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HotS Beta Patch 2

Verfasst: 14.09.2012, 19:30
von Malebolgia
Zerg

Swarm Host
The locust’s attack range has decreased from 3 to 2.


Protoss

Oracle
We have removed the oracle’s Preordain ability.
We have added a new area of effect ability for the oracle called Phase Shield.
Targeted friendly units are shielded from harmful effects for 5 seconds.
Fungal Growth, Corruption, Contaminate, Graviton Beam, Concussive Shells, Abduct, Revelation, Vortex, and 250mm Strike Cannons – Phase Shield removes the effect and prevents units from being affected.
EMP – Phase Shield removes the anti-cloaking effect but not the damage dealt.
Neural Parasite – Phase Shield will not remove this effect but it will prevent units from being affected.
The energy upgrade has been removed.
Entomb’s duration has been reduced to 25 sec, but the health per Entomb has increased to 100.
The cost per unit has changed from 150/200 to 150/150.

Tempest
The attack range has been reduced from 22 to 15.
The basic damage has changed from 30 to 30 + massive.
The ranged upgrade has been removed.

Mothership Core / Mothership
Recall will now cost 100 energy.
The mothership core will now start with 50 energy and when upgraded, energy will be set back to 50.
The range of Purifier Beam has been increased from 7 to 10.

Carrier
This unit has returned to the game.


Terran

Warhound
This unit has been removed from the game.

Reaper
We have added a new passive ability called Combat Awareness.
This allows reapers to see up cliffs.

Hellion
Battle hellions can now be built from the Factory. It has an Armory requirement.
There is a new upgrade at the Armory that will allow transformation between Battle Mode and Normal Mode.

Widow Mine
We have removed the Armory requirement.

________________________________________________________________________

Hier noch Blizzard's Statement dazu

As you may know, we have entered the second week of the Heart of the Swarm beta test. Thank you all for the time and effort you have put in to playing and testing the game these last few weeks. Our plan to deliver balance patches for the beta will be very different from how we do patches on the live game. We will be making frequent iterations on balance throughout the beta test in order to reach our goals as quickly as possible. Accordingly, we expect that some of the changes we make will naturally have a larger impact on overall balance and that additional tuning may be necessary; however, we feel that the beta test is the perfect time to take these risks and learn from the results.

Here are the changes we’re planning on making this week:

Remove oracle ability: Preordain

Because Preordain overlaps with Revelation in that both spells grant vision, we’ve decided to remove Preordain. All in all, we feel that Revelation is a cooler spell because it also acts as a soft detection mechanism.

New oracle ability: Phase Shield -- Target friendly units are shielded from harmful effects for 5 seconds

Phase Shield is a new oracle ability that can be used to prevent harmful effects like the marauder’s Concussive Shells, the infestor’s Fungal Growth, or the viper’s Abduct. We feel that with the addition of swarm hosts and vipers, protoss is in need of a spell that can help against some of the new unit compositions.

Oracle Entomb changes
Duration reduced from 45 to 25
Mineral Shield health increased from 75 to 100


We were facing two issues with this ability: First – lower skilled players who didn’t react quickly would take too large an economic hit. Second – higher level players who reacted almost instantly would take too little damage from the ability. This is just a first pass at attempting to solve these two issues.

Oracle cost down from 150/200 to 150/150

The cost change is to make it easier to allow protoss players to actually build these units and justify using them. As with most tuning changes in the beta, this is probably not the final cost number. As we evaluate this unit throughout the course of the beta, we will have a much better idea of what the cost of the unit should be.

Warhound has been removed from the game

We received a lot of feedback from both the general community along with many pro gamers that this unit was not working in its current state. We definitely agree. The current plan is to remove it from the beta so that we can focus testing other units.

If we locate a better design for the warhound, it will return to the beta; until then, please play the game and give your feedback without the warhound in mind.

Carrier is back!

We continue to receive a lot of feedback from both our community and professional players suggesting that the tempest is difficult to use. We agree that it’s not an easy-to-use capital ship like the carrier, and feel it could be cool to have two big air units in the protoss fleet. The carrier will be the easy-to-use, multifunctional capital ship, whereas the tempest will be a more strategic and positional unit that can’t just be blindly massed. We know how much the carrier means to everyone and think that this is a great opportunity to give the carrier another chance before making a final decision on the unit’s future.

Mothership Core rebalance

The planned changes are:

Mothership core build cost decreased from 100/100 to 50/50
Mothership core’s Recall energy reduced from 150 to 100
Mothership core Purify attack range increased from 7 to 10


These are simple number changes in an attempt to reach our goals for this unit: early game defense against all-in attacks, the ability to use Recall to be more offensive without having to commit completely, and giving protoss players more choices to work with in the early game.

Tempest attack range changed to 15, Tempest damage changed from 30 to 30 +20 massive

Now that the carrier is back as the general capital ship option, we are adjusting the role of the tempest to be more specific.

The tempest is now a specific counter-unit against massive units. The plan for the tempest is to be a viable option in the PvZ late-game against broodlords as well as in the PvP late-game against mass colossi.

Mothership starts with 50 energy when upgraded from the mothership core

Having a mothership start with max energy was an unintended side-effect that accompanied the change in how the unit was being built. Vortex is an especially deadly ability, and we feel it’s important to give players fighting against the mothership some time to react. Having a mothership capable of casting two Vortexes right when they finish building is simply too much.

Reaper has a new passive ability: Battlefield Awareness – Allows Reapers to see up cliffs

We like where the Reaper is right now with the over-all changes being made to the game. The new Combat Drugs ability allows for more reaper usage early on and this early action feels both fun to play with and fun to watch.

We’d like to try to push the usage of the reaper a bit further to see if there are even cooler options for the unit. The Battlefield Awareness ability will potentially allow reapers to be used not only for early game harassment, but throughout the game as a great scouting unit.

This is one of the experimental abilities we’d like to try as we’re still in the early stages of the beta. Any feedback on the new Reaper as a whole will be greatly appreciated.

New hellion upgrade: Transformation Servos -- allows hellions to change to Battle mode

In TvZ, battle hellions with good split micro are performing a bit too well against zergling/baneling openers. Therefore, we are adding an upgrade requirement to change modes, giving zerg players more time to make the necessary adjustments to their unit composition.

Battle mode hellions can be built from the Factory

After testing this unit in the beta, we are starting to see scenarios where building only hellions, only battle hellions, or having a choice of both are all reasonable decisions. Therefore, we would like to try allowing players to build these units separately while keeping the ability to transform between modes a viable option.

Widow mine no longer has an Amory requirement

We’re barely seeing any play using widow mines in the beta right now. While we are slightly afraid of bringing in a cloaked unit so early in the tech, we decided it would be cool to see how this works out at with no Armory requirement.

Swarm host’s locust attack range decreased from 3 to 2

We are decreasing the range of the swarm host’s locusts from 3 to 2 in order to slightly reduce the unit’s effectiveness while still maintaining its usefulness in a number of different situations. After this change, locusts should be pretty deadly when able to freely attack enemy units and structures. Additionally, small to medium-sized armies will have to do some kiting in order to reduce locust counts as head-on battles will not be cost-effective. On the other hand, larger armies (especially those with lots of splash damage) will be able to take down a large amount of locusts fairly efficiently if their swarm hosts are not backed up by other units. Swarm hosts in the earlier stages of a game can be used by themselves, but in the later parts of the game they will need to be used in combination with units like the corruptor or infestor.

Re: Patch 2

Verfasst: 14.09.2012, 19:40
von Malebolgia
LOL, sehr stranger Patch...

- Roboschnauer raus... Schade... hatte Potential, aber Blizzard wieder mal zu faul zum balancen. Dabei hätte man einfach mal mit Supply 3 und Armory anfangen können.
So wird TvT wieder zum Tankschach.
- Carrier wieder rein (aber ohne Änderungen *facepalm*)
- Oracle Fähigkeit ist scheisse und wird nie benutzt werden, genau wie der Beta Spell des Infestors damals. Hätte echt gerne ein Stasisfeld gesehen, welches man zerstören kann, dann hätte man sich auch das Scheiss Entomb sparen können.
- Locust range runter auf 2... Wird keinen grossen Effekt auf langweilige ZvZ haben.
- Tempest ist nun krass stark gegen massive Einheiten (18 dps auf ne Range von 15), wird also die neue Antwort gegen Infestor-Broodlord? Trotzdem gefällt er mir nicht. Ich finde Toss bräuchte ne neue Robounit fürs Metagame.
- Mothershipcore... Fand die Alphaversion immer noch viel besser, aber ok, der Buff ist schonmal nice
- Reaper wird noch effektiver
- Hellion bekommt einen Nerf, gut so. Das Upgrade ist sicher eine gute Idee, aber das man jetzt Armory generell für Hellion braucht oO Dämlich.
- Widowmine ist mit 2 Supply und der geringen Range immernoch ineffizient.

Alles in allem sehr gemischte Gefühle.

RIP Roboschnauzer :(

Re: Patch 2

Verfasst: 14.09.2012, 19:49
von Siege
Die Armory generell für Hellions xD!
ade Hellion / Banshee
auf Wiedersehen Hellion Openings im TvT ect.


Zum Glück bin ich mir fast sicher das, dass nicht so bleibt.

Re: Patch 2

Verfasst: 14.09.2012, 19:59
von Malebolgia
Siege hat geschrieben:Die Armory generell für Hellions xD!
ade Hellion / Banshee
auf Wiedersehen Hellion Openings im TvT ect.


Zum Glück bin ich mir fast sicher das, dass nicht so bleibt.
Ok, habs falsch verstanden.

Es ist NOCH dümmer.

Mit Factory kannst du Hellions bauen (Automodus)
Mit Factory + Armory kannst du Battle Hellions bauen (Mechform)

Beide bleiben aber so wie sie gebaut wurden, erst mit dem UPGRADE kannst du sie dann switchen.

WTF???!?!?

Re: Patch 2

Verfasst: 14.09.2012, 20:33
von Xyonon
Nur so als Info - die haben die offiziellen Patch Notes auf ihrer Seite gelöscht ... Sah mir auch viel zu strange aus. Also nicht gleich Drama-Queen anmachen. Hätten wir das :P

Re: Patch 2

Verfasst: 14.09.2012, 20:52
von Malebolgia
Ne, haben sie nicht, im US Forum stehen sie noch.

Re: Patch 2

Verfasst: 14.09.2012, 21:01
von Salamitier
Mein erster Impuls zu diesen Änderungen: Cool. Durch die Bank =x

Re: Patch 2

Verfasst: 14.09.2012, 22:05
von Siege
Malebolgia hat geschrieben:
Siege hat geschrieben:Die Armory generell für Hellions xD!
ade Hellion / Banshee
auf Wiedersehen Hellion Openings im TvT ect.


Zum Glück bin ich mir fast sicher das, dass nicht so bleibt.
Ok, habs falsch verstanden.

Es ist NOCH dümmer.

Mit Factory kannst du Hellions bauen (Automodus)
Mit Factory + Armory kannst du Battle Hellions bauen (Mechform)

Beide bleiben aber so wie sie gebaut wurden, erst mit dem UPGRADE kannst du sie dann switchen.

WTF???!?!?

Naja, dann ist es ja nicht soooo tragisch, etwas gewöhnungsbedürftig aber ok.

So, kann man trotzdem noch seine Hellionsbuilds spielen ohne einschrenkungen und sobald man armory addet wird das Upgrade zum switchen zur Pflicht, wenn man Mech Spielt.

Re: Patch 2

Verfasst: 14.09.2012, 23:40
von Pant
Sehr guter patch und der warhound ist nicht endgültig raus der wird evtl. verändert oder ersetzt!

Re: Patch 2

Verfasst: 14.09.2012, 23:49
von Siege
Man munkelt das er zu dem "Goliath" umgemodelt werden soll.

Re: Patch 2

Verfasst: 15.09.2012, 07:20
von Salamitier
Tja. Und so würde aus SCII dann doch schrittweise SC:BW reloaded ^^"

Re: HotS Beta Patch 2

Verfasst: 15.09.2012, 12:22
von Siege
Entweder Blizzard hat keinen Bock oder bekommt es einfach nicht gebacken "neue" Sachen zu balancen, deswegen greifen sie mehr oder weniger auf altbewertes zurück.

Traurige Geschichte...

Re: HotS Beta Patch 2

Verfasst: 15.09.2012, 16:32
von Malebolgia
Ich fände es cool, wenn man Entomb folgendermassen verändern würde:

- Wirkt nicht mehr auf Mineralienfelder
- Wirkt auf nicht massive Einheiten
- AoE Radius von der Grösse eines EMPs ca.
- Energiekosten 50-75
- Kuppel hat 75 - 100 HP
- Hält 30 s

So könnte man es zum Harassen benutzen (Worker entomben) oder auch defensiv um bestimmte Einheitengruppen kurzzeitig rauszunehmen oder Zeit zu verschaffen (Muta Angriff)

So ähnlich wie das Stasisfeld damals, nur eben mit zerstörbaren Kuppeln.

Re: HotS Beta Patch 2

Verfasst: 15.09.2012, 16:59
von TomDe
Oder wie hier beschrieben: viewtopic.php?t=5548
Hinweis: Bei Sentry steht diese Fähigkeit erklärt. Heißt Destructive Stasis Field.

Den Zusatz, dass es nur gegen nicht massive Einheiten zu gebrauchen ist find ich gut!
Werde ich für meine Idee mal übernehmen.

Re: HotS Beta Patch 2

Verfasst: 15.09.2012, 21:57
von Salamitier
Ich finde, das letzte, was Protoss brauchen, ist eine weitere Fähigkeit, die ihnen ermöglicht, den aktiv am Kampf teilnehmenden Anteil der feindlichen Armee noch weiter zu verringern =x