Nooooo my zealots!
StarCraft II: Wings of Liberty
Game » consists of 10 releases. Released Jul 27, 2010
The first chapter in the StarCraft II trilogy focuses on the struggles of the Terran race, as seen through the eyes of Commander Jim Raynor, leader of the rebel group Raynor's Raiders.
Blizzard Details StarCraft II's 1.1 Patch, First Balance Changes
I can't help but feel like the units they are nerfing are the ones I already found to be too weak. I never use Ultralisks because they are garbage, and now they are worse.
I was expecting Zerg units to get a boost, since they are weak in the mid-late game, but instead they just made it easier to rush the other teams, so I guess thats not that bad...
Not exactly what everyone had in mind though =P
The fact that only Siege Mode tank damage got (drastically) reduced is going to make things weird. I haven't crunched the numbers, but it almost feels like an unsieged tank might be the way to go in a lot of situations. Lose the splash damage, but if you're outputting as much or more damage and stay mobile, it might be worth it.
That is truly with nearly every tier 3 unit. If you get 24 carriers, nothing will stop you. If you get 24 Ultras with some air support, nothing will stop you.
" I think if it wasn't for Idra vs Morrow than Marauders would've gotten the nerf over reapers "Yep.
It'll definitely be a major shift, I'll tell you that. It's not all for the worse, though. This patch will really bring Zerg back into the game and bring Terrans down to the level they should be at. Sure MMM isn't nerfed, as far as we know as Blizzard has said this isn't it, but with the Siege Tank hit, it'll significantly hurt T. As a 'Toss guy, the Zealot increase is a bit disconcerting, but I can understand it. Zerg are the rush race and both T and P can currently rush better than them. Sure it'll make defending against a 6-Pool much more difficult, but I'm certain the community will come up with strats to counter. This should be a significant enough change to bring me back. I've not been playing recently because every match I've played was vs T and ultimately the overpoweredness of that race just annoyed me.
Blizzard said:" Why take away the Ultralisk's ram? It was a neat animation, it was fun, and it had extremely little impact on the game. "
" The ultralisk building attack (Ram) is being removed because the damage rate is too similar to its normal attack, which will be used against buildings instead. When ultralisks target tightly packed smaller buildings such as supply depots, the Ram attack is actually outputting considerably less overall damage than its normal attack, as Ram only hits a single target. "
" The reaper's increased build time makes me happy. But increasing the Zealots makes me a little worried. Maybe they are trying to make Zerg more popular now by making them even more rush friendly. "I don't like this, as a zerg player who loves to play the marco game, I hate playing against zerg players who rush. This may be due to me losing three games straight to zerg rushes like 10 minutes ago, but I hate it when I scout see that he has went an early pool, when I usually don't get mine till 13 or 14. On a map with a short rush distance, by the time I finish my pool he already has lings in my base. Not cool. I guess I just have too scout early, or just always get my pool early against zerg.
Fuck... Toss is now messed up. 5 seconds!! 5!!! God dam what im I going to do...
Add me on Kieran #502 - http://eu.battle.net/sc2/en/profile/1225731/1/Kieran/
"When you warp in one unit from a warpgate, it has a cooldown before you can warp in another unit. The Zealot cooldown is for when you build one from a regular gate I believe, and the second cooldown increase is for how long it takes before you can warp in another unit from a warpgate.Every warpgate unit has it's own cooldown time, I'm assuming the 5 second increase is only for zealots from the warpgate.
"
This patch needs more voidray nerfing >=(
" I still don't see how this help the Zerg at tier 3 against the other races at tier 3. And then they nerf the Ultralisk? Well see I guess. "Zerg has no problem at tier 3. Both the Ultralisks, Infestors and Broodlords are all very powerful against both T and P. Zerg's problem is at early game.
The zealot time isn't that bad once you have chrono boost and warp gate, so the time difference will be significantly less.
Damn, that's some noticeable changes. I started as 'Toss, but I actually have taken to playing Random now, day[9] style (although not quite at his level haha). Taking the Ram attack seems like quite a big deal, I haven't heard many people talk about it but isn't that the thing that does big damage to buildings?
And wow that's a big hit on tanks, they don't feel that strong, they are pretty immobile after all so having too many makes your army weak to maneuverable tactics like drops, but I guess they have been used a lot in pretty much all tournaments so far. And slowing down Reaper harass? Probably wise but I do enjoy using that.
@ajamafalous said:
Blizzard said:" The ultralisk building attack (Ram) is being removed because the damage rate is too similar to its normal attack, which will be used against buildings instead. When ultralisks target tightly packed smaller buildings such as supply depots, the Ram attack is actually outputting considerably less overall damage than its normal attack, as Ram only hits a single target. "
wow... just wow.
that zealot rush is so brutal, i have no idea how a toss player could possibly stop a 6 pool other than to completely block the ramp with pylon. but even then, lings could easily bust it down before you have a stalker out.
I find it funny that so many 'toss players are complaining about the Zealot and Warp Gate nerfs, saying that it means all PvZ matches are going to be 6-pool wins for Zerg. At the same time, many of those that are complaining are also the same ones that are focusing on doing a Zealot rush in the beginning rather than using Photon Cannons with a boost Zealot in the beginning to choke off their entrance and squash a 6-pool, then getting two racks out in order to pump out Zealots. If anything, you don't need to worry about Zerg. You need to worry about M&M more than anything at this point!
Blizzard is basically saying "we want the Protoss to have a real reason for having more than one Gateway up early in the game". Any 'toss that are losing to a 6-pool, even after the patch hits, is just a bad 'toss. 6-pool is incredibly easy to squash early in the game, but people rarely make defenses at their base early in the game.
We can also say that the Zealot nerf will encourage people to amass Stalkers, but hell, that's already what players are doing...then using Warp for micro. Therefore, it's not like this nerf is changing THAT at all, nor is it encouraging it anymore. Instead, it is Blizz saying "we understand that this rush strat is too powerful, and we want people to PLAY A GAME, not just CHEESE every time they play". Many potential good games get thrown out because both teams in a 1v1 decide that they want to rush the other.
Besides...it's not like they nerfed the Cannon Rush.
As for the Terran nerfs, I think it's funny that people are bitching about the Battlecruiser nerfs. Most don't realize that the BCs were being used as a mixture for base DEFENSE with the bunkers, which is why BOTH are getting hit with the nerfbat.
Thankfully, the biggest culprit - the Siege Tank - is getting beaten hard with a nerf bat! That fucker is BLOODY at this point! That shit was WAAAAAAY too powerful for its range at endgame, and hopefully, this will give people a much better chance at GOOD matches rather than BULLSHIT matches. I will say that I don't understand the reasoning behind increasing the production time of Marines, given that a Terran can wall off a base early on and M&M with Meds and Stims has been so abused. Nonetheless, as hard as the Terran's endgame has been hit with these nerfs, the fact that no changes have been made to Marines and Marauders makes sense at that point.
The Ultralisk thing is a fully necessary nerf, as I can't count how many games I've had where I had Ultralisks that just wrecked a Terran base with ease.
The only thing that I believe needs to be changed massively for Terran is that Medivacs need to be replaced with Medics. Sure, there are easy means of AA in the game, but the fact that Meds can transport AND heal is kind of a joke to me, especially when the Zerg has to sacrifice their pop cap in order to transport units, whether it be by getting a Nydus in the back of a base or by literally using the Overlords as a transport. Personally, the Zerg have so much that they have to sacrifice in order to become powerful, while it seemed as though Terran and Protoss had very few sacrifices to make for their strats to be effective.
It still helps a large amount that the patch stopped all the early harass that the Zerg don't get and for that I should be thankful.
As a terrain main I think this is quite fair. Disagree with the comments that reapers are useless now, hellions will definetly be preferable, but reapers still have their own good unique traits.
@Razor: Of course Tanks>Hydras. Tanks are the counter to Hydras...
I'll admit, when I first read "reduced from 50 to 35 +15 armored" I was a bit blown away by it.
Now that I've had a minute to let it sink it, I guess it is a pretty good move. I mean....50 damage is a loooot, especially with the splash. But as long as they still have their range, they still make for some good back-line supporting fire during a MMM push (which means we can't really complain too much)
As someone who also plays a lot of 'Toss, the zealot nerf kind of makes sense too. A competent 'Toss player could easily get a 2 gate rush going on and insta-win against anyone who doesn't take proper precautions (I've been on both the giving and receiving end of that many times), so adding a little more time to that seems about right (we still have chrono boost people, lest we forget ^^)
I'm looking forward to the patch to see how people adapt.
....all this Starcraft talk is making me wish I didn't start classes this monday. Gotta get my games in while i can ^^
" @CaptainFish said:I agree about the voidrays. As a player who has done the 2 player void ray rush in the past I can safely say it is waaay overpowered. They don't need to change the attack or defend of the unit itself but just make it take a little longer to tech up to void rays."When you warp in one unit from a warpgate, it has a cooldown before you can warp in another unit. The Zealot cooldown is for when you build one from a regular gate I believe, and the second cooldown increase is for how long it takes before you can warp in another unit from a warpgate. This patch needs more voidray nerfing >=( "Every warpgate unit has it's own cooldown time, I'm assuming the 5 second increase is only for zealots from the warpgate.
"
OK, I think I'll play this game when it is finished. This means: 3 games will be released, 3 expansions will probably be released too and then some patches and some more will change the strategies completely, rendering hundreds of them useless. Then I'll be a complete noob at battlenet, but I won't feel the pain from nerfing :D
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