The update of Heart of the Swarm is coming soon, and Blizzard has tested Heart of the Swarm many times. We have sorted patch No 9 and hope that you will like it. In the same time, if you have any opinion about the patch, welcome to share with us.
Terran
Medivac
Caduceus Reactor
The Medivac’s healing beam now changes color once the Caduceus Reactor upgrade is complete.
Widow Mine
Unburrowed Widow Mine attack priority decreased to 19, down from 20.
Burrowed Widow Mine attack priority remains unchanged.
Armory
Vehicle and Ship Weapon upgrades are once again separate.
Vehicle and Ship Plating upgrades are still combined.
Protoss
Oracle
Pulsar Beam
Pulsar Beam activation now costs 25 energy.
While active, Pulsar Beam now drains 2 energy per second, down from 4.
Tempest
Kinetic Overload weapon damage vs. Massive increased from 30 to 50.
Dark Shrine
Dark shrine cost increased from 100/100 to 150/150.
Zerg
Mutalisk
New passive ability: Mutalisk Regeneration
Mutalisk health regeneration rate increased from .2734 to 1.
Lol, your a bit behind on the updates there; they are already finishing up the patch that comes after this one including adjustments of the medivacs upgrades.
Starcraft 2. Fastest APM monkey wins with a better chance using whatever Race/tactic is overpowered in the Meta patch. Whether that was Terran mech back in Beta, Early days of MMM at release, Toss Void and Collosi death balls not too long ago, Winfestors and GGlords currently etc. There is heavy imbalance in every period of this game's development. Its an embarrassing joke.
What? Do you know anything about games? First, A game should NEVER be balanced, if it was balanced that means there would be no need to patch it, gameplay would never change it and it would go stale in 3 months. You really think blizzard trys to balance Sc2? NO, they intentionally leave these Imbalances so that they can do something later to improve the game and keep it Perfectly Imbalanced, this gives a reason for players to return to the game and keep playing for years on end.
And if you dont like people with a higher APM winning, go play lame unrealistic turn based... Because no matter what game you play if it isnt turn based the guy with the best reflexes is going to win...
What? Do you know anything about games? First, A game should NEVER be balanced, if it was balanced that means there would be no need to patch it, gameplay would never change it and it would go stale in 3 months. You really think blizzard trys to balance Sc2? NO, they intentionally leave these Imbalances so that they can do something later to improve the game and keep it Perfectly Imbalanced, this gives a reason for players to return to the game and keep playing for years on end.
And if you dont like people with a higher APM winning, go play lame unrealistic turn based... Because no matter what game you play if it isnt turn based the guy with the best reflexes is going to win...
You are retarded if you think Starcraft 2 involves much strategy. I watch replays and pro level tournament matches from the days of Frozen Throne and Starcraft 1, then I watch this : Expand expand expand expand zzzz Build death ball, 'A move' , and hope for the best. Same crap all the time. Then I go back to watching Frozen Throne and Starcraft 1.
Any game that should be tightly balanced is a strategy game. Thats one of the reasons Korea adopted Starcraft 1 as an Esport instead of Red Alert 2. You dont need to add content or patch periodically to make a strategy game last long. The replayability does that on its own. This is not WoW or Diablo 3. Dont know what makes you think balance = game going stale. You are totally confused.
I did not say I dont like people with higher apm winning. When that however involves close to 0% strategy, then it becomes a problem. APM is a measure in almost any game type/genre(except maybe turn based), Most games balance it right. Starcraft 2 has an ungodly requirement which just makes it lame and boring. The only way to be good in this game is to dedicate your existence to it and play 10 hours a day.
Crap game. Crap balance team. Crappy gimmicky units and concepts, flawed designs related to map world/size. Its so obvious how directionless they are. Cant believe they get paid and this is the result!. I really hope HoTs sales will be abysmal.
No strategy? yet you say TFT took strategy? that game was good for its custom scene but its melee was terrible.
I have to honestly say that was the most idiotic statement i have ever heard.
I wont say anymore due to your hardheaded ignorance which i would rather not get into with a mod...
I dont play it. Who does lol?. No one plays it except "the pro fingers squad". You'll meet the same person on the ladder matchmaking so many times when you play, Its too funny.
Theres a reason they wont upgrade Frozen throne to the Battle.net 2 infrastructure, because they know it will hit hard on their sales.
Strategy = viable options and calculated decisions for victory. Frozen Throne had 4 races, 4 heroes per race, multiple fold strategies, Terrain played part of the strategy, No choke points in every area of the damn map. Everything was viable to an extent. Its a brilliant game. Was way ahead of its time, but sadly the esport structure and implementation did not quite exist in all fullness for it.
Melee was terrible?. Goodness..You really know nothing. Every Blizzard Strategy game has revolutionized the scene during its time. This stupid game is playing it safe, all too familiar, but ultimately all too boring/lacking and uninteresting(Like Diablo 3).
why would they upgrade a 10 year old game from something that its community is happy with... And NO TFT had NO STRATEGY it was 1 move wonder the whole time... It was always the same, Rush to hero, Run around with hero and 2-4 other basic units, Level up, Stomp your opponent without ever getting up a real army. And even if your opponent did get an army up, it was still 1 hitted by the crappy hero spells.
TFT Multi-player non custom game sucked donkey ass, The Campaign was amazing and VERY fun, but the online was hindered by low unit counts and Heroes that did nothing but stomp EVERYTHING and were countered by nothing.
Sc2 on the other hand you have multiple strategies for multiple phases of the game, In early game you can quick expand, Rush, Turtle, Etc, sometimes mixing and matching these. Then you have the Mid Game, in mid game you can continue to turtle while slowly expanding, You can at this point have your quick expansion taking off and you can now build up and army, OR expand again so you can dominate the late game. (i only named a few i am not going through the dozens of possibilities. just for mid game). and then by late game there are too many stratagies to count and the way Sc2 is balanced the units you were building in the beginning still have usefulness at the end meaning that there are tons of stratagies.
Dont say a game is unbalanced because the pros are sticking to 1 strategy, that's what they always do... a good strat is found everyone copies it and trys to improve on it, then it seems OP by their fans/fans of their opponents. Just think if you were going to enter a tournament, and everyone was saying that
Strat A > Strat B, aren't you going to use Strat A EVEN if Strat C really Stomps Strat A.
Sc2 on the other hand you have multiple strategies for multiple phases of the game, In early game you can quick expand, Rush, Turtle, Etc, sometimes mixing and matching these. Then you have the Mid Game, in mid game you can continue to turtle while slowly expanding, You can at this point have your quick expansion taking off and you can now build up and army, OR expand again so you can dominate the late game. (i only named a few i am not going through the dozens of possibilities. just for mid game). and then by late game there are too many stratagies to count and the way Sc2 is balanced the units you were building in the beginning still have usefulness at the end meaning that there are tons of stratagies.
Lol. Did you just say you can Rush early game Starcraft 2?. Lol. You cant skirmish in this game;-). One unit lost = you failed the game(exaggerated but its not too far off from the truth)
Turtle?. LOL. No man...What leauge are you in?.
In Sc2 you expand. Thats the only good opening. Heck its so automated and monotonous, they should have started you of with a free expansion base already saturated.
Mid game is timing push time or repelling enemy timing push time!. And that usually sets the precedent to more expanding and death ball time. Its so static. Unlike the dynamic nature of Sc1 and TFT.
All those strategies and openings you mentioned are actually viable in TFT. But I know, you dont know much about both games ,So its pointless talking about it.
The update of Heart of the Swarm is coming soon, and Blizzard has tested Heart of the Swarm many times. We have sorted patch No 9 and hope that you will like it. In the same time, if you have any opinion about the patch, welcome to share with us. Terran Medivac Caduceus Reactor The Medivac’s healing beam now changes color once the Caduceus Reactor upgrade is complete. Widow Mine Unburrowed Widow Mine attack priority decreased to 19, down from 20. Burrowed Widow Mine attack priority remains unchanged. Armory Vehicle and Ship Weapon upgrades are once again separate. Vehicle and Ship Plating upgrades are still combined.
Protoss Oracle Pulsar Beam Pulsar Beam activation now costs 25 energy. While active, Pulsar Beam now drains 2 energy per second, down from 4.
Tempest Kinetic Overload weapon damage vs. Massive increased from 30 to 50. Dark Shrine Dark shrine cost increased from 100/100 to 150/150.
Zerg Mutalisk New passive ability: Mutalisk Regeneration Mutalisk health regeneration rate increased from .2734 to 1.
Lol, your a bit behind on the updates there; they are already finishing up the patch that comes after this one including adjustments of the medivacs upgrades.
They better not be buffing Medivacs...
Terran
Medivac The Caduceus Reactor upgrade now requires a Fusion Core before research can begin.
Widow Mine Sentinel Missiles Primary target damage reduced from 160 to 125.
Protoss
Stalker Blink Research time increased from 140 to 170 seconds.
Zerg
Infestor Fungal Growth Range increased from 8 to 10. Missile speed increased from 10 to 15.
Those are the latest notes for patch #10
@mayalice: Go
Starcraft 2. Fastest APM monkey wins with a better chance using whatever Race/tactic is overpowered in the Meta patch. Whether that was Terran mech back in Beta, Early days of MMM at release, Toss Void and Collosi death balls not too long ago, Winfestors and GGlords currently etc. There is heavy imbalance in every period of this game's development. Its an embarrassing joke.
@EternalWraith: Go
What? Do you know anything about games? First, A game should NEVER be balanced, if it was balanced that means there would be no need to patch it, gameplay would never change it and it would go stale in 3 months. You really think blizzard trys to balance Sc2? NO, they intentionally leave these Imbalances so that they can do something later to improve the game and keep it Perfectly Imbalanced, this gives a reason for players to return to the game and keep playing for years on end.
And if you dont like people with a higher APM winning, go play lame unrealistic turn based... Because no matter what game you play if it isnt turn based the guy with the best reflexes is going to win...
You are retarded if you think Starcraft 2 involves much strategy. I watch replays and pro level tournament matches from the days of Frozen Throne and Starcraft 1, then I watch this : Expand expand expand expand zzzz Build death ball, 'A move' , and hope for the best. Same crap all the time. Then I go back to watching Frozen Throne and Starcraft 1.
Any game that should be tightly balanced is a strategy game. Thats one of the reasons Korea adopted Starcraft 1 as an Esport instead of Red Alert 2. You dont need to add content or patch periodically to make a strategy game last long. The replayability does that on its own. This is not WoW or Diablo 3. Dont know what makes you think balance = game going stale. You are totally confused.
I did not say I dont like people with higher apm winning. When that however involves close to 0% strategy, then it becomes a problem. APM is a measure in almost any game type/genre(except maybe turn based), Most games balance it right. Starcraft 2 has an ungodly requirement which just makes it lame and boring. The only way to be good in this game is to dedicate your existence to it and play 10 hours a day.
Crap game. Crap balance team. Crappy gimmicky units and concepts, flawed designs related to map world/size. Its so obvious how directionless they are. Cant believe they get paid and this is the result!. I really hope HoTs sales will be abysmal.
@EternalWraith: Go
then dont play it... who cares....
No strategy? yet you say TFT took strategy? that game was good for its custom scene but its melee was terrible.
I have to honestly say that was the most idiotic statement i have ever heard.
I dont play it. Who does lol?. No one plays it except "the pro fingers squad". You'll meet the same person on the ladder matchmaking so many times when you play, Its too funny.
Theres a reason they wont upgrade Frozen throne to the Battle.net 2 infrastructure, because they know it will hit hard on their sales.
Strategy = viable options and calculated decisions for victory. Frozen Throne had 4 races, 4 heroes per race, multiple fold strategies, Terrain played part of the strategy, No choke points in every area of the damn map. Everything was viable to an extent. Its a brilliant game. Was way ahead of its time, but sadly the esport structure and implementation did not quite exist in all fullness for it.
Melee was terrible?. Goodness..You really know nothing. Every Blizzard Strategy game has revolutionized the scene during its time. This stupid game is playing it safe, all too familiar, but ultimately all too boring/lacking and uninteresting(Like Diablo 3).
Anyway....Its infestor and death ball time. Cya.
@EternalWraith: Go
why would they upgrade a 10 year old game from something that its community is happy with... And NO TFT had NO STRATEGY it was 1 move wonder the whole time... It was always the same, Rush to hero, Run around with hero and 2-4 other basic units, Level up, Stomp your opponent without ever getting up a real army. And even if your opponent did get an army up, it was still 1 hitted by the crappy hero spells.
TFT Multi-player non custom game sucked donkey ass, The Campaign was amazing and VERY fun, but the online was hindered by low unit counts and Heroes that did nothing but stomp EVERYTHING and were countered by nothing.
Sc2 on the other hand you have multiple strategies for multiple phases of the game, In early game you can quick expand, Rush, Turtle, Etc, sometimes mixing and matching these. Then you have the Mid Game, in mid game you can continue to turtle while slowly expanding, You can at this point have your quick expansion taking off and you can now build up and army, OR expand again so you can dominate the late game. (i only named a few i am not going through the dozens of possibilities. just for mid game). and then by late game there are too many stratagies to count and the way Sc2 is balanced the units you were building in the beginning still have usefulness at the end meaning that there are tons of stratagies.
Dont say a game is unbalanced because the pros are sticking to 1 strategy, that's what they always do... a good strat is found everyone copies it and trys to improve on it, then it seems OP by their fans/fans of their opponents. Just think if you were going to enter a tournament, and everyone was saying that Strat A > Strat B, aren't you going to use Strat A EVEN if Strat C really Stomps Strat A.
Yes. I run my level 10 Priestess of the Moon into the enemy army with your brilliant '1A' strategy. She dies.
What you have been describing, my friend, is not TFT, but rather Sc2. Though really both games are good, TFT was by far better.
Lol. Did you just say you can Rush early game Starcraft 2?. Lol. You cant skirmish in this game;-). One unit lost = you failed the game(exaggerated but its not too far off from the truth)
Turtle?. LOL. No man...What leauge are you in?.
In Sc2 you expand. Thats the only good opening. Heck its so automated and monotonous, they should have started you of with a free expansion base already saturated.
Mid game is timing push time or repelling enemy timing push time!. And that usually sets the precedent to more expanding and death ball time. Its so static. Unlike the dynamic nature of Sc1 and TFT.
All those strategies and openings you mentioned are actually viable in TFT. But I know, you dont know much about both games ,So its pointless talking about it.