Patch 1.1.2

Discussion in 'General StarCraft 2 Discussion' started by Takaim, Oct 14, 2010.

Patch 1.1.2

Discussion in 'General StarCraft 2 Discussion' started by Takaim, Oct 14, 2010.

  1. Takaim

    Takaim Member

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    [​IMG]



    As they've been threatening for a few weeks, Blizzard has released patch 1.1.2. And as they promised and we were hoping wouldn't happen, Blizzard has nerfed Terran's early game options. Yes, they nerfed the Void Ray and buffed Zerg buildings, but we see a major flaw in the direction of Blizzard's patching. They're patching down rather than up. Here's the changelog:​
    [​IMG]
    StarCraft II: Wings of Liberty - Patch 1.1.2

    StarCraft II: Wings of Liberty – Patch 1.1.2
    Balance
    PROTOSS

    Buildings
    Nexus life and shields increased from 750/750 to 1000/1000.

    Void Ray
    Damage level 1 increased from 5 to 6 (+4 armored).
    Damage level 2 decreased from 10 (+15 armored) to 8 (+8 armored).
    Flux Vanes speed upgrade bonus decreased from 1.125 to 0.703.

    TERRAN
    Buildings
    Barracks requirement changed from Command Center to Supply Depot.
    Supply Depot life increased from 350 to 400.

    Medivac
    Acceleration reduced from 2.315 to 2.25.
    Speed reduced from 2.75 to 2.5.

    Reaper
    Nitro Packs speed upgrade now has a Factory Requirement.

    Thor
    Energy bar removed.
    250mm Strike Cannons is now cooldown-based on a 50-second cooldown. Ability starts with cooldown available (useable immediately after upgrade is researched).

    ZERG
    Buildings
    Hatchery life increased from 1250 to 1500.
    Lair life increased from 1800 to 2000.
    Spawning Pool life increased from 750 to 1000.
    Spire life increased from 600 to 850.
    Ultralisk Cavern life increased from 600 to 850.

    Corruptor
    Energy bar removed.
    Corruption is now cooldown-based on a 45-second cooldown. Ability starts with cooldown expired (must wait for full 45-second cycle before usable).

    Infestor
    Fungal Growth now prevents Blink.
    Roach
    Range increased from 3 to 4.


    My biggest issue with these patches (and specifically this one) is Blizzard's top-down approach to balancing StarCraft 2. Instead of encouraging and extending options for players with each race, they're intent on limiting the game to one overall strategy with multiple smaller tech branches until everyone's playing the same style.


    By requiring the supply depot before the Barracks (after already having nerfed the Reaper's build time significantly to my applause) Blizzard is essentially limiting Terran's options to an early eco build, at the same time making them much more vulnerable to a 6-pool Zerg strategy. I give this a solid "Boo!"



    Source: Battle.net
     
    Last edited by a moderator: Oct 14, 2010
  2. kuvasz

    kuvasz Corrections Officer

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    Some of these changes feel like they came from scrap paper notes from a good night of smoking.

    And like someone already said here a while back, a patch should only make a few changes. If you change too many things at once you won't see how a specific change affects gameplay. This right here changes so many things it's not even funny.
     
  3. Fenix

    Fenix Moderator

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    The Void Ray nerf is gonna kill a lot of air strats for Protoss.

    Also, is Blizz trying to get rid of energy completely for Terran and Protoss?
     
  4. Takaim

    Takaim Member

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    I dunno.. The Thor thing freaking blows, now hightemplar are even more useless. =/ Way to kill a freaking epic unit. I'm sure they are going to do the energy crap to Ravens next. =/ But yeah.. Blizzard sure likes droppin the ball. They need to take a damn step back from SC2, give their brains a break, then come back to it with fresh eyes.
     
  5. Ste

    Ste New Member

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    Time to stop using the void ray for early harashment strats.
     
  6. AcE_01

    AcE_01 Active Member

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    yeah take that terran!!

    lol jks
    i dont mind the supply depot, but the nitro packs are maybe abit too much.

    since roaches got a range, i think repeaers are totally useless now. Unless you do those, build 15 reapers and kill the CC and run.
     
  7. 1n5an1ty

    1n5an1ty Member

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    Don't forget Activision :mad: !

    This is wrong (what you said).
    The correct plan of action is to do this:
    Drop WoW, get back the old Blizzard employees, and revert back to Blizzard Entertainment (most preferrably Blizzard North :))
     
  8. demohunto

    demohunto New Member

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    As a terran player, I was incapable of doing anything besides mmm with some vikings. There would be times I would try to switch to thor/marine with cloaked ghosts desperately trying to emp the high temps, but I would fail and the high temps would just feedback my thors and storm my marines.

    Void ray nerf was retarded! Of course if you don't scout this you'll get butt raped by a void ray! People need to learn how to scout, and stop whining about oh no oh no OP OP!!!
    and wtf is up nerfing reapers EVEN MORE?!?! For christ sake they are now officially the most useless unit in sc2! The only use the reaper is going to have now is mid game scouting. Imo I think to actually make the reaper useful blizzard should give them the mine ability like the vulture. Words cant describe how orgasmic it would be to stop a reckless mutas banelings army with just a few mines to the floor. Or to harass an enemy base with mines! Now this is just a basic idea, but if perfectly balanced it would be fan freaken tastic for terran!
    I also love how they decided to increase the health of buildings instead of just decreasing the damage vs buildings of marauders. SLOPPY BLIZZARD!

    I surely hope blizzard fixes the void and the reaper by the next patch, and stop being so freaken sloppy with all the patches.
     
  9. Kaaraa

    Kaaraa Space Junkie

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    This. I can kinda get the Infestor/Roach buffs (Roach especially - even now quite a few units still out-range them). But everything else has me scratching my head.
     
  10. Artisan

    Artisan New Member

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    Wish they hadn't touched Reapers.

    Why did they slow down Medivacs? Of all the complaints I've heard about Terran OP this and Terran imba that, I can't recall hearing anyone say Medivacs are just too darned speedy. What the hell?

    It says Void Ray damage unfocused changed from 5 to 6 (+4 against armor). Did that +4 armor bonus come with the patch or has it always had that bonus while uncharged and the base damage just changed from 5 to 6?
     
  11. Kaaraa

    Kaaraa Space Junkie

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    I think they did it to nerf the Terran bio-ball - if the Medivacs take more time to get to and heal the troops, then it makes the entire force a bit harder to maneuver.
     
  12. Suzina

    Suzina New Member

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    I'm actually thinking they did it to nerf terran drops. Notice all the non-terran buildings got extra HP also? They don't like two medivacs full of stimmed marauders getting in, killing a nexus and getting out alive.
     
  13. aem1

    aem1 New Member

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    lame had 30 supply due to 3 cc. couldnt build a marine til i build a sd. lost me a game today..weak sauce loss to a couple of zerglings..
     
  14. lawlbear

    lawlbear New Member

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    So protoss are now officially the worst race in the game.
    Muarders are still OP, Ghost still gets free emp.
    way to go blizzard...............
     
  15. Fenix

    Fenix Moderator

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    You had three Command Centers before you had a barracks?

    wut.
     
  16. rifT_Theory

    rifT_Theory New Member

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    Looking at all the changes I can only imagine how disgruntled Terran players are right now. It's only a matter of time before the next patch arrives. Untill then Zerg players will start to swarm > : )
     
  17. az.

    az. New Member

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    I intentionally came here to post also(besides the official forum) how pissed off i am at this patch.Did it ever occur to the people who are making the patches, that maybe just maybe they could buff the units who are underpowered and stop nerfing the great units from this game?


    STUPID F****** PATCH !!!:mad::mad::mad::mad::mad:
     
  18. Xern

    Xern New Member

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    I wouldn't worry so much, just adapt. My thoughts:

    I thought that the PDD feedback thing was by design, turns out it was a bug so good they fixed it.

    When i fought a terran who had marines / marauders / thors / ravens / medivacs i was quite happy with the damage my ht's did to all of these units. On the other hand, one unit countering most of the terran army? Plus, it makes sense for that ability to be cooldown based (i wonder when bc's won't have energy... ). I don't know about corruptors though, it was standard to get collosus, then templars for feedback against zerg, now you have to kill them before they switch.

    Changes to nerf terran drops a bit are good.

    Void ray changes are ok, they were too strong for tier 2 units. I especially agree with the speed nerf, it was to easy to kill entire expansions in mid to late game. You talk about scouting, but still it's not like you can always protect all of your bases, and they can just hit and run.
     
  19. Takaim

    Takaim Member

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    Yeah, really. Wtf? xD

    The person in charge of this place deleted my first post and replaced it with what it is now. MAde this thread last night when the patch first went up. >_< Ballz... Oh well, I feel special now that I look all pro and stuff being the first poster. ;D And how is protoss the worse race now? Cus the void rays got nerfed by a TINY *SS AMOUNT!? -.- Shhh. Void rays are lame anyway.

    I don't get why instead of just making reapers take extra time to build they had to go an put the supply depot requirements. =/ terran is gonna get run over with rushes now.
     
  20. kuvasz

    kuvasz Corrections Officer

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    1. There is no such thing as a lame unit/strategy/tactic.
    2. Rays have been slowed down and now do 16 damage instead of 25. That's not balancing.