Re: StarCraft II 0.8.0.14593 Patch Notes
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its funny how they did basically no nerfs to the strongest race (zerg) and nerfed Protoss again (the weakest race atm)..
That Roach Nerf is far more of a nerf than the meaningless "Dark Templar are less useful than when they were useless." nerf.
Not to mention that Viking buffs are global Zerg nerfs in ZvT. Now Vikings are cheaper than Mutalisks (ie: the Zerg flying unit most capable of dealing with them); they're still double-pumpable, so it's open season on Overlords.
Between that and the Stalker buff, there is zero reason to use Mutalisks now. Thanks, Blizzard. Because what I wanted was less reason to use cool units.
Re: StarCraft II 0.8.0.14593 Patch Notes
Thor rush definitely not viable in TvP with good players. Good players get a lot of Immortals.
Re: StarCraft II 0.8.0.14593 Patch Notes
BTW Protoss isn't the weakest race. Terran is.
Re: StarCraft II 0.8.0.14593 Patch Notes
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Originally Posted by
DemolitionSquid
Thor rush definitely not viable in TvP with good players. Good players get a lot of Immortals.
In any case, I don't just wanna rush the other guy all the time (which I could just do with 2 proxy rax: scv+ marine rush (that's where the winning 10% is)). I want to play seriously too.
Re: StarCraft II 0.8.0.14593 Patch Notes
Seems like they nerfed Terran due to the complaints about this so called 'OP' cheese strat of making 2 barracks, making 10 marines, and then rushing with all your SCVs.
Re: StarCraft II 0.8.0.14593 Patch Notes
I like the changes to the stalker and baneling, make them more valuable and less rock-paper-scissors esc.
What surprised me was the change to the scv. I guess the line-backer scv technique was too powerful and had to go. 15 hp seems like a bit much though, I wouldve tried 10 first.
The rest of the changes were somewhat expected and normal to me.
Re: StarCraft II 0.8.0.14593 Patch Notes
it was overpowered man..
and I will still use mutas everygame in ZvP, assuming it gets past my ling/roach timing attack in first 5 mins. Mutas arent meant to completely dominate everything heads up like they did, they are suppose to be harassing units.
The way Mutas function in SC1, they are weak and fragile but so mobile that you just distract the opponent the whole time while you take more bases/mass up a real army. That is exactly how I use them in SC2, and I think their main purpose.
Re: StarCraft II 0.8.0.14593 Patch Notes
I'm not too happy or upset about most of these changes.
Except for the roach. Bad Blizzard! Nerf hp, not regen! *Sigh*
But I'm glad they're making lots of changes. These patches are still smaller than the Warcraft III: Reign of Chaos beta patches were. I'll try to find some sources and link/post here on the WC III beta patches.
Re: StarCraft II 0.8.0.14593 Patch Notes
Now that I think about it, I'm pretty upset over the Roach change, actually.
What they did was take a unit that was incredibly A+click friendly and gave players even less incentive to micro them. Had they reduced HP, as Kim says, they'd have had the same effect but with the requirement of some micro.
Re: StarCraft II 0.8.0.14593 Patch Notes
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Originally Posted by
Crazy_Jonny
What surprised me was the change to the scv. I guess the line-backer scv technique was too powerful and had to go. 15 hp seems like a bit much though, I wouldve tried 10 first.
You can't really make this, you have to go to the extreme immediately so you see what is the balance bracket. If 60 was too strong and 45 is too weak you are settled. If you down to 55 or 50 you down really know, yeah you'll figure out the next patch but it is faster this way.
Coarse balance first, fine tuning after.