• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 00:13
CEST 06:13
KST 13:13
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
[ASL22] Ro24 Preview: Siren's Call8[ASL22] Ro24 Preview: Summer's End9Serral wins HomeStory Cup 2915Serral wins Maestros of the Game 244ByuL, and the Limitations of Standard Play3
Community News
Stellar Fest TWO the Moon (Dec 16-20)8Weekly Cups (August 24-30): Patches' balance mod takes over2New 3v3 BGH Ladder (and more) on ShieldBattery!39Weekly Cups (August 17-23): Zerg dominate the week6Weekly Cups (August 10-16): SHIN doubles3
StarCraft 2
General
SC4ALL II: SC2 Player Announcement 6/8 - Maru Weekly Cups (August 10-16): SHIN doubles Weekly Cups (August 24-30): Patches' balance mod takes over How would you feel about frequent/monthly balance patches for SC2? Weekly Cups (August 17-23): Zerg dominate the week
Tourneys
Stellar Fest TWO the Moon (Dec 16-20) 2026 GSTL Announcement PIG STY FESTIVAL 8.0! (13 - 23 August) Sparkling Tuna Cup - Weekly Open Tournament IntoTheTV X SOOP SC2 League : Weekly & Monthly
Strategy
[G] Having the right mentality to improve
Custom Maps
Nexus Wars 2021 GUIDE [M] (2) Industrial Park
External Content
Mutation # 541 Binary Choice The PondCast: SC2 News & Results Mutation # 540 Dodge This Mutation # 539 Thunder Dome
Brood War
General
New 3v3 BGH Ladder (and more) on ShieldBattery! Which box art did your first copy of StarCraft 1 have? ASL22 General Discussion [Personal Project Share] Terran Defense v0.60 BW General Discussion
Tourneys
BSL LAN Party - Kraków 29-30 August - OPEN SIGNUPS [ASL22] Ro24 Group F [Megathread] Daily Proleagues Small VOD Thread 2.0
Strategy
Replay Review Process - What do you do? Game Theory for Starcraft Odyssey Mineral Stack Saturation Fighting Spirit mining rates
Other Games
General Games
General RTS Discussion Thread Nintendo Switch Thread Stormgate/Frost Giant Megathread Anyone here play Quakeworld back in the day? EVE Corporation
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
[TL LoL EUW IHs] Teemo shall perish TSM pausing esports and CLG Dead
Heroes of the Storm
Heroes of the Storm 2.0
Hearthstone
Deck construction bug
TL Mafia
TL Mafia Power Rank TL Mafia Community Thread NeO.D_StephenKing vs This Guy From 1 Million Dance
Community
General
US Politics Mega-thread Russo-Ukrainian War Thread Things Aren’t Peaceful in Palestine Canadian Politics Mega-thread European Politico-economics QA Mega-thread
Fan Clubs
MarineLorD Fan Club The Creator Fan Club The ShoWTimE Fan Club
Media & Entertainment
Movie Discussion! Anime Discussion Thread
Sports
Football (Soccer) Thread TeamLiquid Health and Fitness Initiative For 2023 MLB/Baseball 2023 NBA General Discussion
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List Northern Ireland Global Starcraft
Blogs
Regacy Esports: The Bh…
regacyesports
Violent Games and Crime Rate…
TrAiDoS
LOCKPICKING NOOB
LUCKY_NOOB
Cathedral Of CS And NY pizza a…
FuDDx
Please support my new stand…
Peanutsc
Customize Sidebar...

Website Feedback

Closed Threads



Active: 7374 users

Patch 1.4 PTR Notes (updated 9/8) - Page 188

Forum Index > Closed
9040 CommentsPost a Reply
Prev 1 186 187 188 189 190 453 Next
Since this whole topic degenerated into the usual balance flamefest where every topic ends up if unmoderated it's time for it to clean up. Locking this down for a while. Any posts made after my post [page 233] not addressing the changes in this patch directly and containting flames or general balance whine will get banned for at least a week. ~Nyovne

There is way too much flaming in this thread right now. Calm down before you post! (Page 271) ~iamke55
Pheo
Profile Joined September 2010
United States13 Posts
August 26 2011 16:53 GMT
#3741
Fixed an issue where Drone attacks could be more easily dodged than SCV or Probes.


o.m.g.

thank you.
Kinetik_Inferno
Profile Joined December 2010
United States1431 Posts
August 26 2011 17:00 GMT
#3742
On August 27 2011 01:53 Tennet wrote:
I wish they would remove the stun from Fungal, most the qqing about it is because of chain fungaling..

That was my thought. Remove stun from fungal, but the actual spell stays with the targeted units even as they run away.

Wait... digging through my memory banks... wasn't fungal initially a slow? Slow was pretty damn annoying and that still endeared itself to chain fungals.

Here is my proposal:

Fungal Growth no longer stuns, but stays with the targeted units as they move. Damage reverted to 36 (+30% vs Armored).
Tennet
Profile Joined January 2010
United States1458 Posts
August 26 2011 17:02 GMT
#3743
On August 27 2011 02:00 Kinetik_Inferno wrote:
Show nested quote +
On August 27 2011 01:53 Tennet wrote:
I wish they would remove the stun from Fungal, most the qqing about it is because of chain fungaling..

That was my thought. Remove stun from fungal, but the actual spell stays with the targeted units even as they run away.

Wait... digging through my memory banks... wasn't fungal initially a slow? Slow was pretty damn annoying and that still endeared itself to chain fungals.

Here is my proposal:

Fungal Growth no longer stuns, but stays with the targeted units as they move. Damage reverted to 36 (+30% vs Armored).

I only remember it being an 8 second stun doing less dps
"The harder it gets, the more you need to focus on the basics." - Seo Gyung Jong
MonsieurGrimm
Profile Joined August 2010
Canada2441 Posts
August 26 2011 17:02 GMT
#3744
On August 26 2011 23:24 NecrosTheSecond wrote:
Show nested quote +
On August 26 2011 23:09 Hypemeup wrote:
On August 26 2011 23:04 brembo wrote:
On August 26 2011 22:47 Lockindal wrote:
Rax build time increase is pretty pesky. 6 pool vs terran is now.... lol


its funny how terran didnt have to worry about any early game pressure or proxys, and now u are QQing like babys about it, LEARN to SCOUT... in this patch Terran will have a little of his own medicine.


Yep defo a L2P issue when you get 6pooled on a 4player map and scout them last, Npnp.

-_-

Thats how protoss is right now lol, ur almost forced to send a second scout if you dont scout them first.

all the more reason they should remove close positions T______T one less place for you guys to scout.
"60% of the time, it works - every time" - Brian Fantana on Double Reactors All The Way // "Great minds discuss ideas; Average minds discuss events; Small minds discuss people." - Eleanor Roosevelt
Xanbatou
Profile Blog Joined February 2010
United States805 Posts
August 26 2011 17:06 GMT
#3745
I've always liked the idea of having fungal decrease the speed of affected units by 50% with subsequent casts having a multiplicative effect. This would allow for some pretty cool tricks with the opponent's army if they try to run, but you would need more infestors before you could completely lock down an army.
MonsieurGrimm
Profile Joined August 2010
Canada2441 Posts
August 26 2011 17:07 GMT
#3746
On August 27 2011 02:06 Xanbatou wrote:
I've always liked the idea of having fungal decrease the speed of affected units by 50% with subsequent casts having a multiplicative effect. This would allow for some pretty cool tricks with the opponent's army if they try to run, but you would need more infestors before you could completely lock down an army.

would probably not matter since in most situations nowadays you're fungaling for the damage not the stun, so stacking fungals would be a waste since the damage doesn't stack

and if the damage did stack.... *evil grin*
"60% of the time, it works - every time" - Brian Fantana on Double Reactors All The Way // "Great minds discuss ideas; Average minds discuss events; Small minds discuss people." - Eleanor Roosevelt
Kinetik_Inferno
Profile Joined December 2010
United States1431 Posts
August 26 2011 17:13 GMT
#3747
On August 27 2011 02:07 MonsieurGrimm wrote:
Show nested quote +
On August 27 2011 02:06 Xanbatou wrote:
I've always liked the idea of having fungal decrease the speed of affected units by 50% with subsequent casts having a multiplicative effect. This would allow for some pretty cool tricks with the opponent's army if they try to run, but you would need more infestors before you could completely lock down an army.

would probably not matter since in most situations nowadays you're fungaling for the damage not the stun, so stacking fungals would be a waste since the damage doesn't stack

and if the damage did stack.... *evil grin*

I can see that zerg op threads flooding the forums now...
Elefanto
Profile Joined May 2010
Switzerland3584 Posts
August 26 2011 17:14 GMT
#3748
How about: You can't stack fungals. New fungal only works after the one before expired.
If you stack an unit already under the effect of fungal, it won't activate.
wat
mburke05
Profile Joined October 2010
United States130 Posts
Last Edited: 2011-08-26 17:30:35
August 26 2011 17:30 GMT
#3749
On August 27 2011 02:14 Elefanto wrote:
How about: You can't stack fungals. New fungal only works after the one before expired.
If you stack an unit already under the effect of fungal, it won't activate.


I like this alot, it also means you actually have to think about drops, rather than just f clicking twice.
Amber[LighT]
Profile Blog Joined June 2005
United States5078 Posts
August 26 2011 17:36 GMT
#3750
On August 27 2011 02:30 mburke05 wrote:
Show nested quote +
On August 27 2011 02:14 Elefanto wrote:
How about: You can't stack fungals. New fungal only works after the one before expired.
If you stack an unit already under the effect of fungal, it won't activate.


I like this alot, it also means you actually have to think about drops, rather than just f clicking twice.


Wait so you used to be able to just f click f click and the duration automatically doubled?!
"We have unfinished business, I and he."
BeeNu
Profile Joined June 2011
615 Posts
Last Edited: 2011-08-26 17:40:40
August 26 2011 17:37 GMT
#3751
On August 27 2011 02:06 Xanbatou wrote:
I've always liked the idea of having fungal decrease the speed of affected units by 50% with subsequent casts having a multiplicative effect. This would allow for some pretty cool tricks with the opponent's army if they try to run, but you would need more infestors before you could completely lock down an army.


The problem with changing Fungal to just slowing units instead of locking them down is that every Protoss would just mass Blink Stalkers even more than they already do.

It'd be like,
"Oh you fungaled my whole army? Well too bad I'm just gonna blink units all over the place and you lose all your Infestors for nothing, GG. Oh you went for the Muta alternative? Too bad I'm still making mass Blink Stalkers"

Honestly, without Fungal Zerg would have basically nothing they could do vs mass Blink Stalker.

If you changed Fungal to just a slowing ability you'd probably also have to make it lock down a unit's special abilities to make it even worthwhile, and THAT might be incredibly OP when you stop to think about it.
[F_]aths
Profile Blog Joined February 2010
Germany3947 Posts
August 26 2011 17:39 GMT
#3752
On August 27 2011 00:53 darkness wrote:
Show nested quote +
On August 27 2011 00:49 [F_]aths wrote:
I think the fungal nerf mostly addresses the infestor+broods issue versus terran as Blizzard (David Kim) once mentioned that they consider that strategy too strong.


Actually, neither David Kim nor Blizzard said infestor+BL are OP. They said some players thought so.
David did say it. I think it was at the HotS press invitational.
You don't choose to play zerg. The zerg choose you.
Tennet
Profile Joined January 2010
United States1458 Posts
August 26 2011 17:39 GMT
#3753
On August 27 2011 02:37 BeeNu wrote:
Show nested quote +
On August 27 2011 02:06 Xanbatou wrote:
I've always liked the idea of having fungal decrease the speed of affected units by 50% with subsequent casts having a multiplicative effect. This would allow for some pretty cool tricks with the opponent's army if they try to run, but you would need more infestors before you could completely lock down an army.


The problem with changing Fungal to just slowing units instead of locking them down is that every Protoss would just mass Blink Stalkers even more than they already do.

It'd be like,
"Oh you fungaled my whole army? Well too bad I'm just gonna blink units all over the place and you lose all your Infestors for nothing, GG. Oh you went for the Muta alternative? Too bad I'm still making mass Blink Stalkers"

If you changed Fungal to just a slowing ability you'd probably also have to make it lock down a unit's special abilities to make it even worthwhile, and THAT would be incredibly OP when you stop to think about it.

removing the stun wouldn't necessarily remove the attributes of fungal, like preventing blink or other abilities..
"The harder it gets, the more you need to focus on the basics." - Seo Gyung Jong
Bluerain
Profile Joined April 2010
United States348 Posts
August 26 2011 17:40 GMT
#3754
On August 27 2011 01:50 tdt wrote:
Show nested quote +
On August 27 2011 00:58 IronBreaker wrote:
On August 27 2011 00:10 Reborn8u wrote:
Since release there has been significant nerfs to both protoss and terran's early game. For example: supply before barracks, reaper nerfs, now 5 more seconds on barracks, bunker nerfs, stim nerf. Toss has had forge build time nerf, zealot build time nerf, warp gate research nerf, pylon nerf (this does affect forge expands imo). Even some significant mid/late game nerfs, blue flame, thors, and for toss several voidray nerfs, templar energy upgrade, mothership nerf (which is now getting a buff but it's almost an irrelevant unit anyway). At the same time zerg has had a lot of buffs, roach, fungal affecting blink, completely freezing units instead of slowing, damage bonus vs armored, huge dps increase, and now they are getting an ultralisk and overseer buff.

I'm really concerned that zerg may end up with an upgrade, economy, army, and mobility advantage at every stage of the game after the 7 minute mark. Meaning Terrans + Protoss will not have the ability to do enough damage to keep zerg in check at any stage.

I don't feel the immortal and prism buff, while helpful, is going to turn protoss around in it's pathetic statistics the last few months. If I'm not mistaken protoss has had the worst statistics in tournaments and holding places in GM since the start of this year. Considering it's the most played race, that is pretty damn bad. As for terran, I think limiting the amount of powerful builds that can simply win the game in 12 minutes is good, but I'm always hesitant to agree with any nerf to a races core units or core production. I definitely think terran needs some help in the late game, seems like the weakest race after 3 bases to me.

For zerg I'd like to see fungal tuned down a bit, it fills every role right now. Zergs are going roach infestor in every matchup and doing damn good with it. I say tune down the infestor, IMO they shouldn't be born with so many abilities, some should require research (fungal,infested, and burrow move all for free) and buff hydras or corruptors. So zerg actually has to make an anti air unit to counter air units. As it is now, zergs doesn't even need them because fungal or infested terrans provide all the anti air they need as well as infestors provide detection, aoe dmg, anti-micro, anti massive unit and harass. If you removed nydus, contamination, corruption, hydras, and changelings from the game most zergs wouldn't even notice. lol.

BTW If I've forgotten anything or misrepresented any facts please feel free to correct me in a non-douche baggy manner. My memory is far from perfect.



Completely agree, man. As strange as it seems, I think Zerg is the most powerful race right now. I also agree with the Terran buffs you presented, althought I play Protoss.

I agree as well. Definitely late game it's the case once economy gets cooking. Terran and Toss usually get their wins within first 10-15 min after that it's unlikely and about to get more unlikely the way they will get ultras out on a tech switch..



original OP says zerg gets "lots" of buffs and then names roach and infestor which is two.... so two is a lot? zerg has also gotten major nerfs, ones that stick out to me are roach food nerf and armor nerf. queen speed as well as spine/spore burrow time are all small nerfs that made a noticeable impact. corruptors no longer being able to "goop" was also a very important nerf but it was OP before i suppose. plus the number of buffs/nerfs a race gets is not really relevant to how strong it is anyways.

as the game gets longer, Terran is the strongest due to orbitals, planetaries, and medvac drops. orbitals give mules which requires less scvs and frees up more supply for army. planetaries + turrets enable expos to be defended w/o units and frees up more supply for "main" army. medvac drops (and maybe even nukes) are the most cost effective and supply effective harass options which also indirectly allows for more supply for the "main" army. granted this may be due to the relative weakness of the "final" Terran army. however, if T adds in ravens (pdd is so good in large battles, HSM can be good late game too which allows for energy buildup), and maybe 2-3 battlecruisers, i think the late game Terran army composition can be pretty formidable.
[F_]aths
Profile Blog Joined February 2010
Germany3947 Posts
August 26 2011 17:40 GMT
#3755
On August 27 2011 02:14 Elefanto wrote:
How about: You can't stack fungals. New fungal only works after the one before expired.
If you stack an unit already under the effect of fungal, it won't activate.
You already cannot stack fungals, a new fungal just resets the timer.
You don't choose to play zerg. The zerg choose you.
Elefanto
Profile Joined May 2010
Switzerland3584 Posts
Last Edited: 2011-08-26 17:41:53
August 26 2011 17:41 GMT
#3756
On August 27 2011 02:36 Amber[LighT] wrote:
Show nested quote +
On August 27 2011 02:30 mburke05 wrote:
On August 27 2011 02:14 Elefanto wrote:
How about: You can't stack fungals. New fungal only works after the one before expired.
If you stack an unit already under the effect of fungal, it won't activate.


I like this alot, it also means you actually have to think about drops, rather than just f clicking twice.


Wait so you used to be able to just f click f click and the duration automatically doubled?!


i didn't double, but it overwrote the previous fungal duration.

for instance if you cast fungal, it lasts 4 seconds. if you cast another on top of it,
after 2 seconds passed, without casting another fungal, the total duration
would be 6 seconds (of course damage calculation as well)

€: ^ the damage doesn't stack, but the duration and the stunlock does
wat
Umpteen
Profile Blog Joined April 2010
United Kingdom1570 Posts
August 26 2011 17:42 GMT
#3757
They can remove the stun from fungal the exact same moment they remove the marine and blink from the game. Or Zerg; getting rid of that would work too.
The existence of a food chain is inescapable if we evolved unsupervised, and inexcusable otherwise.
Existor
Profile Joined July 2010
Russian Federation4295 Posts
August 26 2011 17:44 GMT
#3758
With no stun for fungal you must add speed upgrade for hydralisk and decrease it food cap by 1
BeeNu
Profile Joined June 2011
615 Posts
Last Edited: 2011-08-26 17:48:36
August 26 2011 17:47 GMT
#3759
On August 27 2011 02:39 Tennet wrote:
Show nested quote +
On August 27 2011 02:37 BeeNu wrote:
On August 27 2011 02:06 Xanbatou wrote:
I've always liked the idea of having fungal decrease the speed of affected units by 50% with subsequent casts having a multiplicative effect. This would allow for some pretty cool tricks with the opponent's army if they try to run, but you would need more infestors before you could completely lock down an army.


The problem with changing Fungal to just slowing units instead of locking them down is that every Protoss would just mass Blink Stalkers even more than they already do.

It'd be like,
"Oh you fungaled my whole army? Well too bad I'm just gonna blink units all over the place and you lose all your Infestors for nothing, GG. Oh you went for the Muta alternative? Too bad I'm still making mass Blink Stalkers"

If you changed Fungal to just a slowing ability you'd probably also have to make it lock down a unit's special abilities to make it even worthwhile, and THAT would be incredibly OP when you stop to think about it.

removing the stun wouldn't necessarily remove the attributes of fungal, like preventing blink or other abilities..


Yeah, I get what you're saying but at the same time that seems just really weird to me. I know not everything in SC2 "makes sense" but that'd just be bizarre. Like, currently it makes sense that Stalkers can't blink or Roaches can't Burrow or Marines can't jump back into a Medivac because they basically get rooted in place. Denying all those things just because they move slower is just...nonsensical.

Not to mention as it stands every race already has abilities that "deny micro" even though some are arguably stronger than others. Protoss gets Force Field, Zerg has Fungal, Terran has whatever that Thor ability is.
haitike
Profile Joined June 2009
Spain2744 Posts
August 26 2011 17:48 GMT
#3760
On August 27 2011 02:44 Existor wrote:
With no stun for fungal you must add speed upgrade for hydralisk and decrease it food cap by 1


That would be awesome... I miss hidralisks...
Prev 1 186 187 188 189 190 453 Next
Please log in or register to reply.
Live Events Refresh
Next event in 6h 47m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
RuFF_SC2 218
ProTech87
StarCraft: Brood War
Britney 15171
GuemChi 1999
Leta 117
Noble 22
Dota 2
LuMiX1
League of Legends
JimRising 724
Counter-Strike
summit1g6525
taco 431
m0e_tv415
minikerr106
Other Games
XaKoH 822
C9.Mang0442
ViBE146
Maynarde131
ROOTCatZ108
Livibee106
[ Show 11 non-featured ]
StarCraft 2
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• Migwel
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• Lourlo1110
• Rush865
Other Games
• Scarra667
Upcoming Events
Kung Fu Cup
6h 47m
RotterdaM Event
12h 2m
Replay Cast
19h 47m
The PondCast
1d 5h
IntoTheTV X SOOP
2 days
CranKy Ducklings
3 days
Sparkling Tuna Cup
4 days
OSC
4 days
Shopify Rebellion Sundays
4 days
Mixu vs TBD
Spirit vs TBD
Clem vs TBD
Afreeca Starleague
5 days
Soma vs Shuttle
BeSt vs Rush
[ Show More ]
WardiTV Weekly
5 days
Afreeca Starleague
6 days
Leta vs ggaemo
Jaedong vs Queen
GSL
6 days
PiGosaur Cup
6 days
Liquipedia Results

Completed

KCM Special KOR vs CHN
PiG Sty Festival 8.0
Light Tournament 2026

Ongoing

KCM Race Survival 2026 Season 3
K-JUNGMAN
ASL Season 22
Super Anchor Qualifying S3
CSL 2026 AUTUMN (S22)
RSL Revival: Season 6
Calamity Invitational
Big Dog Cup 2026 Div 1
BLAST Open Fall 2026
Esports World Cup 2026
Esports World Cup 2026: LCQ
BLAST Bounty Summer 2026
BLAST Bounty Summer Qual
Stake Ranked Episode 3
XSE Pro League 2026
IEM Cologne Major 2026

Upcoming

Acropolis #5
Acropolis #5 - TRS
Escore Tournament S3: King of Kings
Blizzard Classic Cup 2026
Acropolis #5 - GSA
Acropolis #5 - GSB
Acropolis #5 - GSC
HSC XXX
SC4ALL II: StarCraft II
Kung Fu Cup 2026 Grand Finals
RSL Offline Finals
BLAST Rivals Fall 2026
IEM Beijing 2026
Stake Ranked Episode 5
PGL Masters Bucharest 2026
1win Private Club #2
Thunderpick World Champ. '26
ESL Pro League Season 24
Stake Ranked Episode 4
1win Private Club #1
Logitech G Play Connect 2026
SL StarSeries Fall 2026
FISSURE Playground #3
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2026 TLnet. All Rights Reserved.