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  #1  
Old 02-28-2011, 03:58 PM
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Default Patch 1.3.0

New patch notes to be found here:
http://us.battle.net/sc2/en/blog/2356436

NOTE: These are PTR notes and subject to change.


Grandmaster Leauge for the top 200 players in a season!

Balance

GENERAL
•Players can no longer hide units by setting them in a close proximity patrol (Viking flower).

PROTOSS
Mothership
•Units leaving the Mothership's Vortex are now un-targetable and immune to damage for 1.5 seconds.

High Templar
•Khaydarin Amulet upgrade (+25 starting energy) has been removed.

Zealot
•Charging Zealots will now hit fleeing targets at least once.

TERRAN
Battlecruiser
•Movement speed increased from 1.406 to 1.875.

Bunker
•Build time increased from 35 to 40 seconds.

Tech Lab
•Stimpack upgrade research time increased from 140 to 170 seconds.

ZERG
Infestor
•Health increased from 90 to 110.
•Fungal Growth
•Stun duration decreased from 8 to 4 seconds.
•Damage increased by +30% vs. armored units.
•Now fires a missile instead of being instant cast.

--------------------------
What do you all think?
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Last edited by H2O Zevil; 02-28-2011 at 05:05 PM. Reason: Added "Note: These are PTR notes and subject to change" at the top
  #2  
Old 02-28-2011, 04:04 PM
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Default Re: Patch 1.3.0

So they keep making these references to "seasons".... Does that mean they will finally be doing a ladder wipe, and starting this whole season stuff with this patch? If nothing else I would be excited for that.
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  #3  
Old 02-28-2011, 04:07 PM
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Default Re: Patch 1.3.0

Quote:
Originally Posted by Arbee H2O View Post
So they keep making these references to "seasons".... Does that mean they will finally be doing a ladder wipe, and starting this whole season stuff with this patch? If nothing else I would be excited for that.
There was nothing about that in the full notes, but I am looking forward to a reset as well! (and another name change)
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  #4  
Old 02-28-2011, 04:20 PM
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Default Re: Patch 1.3.0

yea, season stuff looks cool. they still havent mentioned anything about WHEN, but whenever they do it, should be nice.
also, keep in mind this is the patch on the PTR, so it is not official, and these changes are subject to adjustment and/or complete removal.
  #5  
Old 02-28-2011, 04:26 PM
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Default Re: Patch 1.3.0

no more toilets ! sucks so hard that they're nerfing amulet. i've won so many games because of that upgrade !! warm in units and save my life !! now temps are worthless.
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  #6  
Old 02-28-2011, 05:03 PM
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Default Re: Patch 1.3.0

Quote:
Originally Posted by H2O Technoboy View Post
no more toilets ! sucks so hard that they're nerfing amulet. i've won so many games because of that upgrade !! warm in units and save my life !! now temps are worthless.
Yeah, I agree its a bit much, I would have liked to see a lower cost on storm and lower overall energy. So you could warp in and after like 3 seconds cast, not wait like 30.
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  #7  
Old 02-28-2011, 07:16 PM
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Default Re: Patch 1.3.0

bunker time is lame, bc speed is okay. no more epic toliet =( and the amulet removal kinda sucks. love it when im playing toss, hate it when i got a terran bio ball.. Stim increase time is sooooo lame.
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  #8  
Old 02-28-2011, 07:32 PM
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Default Re: Patch 1.3.0

As a zerg player I am super happy about the new changes along with the new maps they added to the ladder pool recently
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Old 02-28-2011, 08:59 PM
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Default Re: Patch 1.3.0

My main question is the infestor a buff or a nerf? It seems that its trying to move the focus to damage as oppose to hold. Im kinda confused about that.
  #10  
Old 02-28-2011, 11:08 PM
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Default Re: Patch 1.3.0

IMO its a buff it dosnt hold for as long however now you can almost cast FG back to back to kill marines or scv instead of waitng like 4 seconds before you could cast it again to do additional damage. Im not sure why they made it a missile though maybe so that PDD can shoot it down?
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  #11  
Old 03-01-2011, 01:32 AM
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Default Re: Patch 1.3.0

Quote:
Originally Posted by H2O Dethklok View Post
IMO its a buff it dosnt hold for as long however now you can almost cast FG back to back to kill marines or scv instead of waitng like 4 seconds before you could cast it again to do additional damage. Im not sure why they made it a missile though maybe so that PDD can shoot it down?
probably give players a slight chance to micro sum units away before ti takes place
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  #12  
Old 03-01-2011, 01:40 AM
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Default Re: Patch 1.3.0

PROTOSS
Mothership
•Units leaving the Mothership's Vortex are now un-targetable and immune to damage for 1.5 seconds.

Thoughts: A bust but still very powerful if you can cut an army in half, kinda like a huge forcefield

High Templar
•Khaydarin Amulet upgrade (+25 starting energy) has been removed.

Thoughts: Sucks, epic sucks but still useful to use it as defensive, during lategame you can always leave one templar behind and accumulate energy. I want an emp nerf as well, since this upgrade is nerfed
Zealot

•Charging Zealots will now hit fleeing targets at least once.

Thoughts: Awesomeness, more hits on MMM ball

TERRAN
Battlecruiser
•Movement speed increased from 1.406 to 1.875.

Thoughts: yay not a huge change but definitely an option to mix in a few BCs late game into an army. I hope its the same speed as thors or similiar now.

Bunker
•Build time increased from 35 to 40 seconds.

Thoughts: I thought it was already long to build but its still viable to use in rushes, now just bring one extra scvs incase the one buildning dies or when usually bringing 2, bring 3

Tech Lab
•Stimpack upgrade research time increased from 140 to 170 seconds.

Thoughts: I dont mind this nerf since it helps a lot defending a 4rax all in, or a rush vs protoss. Its not a huge deal since you can go gas first then rax to get that stim the same time as getting rax then gas.

ZERG
Infestor
•Health increased from 90 to 110.
•Fungal Growth
•Stun duration decreased from 8 to 4 seconds.
•Damage increased by +30% vs. armored units.
•Now fires a missile instead of being instant cast.

Thoughts: a huge change, more HP = more chances of living especially against a small siege line. PDD probably has an effect on this now. Dmg increased vs armor is awesome, viable to use against maruaders, stalkers, tanks. Stun is decreased, sucks but I guess it has its purpose for balance.
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  #13  
Old 03-01-2011, 08:27 AM
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Default Re: Patch 1.3.0

Blizzard sucks at patching...thats all i'm gonna say.

And the seasons will work like war3's did i'm sure. Once it resets you gotta redo ur placement and stuff all your wins and stuff in your profile are the same. But when 1.3 hits i don't think you can be promoted...
  #14  
Old 03-01-2011, 10:15 AM
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Default Re: Patch 1.3.0

All in all I think the changes are needed; only thing that will be interesting is the missle aspect for FG. Wonder if it will follow like seeker missle does now.
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  #15  
Old 03-01-2011, 06:01 PM
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Default Re: Patch 1.3.0

i think the infestor buff is nice ~~
taking out amulet seems fair to me.. templars are still great as far as i'm concerned haha ><
yepp :x

oh and the fungal growth missile thing, won't follow like seeker missiles
i think they just made it that way so you have a chance to try and dodge it
itll just shoot it straight at the target area i'm pretty sure..
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  #16  
Old 03-01-2011, 11:18 PM
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Default Re: Patch 1.3.0

Quote:
Originally Posted by H2O MiSt View Post
i think the infestor buff is nice ~~
taking out amulet seems fair to me.. templars are still great as far as i'm concerned haha ><
yepp :x

oh and the fungal growth missile thing, won't follow like seeker missiles
i think they just made it that way so you have a chance to try and dodge it
itll just shoot it straight at the target area i'm pretty sure..
imo the amulet nerf was nerfing the wrong unit.... HTs take skill to use, Collosus do not.

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  #17  
Old 03-02-2011, 12:47 AM
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Default Re: Patch 1.3.0

Agree'd with the above statement.
  #18  
Old 03-02-2011, 07:06 AM
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Default Re: Patch 1.3.0

Yeah honestly i'm kinda sad to see that no more high templar will be used at lower lvls. Honestly i have seen high templar like 5 times in the last 25 games. Now without the warp in storm, its collosus every game i'm sure.

Fine by me. I have no idea how to counter HT. Col are easy.
  #19  
Old 03-02-2011, 11:40 AM
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Default Re: Patch 1.3.0

Quote:
Originally Posted by Evo View Post
Yeah honestly i'm kinda sad to see that no more high templar will be used at lower lvls. Honestly i have seen high templar like 5 times in the last 25 games. Now without the warp in storm, its collosus every game i'm sure.

Fine by me. I have no idea how to counter HT. Col are easy.
Countering HT is nothing really but micro, move out of storm, hit them with your hyrdas.

The other fun, but not useful thing is to NP them with infesters.
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  #20  
Old 03-02-2011, 02:27 PM
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Default Re: Patch 1.3.0

As awesome as NPin HT's can be i have found it extremely hard to single them out. Nothing like accidentally stealing a stalker or zealot. NP fail for the win!!! lol.
 

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