5.0.14 ptr patch

If the protoss survives that Long :smiley:

I may be on copium but i think removing Overcharge is the correct Thing to do because it forces the Balance council to give protoss some strength. They didnt do it in this Patch but i think its Safe to assume that protoss wont handle that “Balance Patch” Well after they also nerfed the disruptor. Radius Nerf got reverted but they received a damage Nerf.

Maybe…maybe it will finally result in giving Back Old colossi. And deleting disruptor. We could finally watch some real Fights again.

2 Likes

All I’ll say is this proposed patch is dumb.
Have a nice day

4 Likes

it be nice if they toutch others game mod… sure they pvp pro playrs and try keep it balance but do they understend tha sc2 esport and pvp is not thing that make more players but effect of other game mods make more players ? the campaign doesn’t seem to have any bugs that would ruin the game so it’s cool, bugs in the arcade are usually so weird that no one knows how to fix them or they appear randomly so obvious that they are fixed quickly anyway because otherwise you can’t even start the mode, but co-op was already underdeveloped when it had support and now it’s the main way for a new player to the rest of StarCraft 2. and it looks like something very easy to balance, there’s no arguing between council members because you’ll weaken my race too much etc, there are only small, cumulative flaws and changes in numbers or something on the map that pvp players don’t care about… for example, the night of the infected could have a changed wall in players’ bases so that you could set up defense behind minerals and not lose it immediately because enemies can see through that leaky wall, or block the option for jumpers to destroy your economy on the first and second night if you help an ally defend themselves instead of selfishly sitting in the base. when brutal + came out many mutadors were not tested in given combos or on given maps almost at all so for example nuclear explosions from mudaor on several maps destroy buildings on vespa or kill workers in one place, these are probably quick changes for the editor so why not? even if one or two come in every six months it would already change something.

and units can be a bit op because it’s pve but why do we have total garbage? who knows scout? in sc1 this unit is famous for its special ability… dying almost immediately after the start of the fight… but also for vaporizing enemy air forces

literally 1 character (Fenix) sent scouts and they are bad at everything they don’t even do much against air units often die before they charge their attack XD, there are also Disruptor Fenix, they are pathetic, they are maybe cloaked and have an attack like the mothership core tickling enemies, but their skill is just sad, it deals ok damage but charges for years, changing it to half the time of charging and cooldown of the skill or giving x2 damage would fix the problem a bit this unit without super strong changes will never be as good as other fenixs units because there is no hero but at least you can be something other than a waste of resources, and even give them the ability to attack flying units with their paper balls that they use to shoot enemies.

literally no one will have a problem with you because it’s not pvp but co op, most of the changes would be simple buffing of weak units without nerfing stronger ones, or changing 1 thing in the map editor.

and you don’t even have to look blindly for problems, they are visible and just ask on the players forum, you would quickly gather a few pages of errors or strange things, like orbital attacks destroying temples or the Fear effect that has no colddown, etc.

just add a few changes for co op in echo update and we’ve done, the game will live a litle bit more longer due to players not leaving co op and game because they lose in stupid ways.

Very impressed with this set of changes, I like that they are trying to shift the gameplay in a new direction instead of making marginal adjustments!

Skill battery overcharge is something I hated when it was introduced, but since then learnt to play against. Still happy to see it removed, it was quite the crutch for lower level players though, I fear many protoss will now simply crumble against midgame pressure, though I understand that’s the whole point of this nerf round. The protoss buffs are warranted, I would’ve liked to see more of them, I guess we’ll have to see if this is enough.

Queen nerf is long overdue, kinda wish that unit was just never in the game to begin with, but it is the only zerg unit which shoots air and isn’t ridiculously awful so we’ve gotta deal with it. The static defense for Zerg is dogs***, so with the queen nerf I think it’s good that they got adjusted. Lower build time for Spine Crawlers is scary though, in ZvZ this could cause problems I think… The hydra dash upgrade seems useless for everyone but the highest level players. I do fear it will make catching medivacs and prisms too easy for Zerg. I disagree with the Ultralisk being able to push units around. I think players should be expected to micro their units. What’s next, zerglings being able to walk under other units? To “help Zerg players across all levels”?

The terran changes are warranted, I like both the buffs and the lib nerf. I don’t like damage cancelling out the bunker, it felt good from a “characterization” point of view for me, terrans being nifty and resourceful even on the offense… and it doesn’t make any sense for the process to be interrupted by a zergling nibbling on the hull of a bunker.

I play Z btw

1 Like

Also, Lurkers now don’t get two-tapped by novas and will survive with 1 HP due to HP regeneration. They should adjust Lurkers to have 195 HP instead of 200 because of this interaction change in my opinion. Disruptors were the main counter for protoss against Lurkers.

1 Like

The goals, regardless of the changes, are good:

  • nerf defensive and camping playstyles
  • continue reshaping Protoss tools (help top players, weaken casual players)
  • provide strong playstyle alternatives
  • continue adding overall gameplay and quality of life improvements

where mech has the toss problem: top lvl weak, casual solid.

Generally good that they have changes without map changes.
But don’t forget it’s PTR. So I think it’s good that they have a lot of changes. maybe only a few changes will come through.
Even if I’m not sure if some of the changes are really good.
Z/P are more vulnerable in the early game, T gets harass buff (blueflame) and a gimmick def ability against cheese?

1 Like

I hope these changes get reverted. Most of them are pathetic - salvage for turrets/sensors, nerfed sensor range/ultra pushing units etc, mothership etc.

1 Like

Mothership was buffed vs hellion runbies. Hellion runbies were buffed. So it’s a good thing the mothership is the way that it is or you’re gonna lose a billion probes to 4 hellions.

Lolwut ? So you want to defend against hellions with… mothership ? Okay :slight_smile:

I like that they’re pushing for some fairly weighty changes, even if some do concern me. Removal of battery overcharge being the biggest question mark. But being able to salvage missile turrets and towers, not to mention the absolutely gross liberator changes aren’t to my taste at all. Disruptor change is also possibly problematic. Thor changes are questionable. Becoming less useful vs muta harass, but downright oppressive in a fight to the point magic boxing will no longer be a thing.

Hydra change is… eh. 0.7 second stim every 10 seconds is hardly a game changer. Love the microbial shroud change, but I have a feeling corruptors will still just be better than hydras at dealing with large air armies. Ultra change should have been in the game since WoL.

Hatch/Queen change I’m not sure on. I want to say I don’t like it too much, their intentions obviously being we commit more to static defence, which is fine, but the whole point of the queen is that we can defend without having to commit as much larva, which we need early game to spend on workers to keep up with Protoss and Terran economically.

2 Likes

Yes, late game hellion runbies will happen as a mineral dump. The mothership is already kept on opposing sides to the army, meaning it’s already in the place it needs to be to intercept hellions.

Yes, I think they will end up buffing the new “energy recharge” ability. I think they should’ve simply copy/pasted shield battery healing to the nexus, renamed it, and made it target energy instead of shields, as well as tune the parameters a bit. Because if it works by clicking once on a single unit, it’s not going to be enough. Protoss will probably need more, but I could be wrong. I would’ve tuned it to be able to recharge four sentries to full, or something to that effect. I suppose it really depends on the cooldowns. If the cooldown is small, and it can do several sentries a minute, then it’s probably ok as is.

Or, a better way to do it, just change overcharge so that it regens shields (on top of healing) and it would do this instead of the increased healing rate.

Isn’t the solution obvious? Sentries should be able to heal protoss shields as an upgrade on the cybercore. It’s time. Parting hasn’t played SC2 despite being back from the military and stormgate doesn’t have many tournaments.

But only if you cast a forcefield on top of that unit, trapping it, resulting in the unit becoming stronger than ever. It now gets a +100 shield buff that lasts 60 seconds.

Alternatively, allow the sentry to seige like an observer and then its attacks target friendly units with shield recharge, spending energy off the sentry at a 1:4 ratio.

Yeah, cannon rushes and proxies got nerfed, which were his primary PvZ styles, so no surprise there. He struggled super hard in macro games. He and I had a run in in game as well as on twitch a couple months ago.

There is a player on NA called “ChaeWon” who masses nothing but void rays & has been quite high on the KR ladder. I’ve been wondering if it’s a korean pro smurf. He showed up at about the same time parting got out of the military.

Nah, you should be able to force field a ground unit so it becomes an air unit. Think of it like a forcefield trampoline. You place 4 forcefields around an immortal, it launches up which makes it invulnerable to ground units.

Forcefields produce an upward electrical current. The mechanical protoss units ride this current to the air, allowing them to target enemy air units until the forcefield runs out of power.

so robo is finally getting an air unit? Parting returns and wrecks everyone with the soul train? We’re back in 2012, awh yeahhhhhhhhhhhh

It would be pretty funny to see immortals do a phoenix lift animation up into the air then start blasting BCs.

Forcefields should reflect all ranged attacks which go over them back at the attackers while making comical “boioioing” cartoon sound effects.

1 Like

The sentry is pretty comically weak at the moment and protoss is the only race without a siege unit. And by siege I mean a unit that can’t move when sieged. It would be pretty cool if when sieged it sent out pulse that provide shield regen. You could improve the shield regen by moving your units with the pulse. It sends out a pulse every 5 seconds that provides 1 shield in healing per second the pulse is in contact with a unit. Maximum range of 6.

Unfortunately I don’t think the balance counsel has the capability to do major redesigns like this because it would probably require a new animation. It’s actually surprisingly affordable. You could get a high quality animation for around $500-1000 usd. You just hire them on a freelancer site like Upwork. Even so it’s probably outside of their comfort zone.

Hey thats not true you can siege observers :wink:

1 Like