Thank you, Drow. How are you liking the Patch Notes, I find some of it… not so good based on what I’ve read. Need to try them though.
I’d rather have the cost reduction mastery back for karax, but all other buffs are really nice, and they pretty much made Ravangers into the new cheat code unit, they were already like God-Tier units, now they’re just silly.
I like the changes for H&H and Stukov.
I don’t think the other changes will be to noticable.
I don’t particularly like the Infested Bunker changes but some of the other stuff seems fine.
So far i keep seeing people reporting that some changes are not working. Like Karax’ increased life perk and new mastery doing absolutely nothing.
We’ll see how it looks on EU once the patch goes there.
I’m glad for the Pride of Augustgrad fix.
The bunker change is actually really nice, now you can have like 40 bunkers max instead of only like 25ish.
H&H
- Widow Mine cost changed from 75/25 to 100/0.
I’m dancing!! (well i would without my wine)
Karax:
Also I think I like the karax changes, will play a bit first though
Stukov:
- Overlords gain the Generate Creep ability.
Yes pretty!!
Mengsk:
- Picking up sieged Shock Divisions and Blackhammers with Imperial Intercessors no longer disables Ignite Afterburners
- Fixed a bug where the Pride of Augustgrad did too little damage.
Dancing again
<3
Overall I really, really like this patch!
Which is something I don’t particularly want. Six Infested Marines worth of firepower should take six supply, fair and square.
The change to the Wraith makes them tempting to use. Not sure if a range buff will do anything for the Bile Launchers though.
I would definitely have preferred if The infested bunker change was opposite
instead of 400min + 4 supply, 250 minerals + 6 supply (since Bunkers were better for supply/Barracks were better for minerals… meaning you wanted a base of Bunkers and fill the rest of supply with barracks marines)… the patch made them more similar instead of more different
That said, currently maxing out on infested bunkers ~160 supply or 40 Bunkers will take 16 k minerals… about 13 minutes of mineral collection devoted only to that pre-nerf Stukov needed only 10 minutes of minerals (you need ~4-5k more for buildings/upgrades)
It does make Bunker Stukov start faster (because of the SCV v. Overlord tension early on)
side note, not sure why HH got a better range on their Ravens, they seemed fine.
My thoughts on them updates. Haven’t had a chance to try them yet…
===== Abathur
I used his Ravagers a few times to experiment, including on Void Launch. It wasn’t half bad, and quite fun, but I still preferred Brutalisks and getting Leviathons ASAP. Here, I’ll have to re-experiment
===== Alarak
Ditto here with his mech now that they’ve been buffed
===== Fenix
No comment
===== HH
I loved making Widow Mines! Without a gas cost, I’m much more inclined to use them for defense vs. Reapers
Also, what is “selection priority”? When you have multiple unit types selected, it “bumps them to the rear” (so it’s great for unit types where you’d like to access their spells quicker)?
===== Karax
I’m really going to miss his discount modifier (via his Mastery). However, this may get me to go back to his “buildings get extra hp and shield” mastery. Or at least, do a 50/50
OTOH, his other buffs seem to put him overall improved. Purifier Beam is MUCH MORE spammable
I thought Karax was mostly fine, but as one of my mains I won’t turn down buffs for him!
===== Swann
I thought he was fine before, but welcome buffs for someone who’s my main.
I guess I’ll try Cyclones now just to see what they’re about
I wish they reverted the dang “stutter step” bonus damage thing. I liked a flat damage increase, even if the potential wasn’t as high
===== Vorazon, Zag, Zer
I thought they were fine, but somewhat more excited to try them out now.
Worth noting is Zeratul’s Tess. Cannons being cheaper comes in time to better tackle this week’s Mutation with the “Sharing is caring” mutator.
Nikara cannot self heal. Is this still a bug, or actually expected behavior?
FWIW, if you assume each supply costs 12.5 mins, then it costs 450 mins worth of resources and supply to create an Bunkerlisk now, up from 425
Almost it bumps them closer to the start.
So what about other coop bugs, like Karax Nexus Chrono? or separate command cards bug for phased and mobile energizers? and no actual autocast for Emperor Shadow cloaking? I really hope they just forgot to mention them in patch notes…
Still I like most of this changes. Don’t understand why they buffed Abathur. Also, I really wanted deep tunnel for bile launchers.
they made hh mines at an embarrassing selection priority. mines are now at 149, while reapers at 150 and hellions at 148.
The result is that now you can no longer use tab or shift+tab to find them quickly in a large group.
What confuses me is that, all horner units are now at a higher priority of selection like that 160 for BC. Except the galleons, DO ANY OF THEM REQUIRE ANY MICRO? Or just should mines be microed less than a trash viking which only has a single skill JUMP?
Uh…
You can also shift-tab to select the bottom units of the list too.
yes and now hellions and hellbats are at the bottom of that list. Makes no sense.
Ayyy infested bunkers are back!!!