the fact that he could just warp in and insta-storm the place seems off. | ||
HankScorpio
Canada66 Posts
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freetgy
1720 Posts
On March 12 2011 07:44 Blues wrote: I'm not a big fan of infinite terran bio-balls, but the fact that he could just warp in and insta-storm the place seems off. and what makes this different from Terran streaming Rax units permanently? if a terran sees a opening he will attack and attack and stream units until you lose. what makes this different from Zergs rallying every hatch he has onto the enemy to flood him with zerglings. There is no logic that makes a mechanic "wrong" as some like to decribe. Storms are Strong, they have to be, they are a 1-Shot after all for 150 Gas. While a Colossus costs a little more is easier to achive and also does Splash Damage but not only once. No smart protoss player will go HTs if this goes live before 4-5 Bases more Colossus play is not something SC2 needs. Also the Problem on other parts of the game isn't thought out. Protoss needs Blink/Warp-In Storms to deal with mass mutalisks, with their current speed they will never catch a moving Mutalisk ball without luck. | ||
BlasiuS
United States2405 Posts
On March 12 2011 03:20 LeCastor wrote: They reverted back the change of infesto health ! They need to do something about this unit ! In war3 you had banshee, in BW you had mind control, what's wrong with leaving neural parasite with no time limit. Zerg have already less units than the others, and two of them are nearly useless: infestors and hydras. I think reverting the health is a fair tradeoff for making the FG spell instant again. The main downside of the infestor changes were the fact that the FG was a slow projectile and easy to dodge. Now that it's instant again, I think it's now incredibly good. It really only has the shortened duration as a drawback, although since that increases it's dps, it's not even a complete drawback. btw for reference, the new FG does more dps to armored units than +3 attack roaches! I think ZvP will start to shift towards using FG on giant stalker/colossus/void ray armies (ALL of those are armored). Unfortunately I think it will also shift ZvZ even more towards roach/infestor, however the shortened duration means you will have to be more skillful in how you use your infestors in ZvZ | ||
proot
United States126 Posts
On March 12 2011 07:47 HankScorpio wrote: ...and the fact that Fou still could have won any of those games despite producing only marauders and ghosts doesn't seem off? No, because protoss is the only race in the history of SC that functions around their t3 units and uses their core units as a meat shields. That's simply race design. If SC was a game of catch up involving tiers, it would cause little diversity and boring games. Notice how every other race functions around their core units with their tier units adding support? | ||
Killcycle
United States170 Posts
On March 12 2011 07:44 Blues wrote: Watch sanZenith vs. sCfOu. All sanZenith did for most of the match was warp in storms over and over. I'm not a big fan of infinite terran bio-balls, but the fact that he could just warp in and insta-storm the place seems off. I really don't like the subtraction of abilities at all, regardless of reason. Change them, "balance" them, don't remove them completely. I feel that it limits the things we're able to do in game. (I will go watch that replay, though... later ) On March 12 2011 07:33 RacingGun wrote: Why not? If it makes the game more balanced, then they should make whatever changes are needed. I honestly don't have any comment on whether is is more balanced this way, just that if it is, then it is a good chance. Just my opinion though, I suppose if it balances the game overall then I've no room to complain. It's also possible I may just not have bad experiences like that against P, since I try to stay away from pure MMM. I usually try builds with thors, tanks, hellions or other units to augment (or replace) the marines/marauders i've built early. Guess only time will tell | ||
Cabinet Sanchez
Australia1097 Posts
On March 11 2011 07:59 da_head wrote: the ghost change doesn't justify the removal of amulet...keep trying blizz. Pretty much this, absoloutely. It can still reduce your army strength by 50% with 2 casts and a good spread (more than 50% if you have a lot of archons and or immortals) | ||
blooblooblahblah
Australia4163 Posts
On March 12 2011 07:44 Blues wrote: Watch sanZenith vs. sCfOu. All sanZenith did for most of the match was warp in storms over and over. I'm not a big fan of infinite terran bio-balls, but the fact that he could just warp in and insta-storm the place seems off. If you watch tht match, san had infinite storms and still only barely managed to hold on vs a ton of marauders. Storm just isn't tht great against marauders unless u have a lot of storms. Tht said, i don't think storm should be able to be castable upon warp-in but if u imagine tht match where u'd have to wait 30 seconds for a storm, just to be EMP'd, san would've been crushed every game. A lot of ppl don't realise tht this isn't a KA nerf but a KA removal which i think is bad. Does KA need a nerf? Yes. Should KA be removed? Absolutely not. | ||
CodECleaR
United States395 Posts
san had infinite storms and still only barely managed to hold on vs a ton of marauders sad thing is, sc let his shit stay in storms 3+ times in almost every single game. If he didn't he would have won. Go rewatch the games and think about that. | ||
Cabinet Sanchez
Australia1097 Posts
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K3Nyy
United States1961 Posts
On March 12 2011 07:44 Blues wrote: Watch sanZenith vs. sCfOu. All sanZenith did for most of the match was warp in storms over and over. I'm not a big fan of infinite terran bio-balls, but the fact that he could just warp in and insta-storm the place seems off. San had at least twice the economy every game and all sc did was stream marauders. Even with what seemed to be limitless storms, sc still made the game VERY even. Now imagine both players economy was the same or at least closer. sc would've convincely took the game away easily with just marauders, despite the storms. Do I agree with the amulet nerf? Definitely. Instant warp in storms were definitely wayyyyyyy too strong. I myself have never went storm that frequently despite being a Protoss player because I felt it was overpowered. However, it's definitely unfair that Terran can mass marines/marauders vs Protoss and Zerg and still win. It's just ridiculous Terran can win by massing tier 1 and every vT matchup is revolved around defending the bio ball. | ||
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