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| Patch 1.3.3 on the PTR; discuss | |
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| Tweet Topic Started: Apr 26 2011, 07:26 AM (548 Views) | |
| sTsSomoner | Apr 26 2011, 07:26 AM Post #1 |
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Original Post Balance PROTOSS Archons are now a massive unit. Pylon power radius has been decreased from 7.5 to 6.5. Cybernetics Core Research Warp Gate time increased from 140 to 180. Gateway Sentry train time decreased from 42 to 37. Stalker train time decreased from 42 to 37. Zealot train time decreased from 38 to 33. Warp Gate unit train times remain unchanged. TERRAN Ghost Cost changed from 150/150 to 200/100. Salvage resource return reduced from 100% to 75%. ZERG Spore Crawler Root time decreased from 12 to 6. Bug Fixes Fixed a bug where Ghosts could not quickly EMP the same location. Fixed a bug where players were still able to stack flying units on top of each other. ----------------------------------------------------------------------------------------------- So... lots of interesting stuff in here, i like the changes to the gateways, mostly because it means 4gate comes later (although i see it dieing out soon anyway). I'm curious to see how the reduced gateways build times changes the PvZ matchup... hatch first may not be as viable vs. protoss anymore now that stalkers/sentries build fast than zealots used to. Also... i feel like the pylon radius change is pretty random.... as for the not Protoss stuff, the ghost cost change feels like a buff due to the fact that mules spike terran minerals so much, so the gas cost was really the only deciding factor in how many ghost to make. Also, i'm glad bunkers are no longer free, i feel like that's been needing to change for a long time... I also really like the spore crawler change (note that it's ONLY for SPORE crawlers), however, it makes it much easier for zerg to defend early game air now i think, especially banshees Anyway, discuss- |
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| sTsVivaldi | Apr 26 2011, 08:46 AM Post #2 |
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Team Member
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This is all useless! Where's the damn forcefiled nerf i have been asking for soo long! It's amazing how Protoss can take Zerg armies twice its size and crush them because of forcefileds. Burrow helps but not when you need hydras to deal with stalkers. |
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| sTsCaz | Apr 26 2011, 10:44 AM Post #3 |
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I really don't think all the people QQing about force fields really understand how vital it is to protoss survival. I don't get why, even though it's still the EXACT same spell it was from day 1, people all of a sudden jump on the nerf wagon after that MC series. I haven't heard any ideas on how to change it that won't make the spell completely useless i guess, so maybe if someone had a rational idea for it rather than all the rash and senseless ideas that I've read on forums that would break protoss early game I could understand a change. Onto what actually IS in the patch, its going to completely change pvp, and generally change a lot of things in the protoss early game which is pretty exciting. I think every change that is to be made makes sense, aside from maybe the ghost because i dont really see why they need to be cheaper, but not a big deal. Bunker thing has been a long time coming, as has Archons being massive. |
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| sTsHobokinzz | Apr 26 2011, 12:50 PM Post #4 |
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AceMcKillYoFace
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HOW DARE YOU BET ME TO POSTING THE NOTES. Anyway, Spore caller root time decrease seems silly. I must say, of all the things wrong with Zerg the spore crawler root time is a weird place to start. ALSO: Salvage resource return reduced from 100% to 75%. IS A GOOD START. |
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| striker | Apr 26 2011, 03:26 PM Post #5 |
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ya i like the archon change but not rly sure y the pylon nerf |
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| sTsHobokinzz | Apr 26 2011, 03:38 PM Post #6 |
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AceMcKillYoFace
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Pylon nerf is probably to try to nerff 4 gate or cannon rushes or something weird like that. |
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| sTs_Vash | Apr 26 2011, 04:15 PM Post #7 |
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The protoss didnt even get nerfed haha...just a delayed 4gate and thats it |
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| gameboii | Apr 26 2011, 04:24 PM Post #8 |
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its not a 4 gate if its delayed. i dont care what they do to P, as long as it makes PvP less stupid. |
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| sTsLoftra | Apr 26 2011, 04:50 PM Post #9 |
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Clan Leader/GrandMaster of Strategy
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Overall its not a bad change i liek the pylon nerf, so its less dog now , as a terran salvage is kool but it was never fair to the other races that 100% comeback is available, good to be nerfed there. |
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| sTsSomoner | Apr 26 2011, 08:27 PM Post #10 |
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after having thought about the pylon nerf, i believe i've come up with a somewhat acceptable answer as to blizzards thinking. I think they nerfed the size of the pylon power field to make protoss trying to build one near a ramp have to put it CLOSER to the ramp. There were many situations where a pylon was placed far enough away that only 1 stalker/no marines could hit it from the high ground, yet it was still in range to warp zealots in on the high ground. After thinking about it, it makes a lot of sense when you think about it this way. It is much hard for protoss to warp in past FF's/wall-in's now because they HAVE to build the pylon within shooting range. Anyway, this is of course, just my thoughts. I agree with caz that the changes to Warp gate are very exciting for the PvP match up. It may be that it can move past 1base play on each side. Also, i agree with Caz that FF's have been the same since day 1, and only after the MC series did people really start complaining about them... But that's not part of the patch, so any posts dealing with protoss FF's will from here on be deleted/edited. |
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1:19 AM Jul 11