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Thread: Patch 13 notes released

  1. #81

    Default Re: Patch 13 notes released

    So when are they releasing the new patch?

  2. #82

    Default Re: StarCraft II Situation Report: Patch 13

    I'm gonna be interested to see overseers used as harassment "Drop a infested terran behind your Worker line" things.

    Ultra nerf? ULTRA NERF!?! Frenzy better be uber or ultras are gonna be even more worthless now (I mean, even if they just lower the morph/build time i'd say it was a buff)
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  3. #83

    Default Re: Patch 13 notes released

    Sometime before the 29th

  4. #84
    Alterran's Avatar Junior Member
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    Default Re: Patch 13 Zerg Changes Disappointing

    Zerg just got a patch full of tricks and stuff, they can fking break forcefields and be iimmune to slow or stun! + root + a flying spellcaster at lair that can disable worker production or some other key building like robotics...or spit out a turret like the raven, without costing a fortune in tech to make... man, we havent even started to test the new patch yet and you are already spitting out predictions on how it will be, give it a try at least first, then complain.

  5. #85
    MajinX's Avatar Junior Member
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    Default Re: Patch 13 Zerg Changes Disappointing

    i dont see any reason to complain.. zerg for extra weapons =S for the nerf of ultraliks hp (which no1 uses) so i still dont see why theres any reason to complain, its like saying the big old truck in the back of ur garage got scratched, but ur parents giving you a new engene and a paint job if u wanted it (IE new ways to use the ultralisk.)

  6. #86

    Default Re: Patch 13 Zerg Changes Disappointing

    I think the overseer buff (well spell addition) may well modify builds to make everyone always have an overseer / people watch their worker lines more carefully.

    An overseer is alot more mobile then a infestor so this makes the overseer more and more like a raven.

    infested terran does... 8 dmg, SCV has 45 hp, that is 6 attacks (about the same as a marine speed)... You'd need 6 of them to start one shotting... um.. ew... actually that may not be that good :/
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  7. #87

    Default Re: Patch 13 Zerg Changes Disappointing

    if its not a typo, a seer cant ever cast more than one i'd say thats fine.

    for worker harass, it still has that nice synergy with fungal.. only now you dont have to waste precious infestor energy to cast the IT. me likey.
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  8. #88
    TheEconomist's Avatar Lord of Economics
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    Default Re: Patch 13 Zerg Changes Disappointing

    Quote Originally Posted by Todie View Post
    if its not a typeo, a seer cant ever cast more than one i'd say thats fine.
    Joke? Infested Terrans weren't all that useful when they were 25 energy. This would damn near make it a Dark Archon or Scout in terms of lack of use.

  9. #89

    Default Re: Patch 13 notes released

    Well the "breaking news" panel is up when you go to log in, so i'd assume soon.
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  10. #90
    Hoywolf's Avatar Junior Member
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    Default Re: Patch 13 notes released

    Quote Originally Posted by GRUNT View Post
    Oh man, what cute changes to the Overseer!

    It's not a pure support spellcaster like a Science Vessel - it's still primarily used to scout out your opponent, but now it can be annoying while it does so! Not a game-changing buff, but lets the Zerg player have a little bit of fun now and again . Not sure how good Infested Terrans are going to be, though.

    The Ultralisk changes....ehhh, I'm kinda iffy about them. On one hand, it deals more damage to its arch-nemesis - the Marauder. But on the other hand, it now has an even harder time getting close enough to do that damage! Ultralisks weren't affected by the Marauder's slow to begin with.

    The trampling of Force Fields though....THAT is extremely interesting! Maybe Ultralisks will be worth getting in Hive tech JUST to deny your opponent the ability to mess up your army so easily. Very excited to see what comes out of this!

    Sadly, Frenzy is a really bad spell for the Infestor, I feel . It's too much Energy to spend for a boost to small units like the Hydralisk, Roach, or Zergling. This means that it's only really useful on the Ultralisk and Brood Lord, and even the Brood Lord isn't seen too often because games don't always get so late. As a default spell of the Infestor, I would like to see it have utility right from the get-go :[.

    Also sad that Roaches are still 2 supply! It hurts only having half the number of these guys as I could have lategame! You kinda need those extra bodies to deal with all the damage that evil Terran and Protoss balls can dish out!

    Still pretty excited for these changes though. Maybe, just maybe, Ultralisks will be better than they sound. At the very least, Overseers are now strictly better than they were before!
    Looks like my thread got moved... Cute? How does cute ability help the zerg from winning? Small effects like these arent gonna be game changing, the zerg are missing something, and it seems like blizzard isnt gonna do anything about it.

    Trying to make us use a unit we dont want to doesnt seem like a good idea... Ultralisk are rarely used, and will all these chagnes its not gonna help, zerg is having issues in T2 mid-game, and all the solutions are being put into T3... youll get stomped pretty bad before then...

    ITs pretty horrible that 2 of the most useless abilties got moved to the overseer, it is however a bit better on a flying unit, but its not gonna do much.

    Simple static defense cna keep an overseer out of your base for it to even do much harm, the effort of all the mirco might not be worth it.

    Like i said before, frenzy is not a good spell for the zerg... firstly its not original... its basically a stim but for a single unit, this does not go inline with theme of the zerg which is the swarm, what it should have been was something that added more useful temp units to the field, or a distance closing ability like dark swarm. Something that actually synergizes...

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