This PTR seems decent I guess. I just wish they will make infested marines a little weaker but increase their duration a little bit more. Warp Prisms cant seem to die now so I will expect it to be seen a lot more. And last but not least, the chance of a long TvT battle should be lessen since HSM actually outruns vikings now.
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Early game loss = Cheese
Mid game Loss = All in
Late game Loss = Imbalance
Nerfing NP to 7 range sounds so ridiculous it's almost funny. Did any of the Blizzard guys even try NP-ing a massive unit at 7 range in a practical situation? The amount of idiocy it took to implement this is blowing my mind.
EDIT: Looks like there wont be baneling drops after 1.4 either. Fungal's dps got nerfed. No more NP. Sounds like Protoss can go back to deathball mode safely again.
It should NOT be easy to mindcontrol half of someones army. It is a powerful spell and their should be some degree of difficulty associated with it.
I think the ease of spell casting in SC2 has made players lazy.
Nerfing NP to 7 range sounds so ridiculous it's almost funny. Did any of the Blizzard guys even try NP-ing a massive unit at 7 range in a practical situation? The amount of idiocy it took to implement this is blowing my mind.
EDIT: Looks like there wont be baneling drops after 1.4 either. Fungal's dps got nerfed. No more NP. Sounds like Protoss can go back to deathball mode safely again.
Nerfing the neural range to 7 is to address the whining of ZvT where mass thors are a viable strat once again. It is not to address the fact you can neural every single one toss's collossus haha
Btw the drop change only effects MMA style Terrans who queue multi drops before engaging. Now they either have to scan first or improve their multitasking to execute the drop after the medivac has arrived.
No, this wont affect this at all - MMA style terrans dont drop into dense areas, they drop behind mineral lines etc . . . this will still work unfortunately
I don't fully understand the reasons behind nerfing NP so hard?
Zerg is very overpowered, that's why.
Quote:
Originally Posted by pikk0n
News just in!!!!
Queen's inject larva now takes 50 energy. So the queen spawns with 50 energy but energy regeneration rate remains the same. ;D
Please tell me this is true! The biggest problem with zerg is overpowered macro, and the thing is larva inject. In my view it only needs to give 2 or maybe 3 larva - 5 is far too many!
If Blizzard finally decided to address the overpowered nature of zerg and not just tweak a few units, that would be good.
I had to make the ;D in case I stir up a major shitstorm. Nope, blizz isn't doing that. I'm just trolling but I can only imagine the reaction from zerg players if blizz decides to trial that right after messing with neural. TL will be completely bombarded with messages. Half supporting it because of zerg's remacroing ability while the other half just ripping the &*^& out of blizz. I really want to see IdrA's reaction to such a change.
It should NOT be easy to mindcontrol half of someones army. It is a powerful spell and their should be some degree of difficulty associated with it.
I think the ease of spell casting in SC2 has made players lazy.
I think it has been nerfed to the point it's not viable at all anymore. Just picture an infestor neural-ing a Colossus at 7 range. If you do it right you can totally see Blizzard's trollface there.
Totally agree with 2nd point. Smart casting totally wrecked the difficulty of Starcraft. It's now just about getting as 10-year-old friendly as CoD has become.
Quote:
Nerfing the neural range to 7 is to address the whining of ZvT where mass thors are a viable strat once again. It is not to address the fact you can neural every single one toss's collossus haha
That's what I thought. So Blizzard decided that fixing a seemingly broken ZvP is more important than messing up the other matchup(?). NP-ing tanks and immortals aren't going to be even possible anymore either if you really think about it. 7range is also still within the attack range of Thors and Thors can 2shot an infestor too. One shot from a few hellions(which usually accompany in a mass Thors timing) allows Thors to 1shot infestors as well.
Guys, one of the main reason this forum is good is that nobody whines about balance. Let's just keep it like that and don't transform this thread into one of Battle Net forum classic rubbish.
It's more interesting to know your opinions about what it's going to change in strategies than how it will be easier or more difficult overall for this race or that one.
My opinion is that Bunker rushs will be less effective and use of Infestors as unique do-it-all unit won't be as effective too (let's say Destiny style). That change tries to make it a support unit anew.
I think it has been nerfed to the point it's not viable at all anymore. Just picture an infestor neural-ing a Colossus at 7 range. If you do it right you can totally see Blizzard's trollface there.
I imagine it being used in situations where the infestors are specifically dropped, burrowed or flank into battle. It will be a very hard-to-execute move which will pay huge dividends for such a small resource allocation in a few infestors. It definitely won't be able to be executed en-masse by a player with shabby micro.
We are seeing what in my eyes is NP being turned into a niche, support ability. In my eyes this is where it belongs.
I think this range decrease means it still has the potential to be used brilliantly to turn around huge battles. But no longer can it be relied on as a hard-counter to collossus and mech.
I'm happy to see a unit that is extremely easy to reach on the tech tree (tier 2, low build time for the pit, reasonably low upgrade time on neural) get one of its extremely powerful abilities nerfed to the point where it doesn't have such a ridiculous amount of utility.
I look forward to Destiny being forced to upgrade his mechanics and gameplay a little or drop down. To be honest though, fungal and infested terrans will still be insanely good spells
Could someone post some screenshots of the new post-game score screen? (I didn't know they were actually changing this, I was only aware of the change they made where you can click on your league from the multi-player tab).
Mostly a great patch, my only gripe is with the barracks change - it's pretty poor but oh well. Looking forward to this
any chance we can get a copy of the patch notes on here was it basically the same as previous just with the change to Infestors?
Yeah it's the same thing, the only addition is the infestor change to np.
Here is the new score screen, this one doesnt show the leagues, but next to the player team numbers, there will be the league emblems. So you dont have to go view profile->Leagues and ladders once a game is over to see how good your opponent is ...I will probably still do it to see his win/loss streak .
It was only introduced as a bug in PTR so if it was fixed, the patch wouldn't say anything... It's also proven to only be a change in highly unrealistic situations.
[QUOTE=Daboo;35573]Yeah it's the same thing, the only addition is the infestor change to np.
Here is the new score screen, this one doesnt show the leagues, but next to the player team numbers, there will be the league emblems. So you dont have to go view profile->Leagues and ladders once a game is over to see how good your opponent is ...I will probably still do it to see his win/loss streak .
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