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StarCraft II Beta - Patch 5 (version 0.7.0.14356)
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StarCraft II Beta – Patch 5 (version 0.7.0.14356)
The latest patch notes can always be found on the StarCraft II Beta General Discussion forum.
Balance Changes
PROTOSS
Cybernetics Core
Warp Gate research time increased from 60 seconds to 140 seconds.
ZERG
Hatchery/Lair/Hive
Burrow research time increased from 50 seconds to 100 seconds.
Burrow research cost increased from 50 Minerals and 50 Vespene Gas to 100 Minerals and 100 Vespene Gas.
Nydus Network
Nydus Worm build time increased from 10 seconds to 20 seconds.
Hydralisk
The delay between attacks has been increased from 0.75 seconds to 0.83 seconds.
Infestor
Neural Parasite has been redesigned:
The limited duration of 10 seconds has been removed.
Can no longer target air units.
Cast range decreased from 9 to 7.
Burrowed Infestor move speed decreased from 1.5 to 1.
Infestor life decreased from 120 to 90.
Infestors that are burrowed now have the same threat level as above-ground units for the purposes of automatically acquiring targets.
Bug Fixes
Fixed an issue with High graphics settings that could cause particles not to render.
Havoc
03-18-2010, 07:07 PM
Some of the Nerfs I can understand, but did they need to weaken Infestors?
Hazelroo
03-18-2010, 07:08 PM
all positives imo
Crazyterran
03-18-2010, 07:09 PM
Hah! Zerg Nerfs! Good times all around!
Namhcir
03-18-2010, 07:10 PM
Some of the Nerfs I can understand, but did they need to weaken Infestors?
yes... the burrow speed especially was ridiculous and so was taking control of air units
Poolatka
03-18-2010, 07:11 PM
not official yet.... not up on forum!
(at school so i can't load sc2 and check patch notes.... this new data is frying my brain and i need confirmation!)
Krabpeople
03-18-2010, 07:12 PM
Burrow research time increased from 50 seconds to 100 seconds.
Burrow research cost increased from 50 Minerals and 50 Vespene Gas to 100 Minerals and 100 Vespene Gas.
What the hell man.
Armleg
03-18-2010, 07:13 PM
The Zerg nerfs just encourage more roaches.... I don't understand it.
Cyberpitz
03-18-2010, 07:14 PM
I approve of these changes.
Hamshank
03-18-2010, 07:15 PM
Looks like this will encourage more mutas and roaches.
yeah, we think the same armleg, lol
Dustin
03-18-2010, 07:16 PM
Why the *@** would they nerf zerg like that! Horrible patch.
Hazelroo
03-18-2010, 07:17 PM
The Zerg nerfs just encourage more roaches.... I don't understand it.
we'll see.. for some reason blizz really doesn't want to change roaches;
to burrow roaches do you need hatch burrow and warren burrow?
Thewcloner
03-18-2010, 07:18 PM
u only research the ability to move udnerground while burrowed at the roach building. u sitll have to research regular burrow at the lair
You only need *lair* burrow to burrow. You need the warren upgrade to move while burrowed. The nerf to burrow is to add cost to & delay release of burrow so zerg can't use it to super regen roaches quite as early on.
I guess zerg play was just too diverse and interesting? lol...
And hurray, another toss nerf... really fair... I guess it's not too bed though, and it might change the dynamic of the proxy pylon a bit more, so we'll see...
And i guess blizzard thinks terran are fine? >.>; Marauders aren't OP, eh?
Ugotowned
03-18-2010, 07:21 PM
Why did blizzard waste time on typing these patch notes? They clearly could have summed it up with: Terran are now the strongest race by far.
Namhcir
03-18-2010, 07:22 PM
I guess zerg play was just too diverse and interesting? lol...
And hurray, another toss nerf... really fair... I guess it's not too bed though, and it might change the dynamic of the proxy pylon a bit more, so we'll see...
And i guess blizzard thinks terran are fine? >.>; Marauders aren't OP, eh?
blizz said terran is the weakest race, so maybe instead of buffing em more to more qq they are bringing zerg down a notch?
tvz was incredibly broken in favor of Z and TvP depends alot on what map u get matched on...
Thats really the issue for terran right now, its nearly impossible to win on certain maps and i've been complaining about it forever with friends that i practice with -.-
Captinhammer
03-18-2010, 07:23 PM
Looks like this will encourage more mutas and roaches.
No kidding... that's ... really strange. Like, no protoss AA buffs, no mothership buffs. The warp gate nerf makes sense, and I "guess" the burrow nerf makes sense... I didn't really think infestors were that much of a problem. Why nerf them but not roaches or mutas?
I approve of the nydus worm nerf.
This patch dissapointed me but I guess I don't play zerg so I can't complain. Still, a little odd in my opinion.
Namhcir
03-18-2010, 07:24 PM
No kidding... that's ... really strange. Like, no protoss AA buffs, no mothership buffs. The warp gate nerf makes sense, and I "guess" the burrow nerf makes sense... I didn't really think infestors were that much of a problem. Why nerf them but not roaches or mutas?
This patch dissapointed me but I guess I don't play zerg so I can't complain. Still, a little odd in my opinion.
you'll probably see small changes each patch to address certain units... theres a lot of things they said they are working on that weren't in this patch.. they said they were redesigning certain maps because terran sucks on them but we don't see that... yet ;p
Shiladie
03-18-2010, 07:25 PM
I don't understand the infestor nerfs at all, why no air units?
This was how zerg was able to survive once ravens got onto the field...
I am very curious about this no duration thing though, what happens if you run the unit out of range of the infestor now? Does this mean you can keep the collosi you neural parasite when the toss attacks you, running them in and harassing the protoss while the infestor sits in your base channeling?
Hydra nerf will make going ground vs protoss even less viable, as well as forcing zvz more into the rut of pure roaches
Burrow cost and time increase will take away the need for other races to have any fear of needing detection vs zerg in any kind of rushed time-frame, as they will have an extra minute before it will come up.
Overall I see this as blizzard telling zergs to stop being creative and to stick with boring ass roach/muta builds...
Refraxion
03-18-2010, 07:26 PM
I like the patch. Now lets hope PvP isn't as stupid as before.
Cygnus
03-18-2010, 07:27 PM
lol it really sucks when you play random and everything gets nerfed
Greymason
03-18-2010, 07:28 PM
The increased time on burrow isn't a huge deal since it was a lot shorter than the movement while burrowed anyway. The extra cost probably isn't a huge deal in the grand scheme either.
The infestor one is interesting in that there is no time limit cap which is good, just easier to kill. Will have to see how that plays out.
I'd rather have the 20 seconds for canal than needing creep as a lot of folks proposed, but it does seem too much now. I can still use it between my expansions without an issue, but for offensive uses I now really need to divert the enemy to another part of the map first and they can't leave even 2-3 T1 units back or it'll be dead before spawing I'm guessing.
For comparison's sake - what is the time for a nuke to drop from when it is detected?
Correct me if I'm wrong, but didn't infestors have to channel their mind control ability? And didn't these patch notes take away the channel time? So isn't it just like old school mind control now? That's why they nerfed them this patch, because that massive buff to the mind control would be too strong otherwise.
But then again, I've never played Zerg in SC2, I'm a Toss man. That Cybercore nerf sucks hard, though :(
Shuthipqd
03-18-2010, 07:30 PM
How are infesters nerfed? THE 10 SECOND DURATION IS REMOVED. This means you control the unit until it dies.
Ownos
03-18-2010, 07:31 PM
You only need *lair* burrow to burrow. You need the warren upgrade to move while burrowed. The nerf to burrow is to add cost to & delay release of burrow so zerg can't use it to super regen roaches quite as early on.
I thought the same thing. Doesn't affect me. I was never much a user of commando roaches. I only use roaches to have a decent standing force early on while I get mutas. :P
And I don't get the infester change. It still doesn't make it a good unit. The problem with it is that it doesn't support your other units well enough. I mean I guess it's funny to add insult to injury against a fleeing ground force.
Shuthipqd
03-18-2010, 07:32 PM
The increased time on burrow isn't a huge deal since it was a lot shorter than the movement while burrowed anyway. The extra cost probably isn't a huge deal in the grand scheme either.
The infestor one is interesting in that there is no time limit cap which is good, just easier to kill. Will have to see how that plays out.
I'd rather have the 20 seconds for canal than needing creep as a lot of folks proposed, but it does seem too much now. I can still use it between my expansions without an issue, but for offensive uses I now really need to divert the enemy to another part of the map first and they can't leave even 2-3 T1 units back or it'll be dead before spawing I'm guessing.
For comparison's sake - what is the time for a nuke to drop from when it is detected?
Twenty seconds sir.
Armleg
03-18-2010, 07:33 PM
The Nydus Worm is very hard to get off now. Your opponent has to be completely oblivious to his surroundings. It's still effective as a quick travel method though, just not into the back of the enemies base.
Spinel
03-18-2010, 07:34 PM
I think they should have made it longer to research warp gates first of all, instead of prolonging the build time of gateways...
Captinhammer
03-18-2010, 07:35 PM
OH I see, I missed the "limited 10 second duration removed", that's cool, these patch notes make sense to me now but I still kinda wish they did something about PvZ failing if they get a bunch of mutas. On the ground it's a fair fight usually, maybe slightly favoring the toss due to Immortals.
Mindless
03-18-2010, 07:36 PM
Only thing I disagree with is the increasing burrow research time increased buy 50 seconds. I think the 100/100 was enough of a nerf on burrow.
Hazelroo
03-18-2010, 07:37 PM
Only thing I disagree with is the increasing burrow research time increased buy 50 seconds. I think the 100/100 was enough of a nerf on burrow.
garsh you could buy 2 more roaches with that extra minerals
Dakarian
03-18-2010, 07:38 PM
It's stil not mind control since the infestor is still channeling. It just means you HAVE to kill the infestor to regain the unit.
That's big, very big. Remember that you can use skills while burrowed. That means if you don't have a way to see hidden units you can't regain the unit. However, if you can, you can stop the effect by just killing the infestor.
Personally, I'm content with it. Not being able to grab air units isn't a bad thing anyway since the only thing we really would want to grab is a carrier. It's the ground forces like the colossus that zerg wants to nab and that's good enough right there.
The nydas...meh, it makes sense though. You guys know that we can preload the units before even starting the worm, waypoint it, and the SECOND that worm pokes out start unloading. For added lulz, we can waypoint the hatcheries to load more in.
Compared to the suggestion I stated (make the worm only show on creep) I think this one works better.
The warp gate one: That was Bliz's answer to the 3 gate proxy rush. Very evil there, since now you get an entire minute and 20 seconds more to build up before they can start the warping. That's probably enough to build a decent force to overwhelm whatever comes or at least kill the blasted probe and pack of pylons.
The hydra one bothers me, but I guess if it's that strong then it'll just mean I start actually learning to use banelings better for terran.
Btw, roach sneak is DEAD with the burrow nerf. I also worry about the early baneling build as well since that requires burrow as well.
Smitty
03-18-2010, 07:39 PM
mhph....
the nydus worm strat was broken. It will still probably effect the same people it currently effects though. i 4 one will still attempt to build my worm directly behind an enemy structure to obscure the view :).
I don't understand the time and cost increase of the burrow ability. Frankly i feel that zerg should just get it. natural ability... .i mean dark templar cloak mutalisks fly... lings and roaches should burrow.
Dakarian
03-18-2010, 07:40 PM
OH I see, I missed the "limited 10 second duration removed", that's cool, these patch notes make sense to me now but I still kinda wish they did something about PvZ failing if they get a bunch of mutas. On the ground it's a fair fight usually, maybe slightly favoring the toss due to Immortals.
Tell them to go buff up Pheonixes then.
Unless Pheons CAN fight off mutas. I still keep seeing protoss try to beat mutas with stalkers (and failing).
Etoreo
03-18-2010, 07:41 PM
I see a lot of people complaining about how hard the Zerg got hit with this patch and how blizzard is telling them that they don't care about the Zerg anymore... or similarly styled posts.
We all realize that we are in a Beta test, right? Blizzard will re-adjust if it turns out the Zerg were hit too hard.
2c
Nextrim
03-18-2010, 07:42 PM
Was expecting to see a phoenix or psi storm buff. Mutas are still too powerful in pvz.
BTW, can anyone mirror the patch please?
Wyvern
03-18-2010, 07:43 PM
One guy posts a replay of effectively using Infestors one time and we're already killing their range, speed, and health? Is that entirely necessary? They're almost never used as it is. Now they're even harder to use effectively.
Also, I guess Blizzard doesn't want Nydus Worms ever used for main base raids. If you're smart enough to place your own buildings such that you have sight over your whole base, they were already almost impossible to keep up long enough to get a real army through them. They're pretty much 100% off the table now, except for raiding very distant expansions or defending your own expansions. Maybe that'll be enough of a niche for them to still be useful in larger maps, but I really don't see the purpose for the nerf.
Hazelroo
03-18-2010, 07:44 PM
just because not many silver players used them doesn't mean infestors weren't overpowered
Greymason
03-18-2010, 07:45 PM
Twenty seconds sir.
Ah ok - then that is probably in the realm of 'fair', we'll have to see how to creatively use them now that they take twice as long, but since nuke is also devestating and takes 20 seconds I suppose that makes sense.
I can say 90% of my games I play zerg and I have aggresively used burrowed roaches and nydus networks to my advantage in this last week and both have been very powerful. I know many games I've ended with a decisive worm would have been thwarted if it took 20 seconds instead of 10.
That being said - I cant' check atm, but is there a cooldown on worms? ie. could I just make 2 worms spawn at the same time - so if one goes down the ohter still will get up? I know it is double the resources, but if it truly is a game ender, probably worth an extra 100c 100g.
Bibdy
03-18-2010, 07:46 PM
Woohoo! No more Proxy Pylon rush!
thank god for that nydus worm nerf and hydra attack speed nerf
Bibdy
03-18-2010, 07:48 PM
Tell them to go buff up Pheonixes then.
Unless Pheons CAN fight off mutas. I still keep seeing protoss try to beat mutas with stalkers (and failing).
They can. People just use them like Corsairs, thinking 1 Phoenix is going to scare off 4 Mutas.
Greymason
03-18-2010, 07:49 PM
Remember that you can use skills while burrowed. That means if you don't have a way to see hidden units you can't regain the unit. However, if you can, you can stop the effect by just killing the infestor.
I thought infestors could not MC while burrowed. Did that change or am I mistaken?
Warlocksol
03-18-2010, 07:50 PM
I like the Nydus change. Gives you a fair chance to stop it as long as you are paying attention (it can still catch people who don't have good vision in their base though). I know I got beat a couple times by this even though I actually could see the wyrm being made - I just didn't have time to move units into position to kill it fast enough.
Infestor change seems good too - they did a decent job of balancing them without making them useless.
Bibdy
03-18-2010, 07:51 PM
I thought infestors could not MC while burrowed. Did that change or am I mistaken?
They have to be above ground to use their abilities.
Good changes all the way around IMO.
Seige Tanks food cost need to be reduced from 3 to 2 IMO
Gildash
03-18-2010, 07:53 PM
The Zerg nerfs just encourage more roaches.... I don't understand it.
This.
Roaches and mutas untouched by nerfs besides the burrow thing which just means more spam and less micro.
1 build ftw.
Primoris
03-18-2010, 07:54 PM
I like these changes.
Namhcir
03-18-2010, 07:55 PM
Good changes all the way around IMO.
Seige Tanks food cost need to be reduced from 3 to 2 IMO
no they dont... your on crack
Namhcir
03-18-2010, 07:56 PM
This.
Roaches and mutas untouched by nerfs besides the burrow thing which just means more spam and less micro.
1 build ftw.
you are probably the kid who cries imba when u make 1 unit and lose? like the siccles noob i *!!%d yesterday who went straight to muta and cried when i medivac rushed with stimpack and his zerglings with only 1 upgrade couldnt stop it and how imba it was rofl
Tanks are awful units, M&M&M better at everything and way more cost effective and mobile.
Shiladie
03-18-2010, 07:58 PM
This.
Roaches and mutas untouched by nerfs besides the burrow thing which just means more spam and less micro.
1 build ftw.
Yea, I really don't understand the mentality behind nerfing the interesting things zerg can do, while leaving the core boring stuff to do alone.
Nerfed:
Nydus worm
burrow traps
infestors
I can agree with the hydra nerf a little bit, but I fear it will just lead into more roach centric mass builds...
Shurimpu
03-18-2010, 07:59 PM
I approve of this, Blizzard. Well done, don't let the butthurt tossers and infester jerks get you down <3
Disastorm
03-18-2010, 08:00 PM
wtf why is eveyrone saying infestor is nerfed??? it says they removed the 10 second limited time!?? that means its permanent control?!?! thats insanely awesome.
Warlocksol
03-18-2010, 08:01 PM
Yea, I really don't understand the mentality behind nerfing the interesting things zerg can do, while leaving the core boring stuff to do alone.
Nerfed:
Nydus worm
burrow traps
infestors
I can agree with the hydra nerf a little bit, but I fear it will just lead into more roach centric mass builds...
Burrow wasn't nerfed that bad, it's just a little more expensive now. I imagine the idea is to give the opponent a better chance to have detectors.
The other two were a little OP.
Not that I disagree that Roaches and Mutas are a little insane as well. Personally I'd like to see them nerfed and some other stuff brought up - particularly Banelings which are kind of worthless.
Morpheis
03-18-2010, 08:02 PM
26th Gold 2v2
I play Zerg exclusively and I must admit I was expecting and frankly hoping for a Muta/Roach nerf with a slight Zergling buff that would force some more diverse strategies. This kind of baffles me as in over 100 games I have seriously, never seen an infestor used, and only rarely the burrowing roaches.
I wonder if they are mainly balancing off of Platinum players? I understand the need for it of course, but there is also a need to keep the possibility of diverse games at all levels of play.
Wyvern
03-18-2010, 08:03 PM
wtf why is eveyrone saying infestor is nerfed??? it says they removed the 10 second limited time!?? that means its permanent control?!?! thats insanely awesome.
It's still leashed to the immobile Infestor. If you move it much further than 7 range away, the control breaks.
Fights are generally decided within ten seconds anyway, and the range reduction makes it way, way easier to just kill the Infestor, so it's pretty much a straight nerf to the ability.
Sonanko
03-18-2010, 08:04 PM
I like the changes and am interested to test them out rather than theorycraft on them.
Enanomaldito
03-18-2010, 08:05 PM
No changes to Thor? does anyone really think this unit is worth anything?
Shiladie
03-18-2010, 08:06 PM
It's still leashed to the immobile Infestor. If you move it much further than 7 range away, the control breaks.
Fights are generally decided within ten seconds anyway, and the range reduction makes it way, way easier to just kill the Infestor, so it's pretty much a straight nerf to the ability.
This
Any neural parasite that lasts longer then 10 seconds is due to the battle being over, and bad micro on the opponent's part because he didn't snipe your infestors
No changes to Thor? does anyone really think this unit is worth anything?
It can annhihilate techers if you rush it out. Pretty much anything else it does can be done better by generally less cost in units. I think its 250 mm cannon ability needs a range buff or something. Or it needs more armor. Or it needs to attack faster. Or something. As it is, its alright, but generally not worth the resources.
Atlantas
03-18-2010, 08:08 PM
The nydus nerf wasnt needed. If you use it against good players you will be sorry you even tried it.
Disastorm
03-18-2010, 08:09 PM
This
Any neural parasite that lasts longer then 10 seconds is due to the battle being over, and bad micro on the opponent's part because he didn't snipe your infestors
i hear people saying this but i think its harder than it sounds to just snipe every single infestor before they get your important units.
Ilmari
03-18-2010, 08:10 PM
One guy posts a replay of effectively using Infestors one time and we're already killing their range, speed, and health? Is that entirely necessary? They're almost never used as it is. Now they're even harder to use effectively.
Also, I guess Blizzard doesn't want Nydus Worms ever used for main base raids. If you're smart enough to place your own buildings such that you have sight over your whole base, they were already almost impossible to keep up long enough to get a real army through them. They're pretty much 100% off the table now, except for raiding very distant expansions or defending your own expansions. Maybe that'll be enough of a niche for them to still be useful in larger maps, but I really don't see the purpose for the nerf.
Zerg spell caster had tons of health super long range, wow that seems fair how? It made it almost impossible to kill them. This change was need to bring them in line.
Just because you don't seem them used does not mean others are not using them (they are). They did also get a buff, with it no longer just being 10s stealing control!
IMO you'll still be able to Worm in someones base, just might not get to drop all you troops off -- which was a needed nerf.
Hazelroo
03-18-2010, 08:11 PM
Zerg spell caster had tons of health super long range, wow that seems fair how? It made it almost impossible to kill them. This change was need to bring them in line.
Just because you don't seem them used does not mean others are not using them (they are). They did also get a buff, with it no longer just being 10s stealing control!
IMO you'll still be able to Worm in someones base, just might not get to drop all you troops off -- which was a needed nerf.
ravens can 1 hit infestors with hunter seeker now :D so its a bit more like sci vessel vs defiler
Neberus
03-18-2010, 08:12 PM
ZERG
Hatchery/Lair/Hive
Burrow research time increased from 50 seconds to 100 seconds.
Burrow research cost increased from 50 Minerals and 50 Vespene Gas to 100 Minerals and 100 Vespene Gas.
Nydus Network
Nydus Worm build time increased from 10 seconds to 20 seconds.
Hydralisk
The delay between attacks has been increased from 0.75 seconds to 0.83 seconds.
Infestor
Neural Parasite has been redesigned:
The limited duration of 10 seconds has been removed.
Can no longer target air units.
Cast range decreased from 9 to 7.
Burrowed Infestor move speed decreased from 1.5 to 1.
Infestor life decreased from 120 to 90.
Infestors that are burrowed now have the same threat level as above-ground units for the purposes of automatically acquiring targets.
ok, i dont understand blizzard, im Zerg
Burrow:
Burrow is now a T2, was hard to get and now they BIG NERF it, dont like it
Nydus worm:
i understand Nydus worm bc its a VERY GOOD back door surprise atk, it was quite fast, and 10 more seg its no real difference its they dont find it
Hydralisk:
Its a T2 light soldier, and now they nerf atk spd?
Infestor:
I dont really understand this one, he was so great to get so nerfed?
yes:
no time limit
Burrowed Infestor move speed decreased from 1.5 to 1. ( hes fat )
No:
cant target air
range decreased
life decreased from 120 to 90
revenge
03-18-2010, 08:13 PM
I don't understand the infestor nerfs at all, why no air units?
This was how zerg was able to survive once ravens got onto the field...
I am very curious about this no duration thing though, what happens if you run the unit out of range of the infestor now? Does this mean you can keep the collosi you neural parasite when the toss attacks you, running them in and harassing the protoss while the infestor sits in your base channeling?
Hydra nerf will make going ground vs protoss even less viable, as well as forcing zvz more into the rut of pure roaches
Burrow cost and time increase will take away the need for other races to have any fear of needing detection vs zerg in any kind of rushed time-frame, as they will have an extra minute before it will come up.
Overall I see this as blizzard telling zergs to stop being creative and to stick with boring ass roach/muta builds...
I agree 100%... Terran didn't seem too broken to me, very small buffs would have made them fine. Instead, blizzard makes all of the unique aspects of zerg less appealing.
Wingless
03-18-2010, 08:14 PM
Soooooo what is my early Zerg ZvT game gonna be like when I cant burrow my banelings for an extra min. Did they really need to weaken zerg against early 3M. they couldn't have done something else? Give roaches burrow by default but add a second upgrade to the roach warren for the actually heal while burrowed. That way you need to choose which upgrade (healing or movement while burrowed) to get right off and get later?
Audio
03-18-2010, 08:15 PM
hydra nerf + nydus nerf doesn't make too much sense from my point of view, at least at lower leagues(silver). i'm having so much trouble with terran as it is... A few tanks counters any land units a zerg can make, and getting infestors AND hydras at teir 2 really slows everything down... High ground is everywhere, and their bases are impossible to penetrate, just makes for long frustrating games.On top of having to get infestors and hydra, if the terran goes planetary fortress at any of his expansions it forces zerg to get corruptors if they plan on attacking those bases.
infestor ballancing is fine, no more medivac neural parasite, and tanks will be harder to mind control/nearly impossible.... less health, slower speed, reduced range... what does zerg do against siege tanks? but we still have fungal growth........you should reduce infestor unit size, 90hp(same as hydralisk), doesn't really correlate to their size, might make them a bit easier to micro also...
Purextc
03-18-2010, 08:16 PM
No nerf on MMM?
Omniance
03-18-2010, 08:17 PM
Soooooo what is my early Zerg ZvT game gonna be like when I cant burrow my banelings for an extra min. Did they really need to weaken zerg against early 3M. they couldn't have done something else? Give roaches burrow by default but add a second upgrade to the roach warren for the actually heal while burrowed. That way you need to choose which upgrade (healing or movement while burrowed) to get right off and get later?
Gotta enjoy when an entire race's early game gets nerfed because of one unit.
Mnijykmirl
03-18-2010, 08:18 PM
Man, I was hopin' that they'd put more restictions on nydus all around. Zerg backdoor holes anywhere on the map with just LoS just isn't playin' right, no matter what build time they put on the nydus worm. Zerg do have a tech called "ventral sacs" you know. In addition, Roaches 1.5 overlap with banelings and being such a central unit is coming up the most hamfisted and cramfisted metagame junk in all of SC2 beta. ya gotta get the tech to counter mass roaches, roaches this, roaches that. Swap hydra to T1.5 and Roaches to a T2 unit, REALLY, DO IT. Such a polarizing unit, massed, mainline unit never does so well so early in Tech. I want Zerg to be more exciting, and T1.5 roaches is the farthest from it.
Terranosaur
03-18-2010, 08:19 PM
Wait, so now its even harder for me to get stalkers & sentries in time for the muta rush? So basically I have to pump out the zealots and as soon as I get some immortals charge the zerg base, or die.
Darthjiggles
03-18-2010, 08:20 PM
Only one nerf for us (protoss)? Not bad!
Taevin
03-18-2010, 08:21 PM
Ah ok - then that is probably in the realm of 'fair', we'll have to see how to creatively use them now that they take twice as long, but since nuke is also devestating and takes 20 seconds I suppose that makes sense.
I can say 90% of my games I play zerg and I have aggresively used burrowed roaches and nydus networks to my advantage in this last week and both have been very powerful. I know many games I've ended with a decisive worm would have been thwarted if it took 20 seconds instead of 10.
That being said - I cant' check atm, but is there a cooldown on worms? ie. could I just make 2 worms spawn at the same time - so if one goes down the ohter still will get up? I know it is double the resources, but if it truly is a game ender, probably worth an extra 100c 100g.
Yeah, great... they're both 20 seconds now. Of course after 20 seconds with the nuke, bam, full value obtained. After 20 seconds with the worm, you still need another 5-10 to get your forces out, and you're very vulnerable in that time to having your force split in half and killed. Bah... we'll see how it plays out, but I have a hard time believing that the worm was a big problem at any relevant level of play... By the way, when is the warp-in nerf coming, then? A Warp Prism can drop a field and have forces attacking your base 5 seconds later. Clearly this is ridiculously overpowered and needs a nerf.
As far as the cooldown goes, one Nydus Network can only be producing a single worm at a time. Presumably, you can build two (or more) networks and build a worm on each, but then you'll have to make sure your forces get into the right network.
Tribal
03-18-2010, 08:22 PM
Honestly, I couldn't care less about the burrow nerf. Just makes my tactic vs Roaching Zerg easier. However nerfing Infestors pisses me off the most because that was a legit cheap hard counter to Carriers and Battlecruisers. >:|
Also Nydus timer sucks. But I can take that easier than Infestors....
I fear Zerg tactics are going to be a little bland in the future.
Comtrav
03-18-2010, 08:23 PM
Warp gate research time is the best change, it'll make Protoss mirror a lot less stupid.
I'm surprised Hydras were nerfed, they were a strong unit for Zerg, but hardly imbalanced (and the subject of much less qq-age then the Roach or even Mutalisk.) Also a little disappointed with the Nydus Worm change. It's still good for map movement, but it's less of a cool game-ender now.
I do feel the burrow nerf is fair, Zerg gets a lot of utility out of burrow with banelings and Roaches now. Also interesting is the Infestor nerf, as a Ghost can now kill it with 2 Snipes, and I think Ghosts are the intended Terran counter to Infestors. (Or hoping you manage to focus them down before they do anything.)
I don't think Blizzard wants to mess with units that are widely considered weak JUST yet because there are still builds and strategies that are playing with them. My opinion on Hellions and even Thors in the past few weeks has changed, though I still think Thor could use a little extra durability. We'll see if someone comes out with a ZOMGWTFAMAZING Stargate build that turns perceptions of the Phoenix around.
Messana
03-18-2010, 08:24 PM
Good fix to the gateway pylon rush in PvP. Might see some more "normal" games now.
Neberus
03-18-2010, 08:25 PM
Blizzard im so sorry but this patch SUCKS, the only advantage weak (but cheap) zergs have was the burrow, I tolerate it on T2 bc it was 50m 50g 50s, and you nerf it to 100m 100m 100s, this was 2 much, what the hell r u thinking?
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