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Active: 1254 users

How to Nerf Fungal Growth without Buffing Sentries

Blogs > plogamer
Post a Reply
plogamer
Profile Blog Joined January 2012
Canada3132 Posts
November 30 2012 11:24 GMT
#1
Make Fungal Growth more like Seeker Missile and less like Psionic Storms.

A) Make it a spell that targets one unit, rather than an area.
B) Retain the rest of the functions - damage over time, root, instant cast.

Effect:
A) Ghosts cannot be uncloaked by Fungal Growth alone and will require overseer.
B) This increase skill level with Terran trying to snipe Overseers with Vikings while juking Infestors/Corruptors.
C) Cost gas to make multiple overseers and make it more challenging to mass a ton of Infestors.

Side effect:
A) All other invisible units will be affected. Good, because it reduces infestor utility.
B) Make it more difficult to assess the AoE of the spell, but again increases the skill ceiling.

*
Saechiis
Profile Blog Joined May 2010
Netherlands4989 Posts
November 30 2012 12:38 GMT
#2
Disable F key, everybody wins.
I think esports is pretty nice.
D4V3Z02
Profile Joined April 2011
Germany693 Posts
Last Edited: 2012-11-30 13:12:15
November 30 2012 12:59 GMT
#3
Fungal is fine. Your post leaks content.
http://www.twitch.tv/d4v3z02 all your base are belong to overlord
Andwhy
Profile Blog Joined January 2011
United States91 Posts
November 30 2012 16:56 GMT
#4
Are you proposing that FG affect only 1 unit when it lands (no AoE)? Or that it acts like seeker missile in that it targets one unit and, upon hitting that unit, spread its AoE and root radially? The latter seems pretty neat and, given the speed of the projectile, would temporarily increase micro capability before destroying it. The former just seems silly to me as both a Terran and Zerg player.
DarkPlasmaBall
Profile Blog Joined March 2010
United States44811 Posts
November 30 2012 17:03 GMT
#5
If fungal or infestors were ever nerfed or changed, why would that require a change to sentries at all? That's a complete non sequitur.

Also, having fungals affect exactly one unit instead of a group would make the spell essentially useless, unless the energy cost became incredibly small and the Zerg player was then required to cast many fungals in a short amount of time.

Zerg also needs some AoE damage. Fungal growth grants this.

There's no reason for these modifications to occur.
"There is nothing more satisfying than looking at a crowd of people and helping them get what I love." ~Day[9] Daily #100
AnachronisticAnarchy
Profile Blog Joined July 2011
United States2957 Posts
November 30 2012 19:21 GMT
#6
On December 01 2012 02:03 DarkPlasmaBall wrote:
If fungal or infestors were ever nerfed or changed, why would that require a change to sentries at all?


From what I heard, the immortal allin. Supposedly, infestors shortened the time window where the Protoss could attack and not die. Without infestors, though, Protoss players have a MUCH larger time window to launch an attack, giving them room to 1: attack slower and more safely and 2: pull back and build an unstoppable god army with infinite forcefields.
Basically, the infestor nerf supposedly broke the midgame even more than it already is.
Take what I say with a grain of salt, though. I'm not too knowledgeable on this.
"How are you?" "I am fine, because it is not normal to scream in pain."
plogamer
Profile Blog Joined January 2012
Canada3132 Posts
November 30 2012 22:50 GMT
#7
On December 01 2012 01:56 Andwhy wrote:
Are you proposing that FG affect only 1 unit when it lands (no AoE)? Or that it acts like seeker missile in that it targets one unit and, upon hitting that unit, spread its AoE and root radially? The latter seems pretty neat and, given the speed of the projectile, would temporarily increase micro capability before destroying it. The former just seems silly to me as both a Terran and Zerg player.


"Or that it acts like seeker missile in that it targets one unit and, upon hitting that unit, spread its AoE." But that's all. No other changes. Damage is still the same (evenly in the AoE), it will be instant.

Basically, a nerf against FG's ability to detect invisible units.
plogamer
Profile Blog Joined January 2012
Canada3132 Posts
November 30 2012 22:51 GMT
#8
On December 01 2012 04:21 AnachronisticAnarchy wrote:
Show nested quote +
On December 01 2012 02:03 DarkPlasmaBall wrote:
If fungal or infestors were ever nerfed or changed, why would that require a change to sentries at all?


From what I heard, the immortal allin. Supposedly, infestors shortened the time window where the Protoss could attack and not die. Without infestors, though, Protoss players have a MUCH larger time window to launch an attack, giving them room to 1: attack slower and more safely and 2: pull back and build an unstoppable god army with infinite forcefields.
Basically, the infestor nerf supposedly broke the midgame even more than it already is.
Take what I say with a grain of salt, though. I'm not too knowledgeable on this.


Exactly!
Steelo_Rivers
Profile Blog Joined January 2011
United States1968 Posts
November 30 2012 23:50 GMT
#9
Or maybe keep that infestor nerf the way it was (not effect psionic units) and just remove the psionic trait from sentries. Problem Solved. Its not like sentries got a buff anyway by being psionic, nor did anything else really effect psionic units seeing that ghosts can snipe them.
ok
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