Patch 1.3.3 en cours de test

Nos amis de Blizzard sont en train de tester sur les serveurs de test US un nouveau patch qui risque de faire TRES mal.

Le patch 1.3.3 pour StarCraft II: Wings of Liberty est disponible sur le PTR américain. Je vous propose de découvrir la liste des modification apportées ci-dessous, en anglais pour l’instant :

Protoss
* Archons are now a massive unit.
* Pylon power radius has been decreased from 7.5 to 6.5.
* Cybernetics Core : Research Warp Gate time increased from 140 to 180.
* Gateway : Sentry train time decreased from 42 to 37. Stalker train time decreased from 42 to 37. Zealot train time decreased from 38 to 33. Warp Gate unit train times remain unchanged.

Terran
* Ghost : Cost changed from 150/150 to 200/100.
* Salvage resource return reduced from 100% to 75%.

Zerg
* Spore Crawler : Root time decreased from 12 to 6.

Bug Fixes
* Fixed a bug where Ghosts could not quickly EMP the same location.
* Fixed a bug where players were still able to stack flying units on top of each other.

Bon, alors que les choses soient claires. Blizzard vient de rendre viable le double proxy gate Protoss voir même le 6-Gate… Aurant dire que les protoss ne pourrons plus trop faire un 4-gate efficace mais pourrons encore plus early rush. Ami terran : construisez un bunker.

Traduction du patch :

  • Il n’y a plus aucun avantage à faire warpgate tôt sachant que les unitées sortirons aussi vite (voir plus ?) en gate standard qu’en warp. Le délai de warpgate rend le nerf de stimpack quasi nul (les deux ont le même temps de recherche) enfin, vu la vitesse de prod des unités, il sera plus facile d’attaquer avec 2-3 unitées alors que les autres race n’auront pas forcément les moyens de se défendre.

Autre side effect, la réduction de 1 de radius des pylons va rendre certain cheese un peu plus difficile (par exemple le canon rush. Ou bien le warp-in de quadrant delta ne sera plus possible). Bref, je pense que cela risque de changer radicalement la manière de penser des Protoss.

Patch en cours de test aussi attendez vous à des modification avant son application probable courant Mai.

hummmm pour le 4 gate moins efficace, ça reste a voir, le timing du BO change a cause de la recherche mais t’aura par contre plus d’unités sorties normalement au moment du push !

si quand tu pose ton pylone t’as 2 ou 3 zélotes de plus, ca peut rester viable en terme de masse d’armée, bref, a tester… si c’est ca le matchup PvP risuqe de changer du tout au tout !

hum oui mais en fait, contre un protoss, il aura eut le temps de sortir une ou deux sentry de plus. Donc bloqué.

Contre les autres races je dis pas.

hummm oui tout à fait d’accord ! :002_drole_02:

Moi aussi :slight_smile: c est pour ca que je dit que le matchup PvP va changer :slight_smile:

Comment rendre la race la plus imba du moment encore plus imba? et bien réduisez les temps de construction des unitées et la vous obtiendrez du whine en augmentation.
Sérieux je trouve que c’est du n’importe quoi…

en fait, la réduction du temps de prod ne s’applique que si les gateway ne sont pas en mode “warp”.

Je pense sincèrement que ça rend les protoss plus puissant en début de partie ET propose autre chose que du 4gates.

de toute façon on en avait discuté on été d’accord sur le sujet , alors je suis ok sur le fait que si ça peut évité au toss de turtle et de faire du 4gates ok mais bon wait & see on en reparlera :slight_smile: et c’est vrai que noob que je suis j’avais pas vu que ça s’appliquait que quand elle été pas en mode warp merci de m’avoir précisé ça pour ma maigre cervelle.

wait & see… Moi le seul truc qui me fait chier c’est le salvage a 75 % :wink:

Plus serieusement j’avoue que leur idée est peut être de limitter les 4 gate rush vu que il n’y a plus que ça en ladder (je parle pas des GSL et autres matchs niveau maitre), mais ça risque d’engendrer d’autres déséquilibres. On verra ce qu’il ressort de leur phase de test.

tu t’en fous dans starjeweled ca te changera rien :stuck_out_tongue:

en PvP on voit pratiquement que ca malheureusement… mais pour les autres matcup ca peut etre facilement contrable, limité les 4 gates en PvP c’est une très bonne idée (enfin moi perso je les repousse tout le temp donc ca va pas me faciliter la tache :stuck_out_tongue: )

Merde ils ont toujours pas corrigé le bug qui fait que le jeu est trop rapide pour moi sur mon ordi.

Si, ça s’appelle Warhammer 40k ^^

Blizzard a mis à jour une nouvelle fois le patch 1.3.3 sur le PTR américain. Voici ce dernier dans son intégralité (voir message) :

General
* The default hotkey to toggle in-game music on/off has been reverted to its hotkey prior to Patch 1.3.0. The hotkey to display APM in the observer stat panel has been changed as a result.

Protoss
* Archon : Now a Massive unit. Range increased from 2 to 3.
* Cybernetics Core : Research Warp Gate time increased from 140 to 160.
* Gateway : Sentry train time decreased from 42 to 37. Warp Gate unit train times remain unchanged. Pylon power radius has been decreased from 7.5 to 6.5.

Terran
* Bunker : Salvage resource return reduced from 100% to 75%.
* Ghost : Cost changed from 150/150 to 200/100.
* Thor : Thor now has 200 max energy, and starts with 50 energy. 250mm Strike Cannons now cost 150 energy to use (cooldown removed).

Zerg
* Infestor : Speed decreased from 2.5 to 2.25.
* Spore Crawler : Root time decreased from 12 to 6.

Bug Fixes
* Fixed an issue where Ghosts could not quickly EMP the same location.
* Fixed an issue that allowed players to stack air units when issuing a queued stop command before the units reached the end of their patrol point.
* Fixed an issue where unplugging your USB headset while another player was talking to you could cause a crash.
* Fixed an issue where the APM statistic could be artificially increased.
* Fixed an issue where 3D unit portraits were not animating smoothly at slow game speeds.
* Fixed an issue where, when viewing a replay, no text message was displayed when a player left a game.
* The Taiwanese hotkey to display/hide the game UI while in Observer mode now works correctly.


On peut noter deux point intéressant :

  • L’up du range des Archon est une putain de bonne nouvelle ! car cela va rendre les archon viable contre les zergs et contre le terran bioball.
  • Le retour de l’énergie pour les Thor est aussi une bonne nouvelle pour la balance contre terran (retour du feedback)

Maintenant, pas mal de gens supputent que l’up des archons est clairement fait pour mettre en place une alternative aux colosses avec efficacité ! D’ailleurs, je pense que cela devrait encore pousser Blizzard à faire un nerf du colosse (qui je l’avoue, ne serait pas un mal)

Je vous fait partager cette (longue mais) intéressante analyse trouvé sur le forum de teamliquid.net sur pourquoi cela va rendre les archons viable !

NOTA : cependant, notez que la ligne de dommage, aka entre l’archon et le point d’impact du psi, n’existe pas. En effet, seul le splash est présent, la ligne de dommage a été retiré depuis longtemps.


The Archon is poised to get two fairly major buffs in the next patch: it will be massive, and it will now have +1 range. This, combined with a few other Archon features, stands to have a fairly substantial impact. Namely:

Archons are as fast as DTs. For some reason there’s a misperception that they’re “slow”, when in fact they’re tied for the 2nd fastest Toss ground unit. They’re faster than almost any Zerg ground unit off creep (except for ones with speed upgrades), they’re faster than unstimmed Terran bio, they’re faster than mech (both P and T) of all stripes. Without conc shells and forcefields to enable kiting, Archons are capable of chasing down most other units in the game.

Archons take no bonus damage from anything (except a very minor buff to Voids because they’re massive). When combined with the enhanced shield regeneration in SC2, this means that they are ideal “tank” units against anything reliant on bonus damage–Tanks, Immortals, etc. all take forever to kill an Archon, and once they start shooting it, they can’t stop, or the Archon will be back at full health in no time.

Archons do both line and splash damage. That is, they have a line attack (now range 3) that converges into a splash attack. This makes the upcoming range buff a big deal, because it not only lets them hit things further away, anything in between them and their targets will be taking damage too. They also get bonus damage vs. all bio, which makes Zerg absurdly vulnerable to them.

Archons are only 4 supply. For some reason, people want to compare them to units like Ultras. And maybe that makes sense in terms of tech time. But in terms of how much of your army they take up, its surprisingly little–meaning more room in a maxed army for other things.

So, given this, with the upcoming buffs, where does the Archon stand?

It already decimated lings and zealots. It will now also decimate unstimmed Terran bio.
Stimmed bio can still kite it–but forcing stims is itself useful.

It will also now have even range with mutas–and getting mutas in range of archons is a bad idea for Zerg.

Against Ultras, it will have range sufficient to attack past them, while still damaging them just as much via the line attack–meaning Ultras can’t just tank all the Archon splash damage.

Phoenixes can’t pick it up. Sentries can’t hold it back.

Off creep, there is essentially no Zerg ground unit that is cost effective against Archons due to how slow Zerg are off creep and that all their units are bio, until you tech to Roach speed, at which point Roaches can kite them even off creep–but only barely (.25 faster, 1 range longer…making kiting archons with roaches a risky proposition that could easily go badly).

Tanks suck against Archons, and while Immortals are better, they still take forever to kill them (plus, Immortals suck vs. chargelots, which will be the most common Archon accompaniment).

Banshees can be chased down (and are super vulnerable to feedback from HTs). Thors are now vulnerable to feedback as well.

Corruptors can’t attack ground, and Vikings have to land to do so, at which point they get their asses kicked (actually, Vikings in general suck will suck vs. Archons, as even in the air they’re slow and prone to clumping).

Colossi actually aren’t that great vs. Archons if you can’t use forcefields to keep them away. Archons are faster, have more health, deal nearly as much dps, and are so big they eat up most of the Colossi splash. They’re also cheaper in minerals and supply, and fairly close in gas.

So…what does that leave?

Capital ships of all kinds will still own an Archon.
Voids will be better against Archons than they’ve ever been.
EMP is more essential than ever, which fits in nicely with how cheap Ghosts are.
Engaging on creep will let Hydras kite and kill Archons…making both good creep spread and using Hydralisks more important.
As stated, speed Roaches will do well, and even non-speed Roaches can kite them on creep.
Stalkers can effortlessly kite them.
Reapers can theoretically kite them…but will die almost instantly if they screw up even for a second.
FG stills works, and NP an Archon might be suddenyl tempting.

Thats something…but its not a ton. Archons have gone from being a unit that any normal P or T composition can effortlessly deal with, to be something they will actually have to gameplan around, getting specific units or only engaging in specific areas in order to deal with them.

What I especially like, apart from making Stalkers even more important in PvP, is the way most of the solutions to Archons aren’t basic staple units. They’re things like capital ships or ghosts that take time to tech to, or units like Hydras which are otherwise not super popular. If Archons become more popular, it could have a secondary effect of making some unpopular units like capital ships or hydras more popular.

The other thing is that, due to how “tanky” they are, and how every non-capital ship anti-archon strat will rely on kiting, holding a position against an Archon heavy force will be nearly impossible. Your opponent will have to kite, and that will take a while due to their massive health…which means that even if the Archon dies, it has done its job of forcing your opponent to retreat and cede you some map control.

edit:

A few additional points I’d like to add on:

First, in addition to everything above, it is worth noting that the range buff will allow more archons to focus fire simultaneously, in much the same way the Roach range buff allowed Roach-heavy compositions to focus their dps much better. The difference is, of course, that Roaches were single target… Archons are line/splash. Meaning that when they focus dps, they are hitting a lot of targets simultaneously. So this range increase will exponentially improve their effective dps. Previously, 5 archons would do nothing but get in each other’s way. Now they’ll deal 175 splash damage over a sizable area to any biological target–enough to oneshot an entire force of chargelots. In terms of effective dps, this makes the Archon a lot closer to something like the Colossus than something like the Ultralisk.

Secondly, the overall effect of making Archons much more viable, is to make the entire Templar/Council tech tree more viable. Previously, it was a big problem that the twilight council was sort of a dead end–it gave two good midgame upgrades, but if the timing window for them had passed, it was a fairly expensive way to open up some pretty niche units, which overall had the effect of making going pure gateway not a viable longterm strategy. Now, the twilight council doesn’t just open up those upgrades and allow you to tech to HTs and DTs…it allows you to tech to HTs, DTs, and the new and improved Archon.

Archon build time is also very, very fast, in that they can be warped in (5 seconds) and then morphed in 12 seconds. No other unit that powerful can be created nearly as quickly, let alone anywhere on the map you have a pylon. Of course, there is a 50 second cooldown afterwards…but even that is no longer than it takes to build an Immortal, and faster than a Colossus.

And lastly, just to clarify…

This is not a QQ thread, or me crying imba. I actually think its great. Templar tech is so expensive and hard to tech to, and Archons take so much gas, that Archon/Colossus is never gonna be particularly viable–especially since any lategame air force could rip it apart. This will not make the Colossus play everyone QQs about stronger. What it will do is open up another viable tech path that isn’t reliant on gimmicky midgame timing pushes. Its not a buff to the traditional style of Protoss play–its an alternative to it.

Edit:

Apparently, I’ve been informed that the line into splash damage is no longer true. That makes this a still very notable buff, but not quite as insane as before.

en gros les toss vont voir leur jeux changer radicalement en début de game, fini le 4 gates a l’ancienne, mais bienvenu aux rush 2 gates sentry lol :stuck_out_tongue:

le late game va changer aussi, pour ma part, je pense que contre les Zergs et contre les terran Bioball, on va voir de l’archon avec des sentrys et ça surement plus viable que les colosses.

Le patch 1.3.3 est sorti cette nuit.

ENJOY !

Cool !!! fini les opener 4 gates toutes les games PvP !! enfin maintenant on va voir des rush zélotes, ca va devenir rentable de waller en toss :stuck_out_tongue: