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Patch 1.4 PTR Notes (updated 9/8) - Page 266

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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
desRow
Profile Blog Joined May 2009
Canada2654 Posts
September 09 2011 04:37 GMT
#5301
On September 09 2011 13:33 Nomad123 wrote:
Show nested quote +
On September 09 2011 13:29 desrow wrote:
On September 09 2011 13:27 Nomad123 wrote:
On September 09 2011 13:22 desrow wrote:
On September 09 2011 13:19 Nomad123 wrote:
On September 09 2011 13:13 desrow wrote:
On September 09 2011 13:11 Nomad123 wrote:
so instead of encouraging toss/terran to use HT/ghost and learn to feedback/EMP the infestors, they make the neural useless??



U can't feedback when ur fungal'd You can't feedback when theres a line of 6-10 broodlords shooting at ur army feedback is an ez answer but a bitch to use



spread out your HT, toss has got into the habit of just making one giant ball. when you're at the part where opponent has 6-10 broodlords, you obviously have a lot of high tier units yourself. you will be able to spread out your ball to at least two and still be cost effective. then your HT spread out between the two balls and cast feedbacks.

terrans can just spread out ghosts, cloak & EMP.

zergs learned the hard way to spread out their infestors too against good HT users. why can't toss learn to use HT properly?

zvt is easier than zvp when it comes to infestors because in zvt zerg cant make 30 infestor, emp does aoe burn in zvp feedback can be casted 4 times by 1 templar and thats if u dont get fungal owned by broodlords before that, you guys are all QQing way too hard, the game won't be broken ull still need 10 infestors ish to have a decent battle but ull need goo positioning and kiting with your corruptor to not die

people don't understand that removing massive is good. now instead of protoss having to fight 2 set of tier 3 unit (our collosus archons) and the zerg's tier 3 unit, we just have to fight the zergs unit



you said it yourself, 1 HT can feedback 4 times. that means it can feedback 4 infestors if it gets in range. if you have fast hands, you can feedback 2-3 infestors before opponent fungals you.

HT and fungal are same range.

spread out your HT, don't just make one giant ball and push. you keep adding "broodlord" in your example, so the problem to you is the broodlord then, not the infestors.



you can feedback 4times if your templar has 200 energy fungal has slightly better range just like emp has slightly longer range than feedback blaming toss users on feedback for the nerf is ridiculous oh one more fact our templar are retardly slow like baby steps and ur infestors actually have a decent movement speed



both templars & infestors wait to regenerate energy. that part is fair. if you have 200 energy templars, then infestors will have high energy as well.

now you remove broodlord from your argument. thank you. you obviously were too short sighted with your examples.

templars are ridiculously slow for their own good. infestor movement speed was reduced also last patch, for their own good. this helps players not have their spellcasters die cause they move so fast and go in front of battle.

reality is, if opponent can fungal you, you can feedback them as well. movement speed is not a factor in your argument.



I don't know why I'm spending so much time arguing with someone with such a low post count but FUNGAL has LONGER range than FEEDBACK because the circle thingy GOES further THAN the range of feedback going to bed have fun cryin zergs
http://twitch.tv/desrowfighting http://twitter.com/desrowfighting http://facebook.com/desrowfighting
Whitewing
Profile Joined October 2010
United States7483 Posts
September 09 2011 04:37 GMT
#5302
On September 09 2011 13:35 Leporello wrote:
Show nested quote +
On September 09 2011 13:27 Itsmedudeman wrote:
On September 09 2011 13:24 Belial88 wrote:
On September 09 2011 13:01 Whitewing wrote:
On September 09 2011 12:58 Treble557 wrote:
On September 09 2011 12:56 Whitewing wrote:
On September 09 2011 12:51 Belial88 wrote:
I swear to god, if Blizzard makes it so you can't NP massive units, I will switch to Terran. I just fucking hit #1 Master with Zerg too.

Because of this change, I will also be only playing on the PTR.

NP is the only counter Zerg has to archons until broodlords, which is impossible to get even against 3 base timing pushes. Mass roach is okay, but has it's own problems against immortals and doesn't cut it against archons forever.

And Zerg has no counter to fucking colossi, it was hard enough trying to make NP work. Corruptors just don't kill Colossi fast enough, they are weaker, just as slow, lower range, and more expensive than Vikings, yet Zerg ground units die much faster than marauders. Baneling rain is lol against stalkers or air play.

And then BC's and Carriers (as rare as they show up) are ridiculously hard to deal with without NP. And motherships are a huge pain too without NP.

I don't think NP is that great against mech, you're better off with mass muta (especially if siege tank count is high, which any decent mech will do, and mass roach is better against mass thor), since BL is a better investment in gas than infestors, but it's still obnoxious.

And in ZvZ is was necessary to NP broodlords, as an option to making Corruptors, instead of games being a stupid fucking mass spine wall to broodlord/roach on 3 base.

I'm not even kidding. I will switch to terran if this change goes through.


Roaches and hydras both do very well vs. archons. You can neural the immortals. Zerg does have a counter to colossi: spam fungal the army while keeping your army at range and make brood lords. Broods do pretty damn well vs. units that don't shoot up like colossi last time I checked. Carriers get roflstomped by hydras (and you can fungal the interceptors, lawl). Mothership might be a decent point, but at the same time, with neural on the mothership, the ship does nothing at all in the matchup in protoss's favor. Making one was basically giving the zerg a vortex on your own army. Oh, and baneling drops are fantastic on stalker balls, very cost effective if you can get the baneling to hit more than 3 stalkers, and remember, you're ahead on resources anyway so you don't even need to be cost effective.



Is this a joke post? None of that is true.


You're saying you can't spam fungal the army while staying away from the protoss units that literally can't move? Are you saying you can't neural parasite immortals? Oh, are you saying colossi are good against brood lords? Oh, perhaps you think baneling drops aren't cost effective on stalker balls, but the math proves you wrong, search it. Oh, maybe you meant that zerg isn't ahead on resources normally? Your post is possibly the most idiotic thing that occurs on this forum: not reading and just denying everything flat out.


You realize FG has to be chained, just a single FG is worthless. And Colossi outrage infestors, so infestors always die doing a 40 damage spell, and then there's blink sniping. There's also HT FB, and unless you clump them up all horribly or lead your army with them, getting a single FG off and losing 10 infestors to a 3 HT int he process, is not nearly worth it at all.

Infestors are very versatile, but saying they should be removed just because of this is ridiculous. Marines and stalkers are also extremely versatile, and Zerg has no marine or stalker. What's more, is while infestors are awesome, they are just so hard countered by the much cheaper, much faster to get HT,which can be warped, counters what infestors generally come with, and you only need 2-3 to make an infestor army useless, whereas Zerg needs 10+ infestors for a sizeable, decent army.

And baneling drops aren't good at all on stalker balls... any decent Protoss knows stalkers is the 'counter' to baneling rain. MC used FF to hold off ground armies and blink to deal with overlords in the GSL finals vs July on Xel Naga, and Liquid'Hero constantly shows on his stream how to own baneling rain with blink stalkers with amazing split micro (kind of like marine splitting but a shitton easier).

A lot of Zergs also say Ultras are much better against Colossi than BL (idra, destiny, spanishiwa, etc), and Colossi are faster than BL, clean up broodlings, and blink and Vr can handle broodlords. 2 upgraded blink stalkers beat a single broodlord, or just 3 plain stalkers.

Roaches and hydras are known to be horrible vs archons, broods dont come in time against even 3 base pushes, carriers actually own hydras. Everything you say is just so, so wrong, and it's obvious you don't play Zerg.

I don't know where you think you got your information, but I'm a Master Zerg, and I'm also *not* trolling, so I have no idea what you are talking about. You also don't have to be so goddamn mean, if you have certain opinions that's fine, but you don't need to be mean about it.

Chaining FGs is a lot easier than chaining anything else

Roaches are horrible against archons? I don't even... what???? Carriers own hydras? Who the hell cares what carriers own?


At a certain point, enough Zealots and Archons will demolish an army of Roaches and Speedlings, even if outnumbered. Roaches are not cost-efficient against Archons, even less supply-efficient, and if you try to stop a 6-gate Archon mix with roaches and speedlings, or hydras, you will not fair well. You need something else.

Archons are a lot like colossi in that regard - they'll wreck Zerg on the ground if your "ball" gets big enough. But unlike colossi they aren't vulnerable to air attacks. This makes them a really hard unit for Zerg to deal with. NP was the most ideal option.


Archons can still be fungaled and then sieged with brood lords for example. The only unit in the game that isn't 100% pinned in place by a fungal growth is the ultralisk.
Strategy"You know I fucking hate the way you play, right?" ~SC2John
RockshellGW
Profile Joined November 2010
93 Posts
September 09 2011 04:37 GMT
#5303
With my PvZ style I have never had a problem with nueral parasite, I don't understand the change at all. I'm really just waiting for them to tweak infested terrans, they're what gives me the most trouble.

For any protoss who are having trouble with nueral, I suggest you make 4 or 5 phoenixes to compliment your colossus ball, just keep the nixes in the back until the infestors nueral then swoop in and lift them. This cancels the nueral, wastes the energy, and if you win the battle (which you should if they're relying on the nuerals) you're guaranteed to kill it.
Breadstick
Profile Joined October 2010
United States54 Posts
September 09 2011 04:37 GMT
#5304
On September 09 2011 13:32 BigKahunaBurger wrote:
Show nested quote +
On September 09 2011 13:29 Breadstick wrote:
On September 09 2011 13:28 BigKahunaBurger wrote:
On September 09 2011 13:26 Breadstick wrote:
On September 09 2011 13:24 BigKahunaBurger wrote:
On September 09 2011 13:20 ReignFayth wrote:
On September 09 2011 13:18 BigKahunaBurger wrote:
Have they seriously not thought of the logic of the neural parasite change?

Why on earth would you ever want to NP a unit that ISN'T massive?

Eliminating Colossi, Thors and Archons is around about 90% of all things you NP.

Tanks and Immortals are the only things left, are very situational, and are probably not worth the research.

good so infestor still has 2 great spells.......


It takes 10 consecutive fungals to kill a thor. If they have about 5 of them spread out?

Great spell.


yeah you're right fungal is awful because it does poorly against a certain unit

...


Yeah actually, I'm correct in this.

Because we needed one spell to counter-act this "certain unit" that is going to destroy the match up now.



This "certain unit" is going to wreck face.


so fungal wasn't the answer to that before and it still isn't

you don't need the infestor to counter every unit comp, you know


I'd accept this, if you had proposed any other way in which Zerg could beat the huge mech push that hits before broodlords.

Roaches or Hydras? Tanks. Zerglings? Hellion. Mutas? Thors.

The infestor is a necessary unit.


what? you're saying fungal is bad because it doesn't beat thors and i'm saying that doesn't make it bad

i don't need to tell you how to beat a unit comp just by saying that
emc
Profile Joined September 2010
United States3088 Posts
September 09 2011 04:38 GMT
#5305
THEY CHANGED NP.

http://us.battle.net/sc2/en/forum/topic/3123366802

They updated 1.4

NP no longer can target massive units. WTF
Itsmedudeman
Profile Blog Joined March 2011
United States19229 Posts
September 09 2011 04:38 GMT
#5306
On September 09 2011 13:35 Leporello wrote:
Show nested quote +
On September 09 2011 13:27 Itsmedudeman wrote:
On September 09 2011 13:24 Belial88 wrote:
On September 09 2011 13:01 Whitewing wrote:
On September 09 2011 12:58 Treble557 wrote:
On September 09 2011 12:56 Whitewing wrote:
On September 09 2011 12:51 Belial88 wrote:
I swear to god, if Blizzard makes it so you can't NP massive units, I will switch to Terran. I just fucking hit #1 Master with Zerg too.

Because of this change, I will also be only playing on the PTR.

NP is the only counter Zerg has to archons until broodlords, which is impossible to get even against 3 base timing pushes. Mass roach is okay, but has it's own problems against immortals and doesn't cut it against archons forever.

And Zerg has no counter to fucking colossi, it was hard enough trying to make NP work. Corruptors just don't kill Colossi fast enough, they are weaker, just as slow, lower range, and more expensive than Vikings, yet Zerg ground units die much faster than marauders. Baneling rain is lol against stalkers or air play.

And then BC's and Carriers (as rare as they show up) are ridiculously hard to deal with without NP. And motherships are a huge pain too without NP.

I don't think NP is that great against mech, you're better off with mass muta (especially if siege tank count is high, which any decent mech will do, and mass roach is better against mass thor), since BL is a better investment in gas than infestors, but it's still obnoxious.

And in ZvZ is was necessary to NP broodlords, as an option to making Corruptors, instead of games being a stupid fucking mass spine wall to broodlord/roach on 3 base.

I'm not even kidding. I will switch to terran if this change goes through.


Roaches and hydras both do very well vs. archons. You can neural the immortals. Zerg does have a counter to colossi: spam fungal the army while keeping your army at range and make brood lords. Broods do pretty damn well vs. units that don't shoot up like colossi last time I checked. Carriers get roflstomped by hydras (and you can fungal the interceptors, lawl). Mothership might be a decent point, but at the same time, with neural on the mothership, the ship does nothing at all in the matchup in protoss's favor. Making one was basically giving the zerg a vortex on your own army. Oh, and baneling drops are fantastic on stalker balls, very cost effective if you can get the baneling to hit more than 3 stalkers, and remember, you're ahead on resources anyway so you don't even need to be cost effective.



Is this a joke post? None of that is true.


You're saying you can't spam fungal the army while staying away from the protoss units that literally can't move? Are you saying you can't neural parasite immortals? Oh, are you saying colossi are good against brood lords? Oh, perhaps you think baneling drops aren't cost effective on stalker balls, but the math proves you wrong, search it. Oh, maybe you meant that zerg isn't ahead on resources normally? Your post is possibly the most idiotic thing that occurs on this forum: not reading and just denying everything flat out.


You realize FG has to be chained, just a single FG is worthless. And Colossi outrage infestors, so infestors always die doing a 40 damage spell, and then there's blink sniping. There's also HT FB, and unless you clump them up all horribly or lead your army with them, getting a single FG off and losing 10 infestors to a 3 HT int he process, is not nearly worth it at all.

Infestors are very versatile, but saying they should be removed just because of this is ridiculous. Marines and stalkers are also extremely versatile, and Zerg has no marine or stalker. What's more, is while infestors are awesome, they are just so hard countered by the much cheaper, much faster to get HT,which can be warped, counters what infestors generally come with, and you only need 2-3 to make an infestor army useless, whereas Zerg needs 10+ infestors for a sizeable, decent army.

And baneling drops aren't good at all on stalker balls... any decent Protoss knows stalkers is the 'counter' to baneling rain. MC used FF to hold off ground armies and blink to deal with overlords in the GSL finals vs July on Xel Naga, and Liquid'Hero constantly shows on his stream how to own baneling rain with blink stalkers with amazing split micro (kind of like marine splitting but a shitton easier).

A lot of Zergs also say Ultras are much better against Colossi than BL (idra, destiny, spanishiwa, etc), and Colossi are faster than BL, clean up broodlings, and blink and Vr can handle broodlords. 2 upgraded blink stalkers beat a single broodlord, or just 3 plain stalkers.

Roaches and hydras are known to be horrible vs archons, broods dont come in time against even 3 base pushes, carriers actually own hydras. Everything you say is just so, so wrong, and it's obvious you don't play Zerg.

I don't know where you think you got your information, but I'm a Master Zerg, and I'm also *not* trolling, so I have no idea what you are talking about. You also don't have to be so goddamn mean, if you have certain opinions that's fine, but you don't need to be mean about it.

Chaining FGs is a lot easier than chaining anything else

Roaches are horrible against archons? I don't even... what???? Carriers own hydras? Who the hell cares what carriers own?


At a certain point, enough Zealots and Archons will demolish an army of Roaches and Speedlings, even if outnumbered. Roaches are not cost-efficient against Archons, even less supply-efficient, and if you try to stop a 6-gate Archon mix with roaches and speedlings, or hydras, you will not fair well. You need something else.

Archons are a lot like colossi in that regard - they'll wreck Zerg on the ground if your "ball" gets big enough. But unlike colossi they aren't vulnerable to air attacks. This makes them a really hard unit for Zerg to deal with. NP was the most ideal option.

No, you're wrong. Roach infestor will destroy zealot archon with proper micro. NP is not what makes roach infestor good against zealot archon.
Lomak
Profile Joined June 2010
United States311 Posts
September 09 2011 04:38 GMT
#5307
On September 09 2011 13:36 NineteenSC2 wrote:
Lol, this is how toss felt when khaydarian amulet was removed. Anyway, the infestor was just too good of a unit. Good against sentries, void rays, carriers, mothership, zealots, stalkers, pheonixes, probes. Good for defending, as well as attacking, as well as harrassing. In a strategy game this is defined as overpowered.




Don't worry guys, the ghost is next.


That is completely different.

"Storm no longer does damage to light units" makes about as much sense as "Neural doesn't work on massive"
Some see the glass half full, others half empty. I think the glass is just too big.
Grimjim
Profile Joined May 2010
United States395 Posts
September 09 2011 04:38 GMT
#5308
On September 09 2011 13:35 Whitewing wrote:
Show nested quote +
On September 09 2011 13:34 Grimjim wrote:
Why this sudden outcry of Infestors being too powerful? Why did it take a ridiculous change from Blizzard for all these naysayers about balance to come out of the woodwork and defend this stupid nerf?

You are all just taking advantage of a stupid change to further your own Platinum league experience without taking mind of the game as a whole and the outcome it will have on eSports in general.

With this nerf, Infestors will become useless in any battle past fifteen minutes. Zerg players will disappear from tournaments, and every televised game will be mirror matchups or PvT 1 and 2 base timing attacks. All because you morons wanted to get to top 8 in your Platinum league without learning how to micro your caster units.


It's not new, you haven't been paying attention. A lot of protoss players have been complaining about it for months now.


Really? Because the general consensus I'm getting is that this is an over the top, stupid change. All I see is your desperate attempts at defending this change for obvious reasons.

You can have the Neural change, but Collosus and Thors are now limited to 3 total on the field at once. I think that's fair. Don't you?
I am serious. And my name is Shirley.
zaii
Profile Joined October 2010
Guam2611 Posts
September 09 2011 04:38 GMT
#5309
On September 09 2011 13:35 Whitewing wrote:
Show nested quote +
On September 09 2011 13:33 BigKahunaBurger wrote:
On September 09 2011 13:32 ReignFayth wrote:
On September 09 2011 13:24 BigKahunaBurger wrote:
On September 09 2011 13:20 ReignFayth wrote:
On September 09 2011 13:18 BigKahunaBurger wrote:
Have they seriously not thought of the logic of the neural parasite change?

Why on earth would you ever want to NP a unit that ISN'T massive?

Eliminating Colossi, Thors and Archons is around about 90% of all things you NP.

Tanks and Immortals are the only things left, are very situational, and are probably not worth the research.

good so infestor still has 2 great spells.......


It takes 10 consecutive fungals to kill a thor. If they have about 5 of them spread out?

Great spell.

it takes many storm to kill a thor as well... I still think it's a good spell lol

I'm really not sure what your point was


The issue that I am voicing concern over is a mech terran or deathball protoss with many colossi.

Having 2 other great spells doesn't mean anything if you cannot win against these strats.


Brood lords say hi. I hear they work well with infestors.



Vikings destroy broodlords and mass ghost destroys everything, and if the zerg sends lings just cloak and snipe overseer.
BigKahunaBurger
Profile Joined June 2011
Australia334 Posts
September 09 2011 04:38 GMT
#5310
On September 09 2011 13:35 Whitewing wrote:
Show nested quote +
On September 09 2011 13:33 BigKahunaBurger wrote:
On September 09 2011 13:32 ReignFayth wrote:
On September 09 2011 13:24 BigKahunaBurger wrote:
On September 09 2011 13:20 ReignFayth wrote:
On September 09 2011 13:18 BigKahunaBurger wrote:
Have they seriously not thought of the logic of the neural parasite change?

Why on earth would you ever want to NP a unit that ISN'T massive?

Eliminating Colossi, Thors and Archons is around about 90% of all things you NP.

Tanks and Immortals are the only things left, are very situational, and are probably not worth the research.

good so infestor still has 2 great spells.......


It takes 10 consecutive fungals to kill a thor. If they have about 5 of them spread out?

Great spell.

it takes many storm to kill a thor as well... I still think it's a good spell lol

I'm really not sure what your point was


The issue that I am voicing concern over is a mech terran or deathball protoss with many colossi.

Having 2 other great spells doesn't mean anything if you cannot win against these strats.


Brood lords say hi. I hear they work well with infestors.


As I have said before, it hits before broodlords are out.

But you know thats totally, fair, having to rely on using one unit entirely that is easily countered by vikings.
Kznn
Profile Joined March 2011
Brazil9072 Posts
September 09 2011 04:39 GMT
#5311
OMG. huge change...... I like it.
This is Aru
Profile Joined August 2010
United States91 Posts
September 09 2011 04:39 GMT
#5312
My concerns with the patch notes still lie buried down in the 'bugfixes.'

Fixed an issue where flyers may not decelerate in some cases.

Does this mean Muta Micro to keep them moving no longer works?
aka Kasaaz
Ahtin
Profile Joined July 2011
Brazil64 Posts
September 09 2011 04:39 GMT
#5313
The only unit that I'd like to be completly immune to NP is the Mothership, a reason they dont get used so often is the big risk that it can get NP and vortex all your shit.
For every other massive unit it would be better if they reduced the duration only, because the only unit that is not massive and worth a NP is the immortal.
You can't say TL;DR without TL
Grimjim
Profile Joined May 2010
United States395 Posts
September 09 2011 04:39 GMT
#5314
On September 09 2011 13:37 Breadstick wrote:
Show nested quote +
On September 09 2011 13:32 BigKahunaBurger wrote:
On September 09 2011 13:29 Breadstick wrote:
On September 09 2011 13:28 BigKahunaBurger wrote:
On September 09 2011 13:26 Breadstick wrote:
On September 09 2011 13:24 BigKahunaBurger wrote:
On September 09 2011 13:20 ReignFayth wrote:
On September 09 2011 13:18 BigKahunaBurger wrote:
Have they seriously not thought of the logic of the neural parasite change?

Why on earth would you ever want to NP a unit that ISN'T massive?

Eliminating Colossi, Thors and Archons is around about 90% of all things you NP.

Tanks and Immortals are the only things left, are very situational, and are probably not worth the research.

good so infestor still has 2 great spells.......


It takes 10 consecutive fungals to kill a thor. If they have about 5 of them spread out?

Great spell.


yeah you're right fungal is awful because it does poorly against a certain unit

...


Yeah actually, I'm correct in this.

Because we needed one spell to counter-act this "certain unit" that is going to destroy the match up now.



This "certain unit" is going to wreck face.


so fungal wasn't the answer to that before and it still isn't

you don't need the infestor to counter every unit comp, you know


I'd accept this, if you had proposed any other way in which Zerg could beat the huge mech push that hits before broodlords.

Roaches or Hydras? Tanks. Zerglings? Hellion. Mutas? Thors.

The infestor is a necessary unit.


what? you're saying fungal is bad because it doesn't beat thors and i'm saying that doesn't make it bad

i don't need to tell you how to beat a unit comp just by saying that


When the Infestor was the only way to defeat the "death ball" unit comps, nerfing the only way it could actually do that is making it bad.
I am serious. And my name is Shirley.
Ksi
Profile Joined May 2010
357 Posts
Last Edited: 2011-09-09 04:41:24
September 09 2011 04:39 GMT
#5315
Wow, did anyone really even complain about Neural parasite? it was a spell that practically used up all the energy on your expensive 100/150 unit. The only times it ever paid off were when you found a good position to neural parasite from and your Infestor didn't just die a half second later. At most it gives you like 2 or 3 shots from a 300/200 Colossus for the cost of a 100/150 unit. It was only marginally better than just using fungal growth in certain situations.
tuho12345
Profile Blog Joined July 2011
4482 Posts
September 09 2011 04:39 GMT
#5316
On September 09 2011 13:38 emc wrote:
THEY CHANGED NP.

http://us.battle.net/sc2/en/forum/topic/3123366802

They updated 1.4

NP no longer can target massive units. WTF

wooohooo fuck yes !!!
No more destroying the entire mech and colossus armies with just a couple infestors. That's so damn imbalance and now It's awesome!
Nomad123
Profile Blog Joined February 2011
95 Posts
Last Edited: 2011-09-09 04:43:34
September 09 2011 04:40 GMT
#5317
On September 09 2011 13:37 desrow wrote:
Show nested quote +
On September 09 2011 13:33 Nomad123 wrote:
On September 09 2011 13:29 desrow wrote:
On September 09 2011 13:27 Nomad123 wrote:
On September 09 2011 13:22 desrow wrote:
On September 09 2011 13:19 Nomad123 wrote:
On September 09 2011 13:13 desrow wrote:
On September 09 2011 13:11 Nomad123 wrote:
so instead of encouraging toss/terran to use HT/ghost and learn to feedback/EMP the infestors, they make the neural useless??



U can't feedback when ur fungal'd You can't feedback when theres a line of 6-10 broodlords shooting at ur army feedback is an ez answer but a bitch to use



spread out your HT, toss has got into the habit of just making one giant ball. when you're at the part where opponent has 6-10 broodlords, you obviously have a lot of high tier units yourself. you will be able to spread out your ball to at least two and still be cost effective. then your HT spread out between the two balls and cast feedbacks.

terrans can just spread out ghosts, cloak & EMP.

zergs learned the hard way to spread out their infestors too against good HT users. why can't toss learn to use HT properly?

zvt is easier than zvp when it comes to infestors because in zvt zerg cant make 30 infestor, emp does aoe burn in zvp feedback can be casted 4 times by 1 templar and thats if u dont get fungal owned by broodlords before that, you guys are all QQing way too hard, the game won't be broken ull still need 10 infestors ish to have a decent battle but ull need goo positioning and kiting with your corruptor to not die

people don't understand that removing massive is good. now instead of protoss having to fight 2 set of tier 3 unit (our collosus archons) and the zerg's tier 3 unit, we just have to fight the zergs unit



you said it yourself, 1 HT can feedback 4 times. that means it can feedback 4 infestors if it gets in range. if you have fast hands, you can feedback 2-3 infestors before opponent fungals you.

HT and fungal are same range.

spread out your HT, don't just make one giant ball and push. you keep adding "broodlord" in your example, so the problem to you is the broodlord then, not the infestors.



you can feedback 4times if your templar has 200 energy fungal has slightly better range just like emp has slightly longer range than feedback blaming toss users on feedback for the nerf is ridiculous oh one more fact our templar are retardly slow like baby steps and ur infestors actually have a decent movement speed



both templars & infestors wait to regenerate energy. that part is fair. if you have 200 energy templars, then infestors will have high energy as well.

now you remove broodlord from your argument. thank you. you obviously were too short sighted with your examples.

templars are ridiculously slow for their own good. infestor movement speed was reduced also last patch, for their own good. this helps players not have their spellcasters die cause they move so fast and go in front of battle.

reality is, if opponent can fungal you, you can feedback them as well. movement speed is not a factor in your argument.



I don't know why I'm spending so much time arguing with someone with such a low post count but FUNGAL has LONGER range than FEEDBACK because the circle thingy GOES further THAN the range of feedback going to bed have fun cryin zergs



fungal growth & feedback are same range.

check it here:

http://wiki.teamliquid.net/starcraft2/Infestor
http://wiki.teamliquid.net/starcraft2/High_templar


i'm surprised your game knowledge is flawed for someone with oh so many posts

i didn't know post count translates to game understanding too? nice logic bro

was it the same logic that you used when you inserted broodlords into your argument?

i say again, fact is, if opponent can fungal you, you can feedback them. you obviously don't know how to use HT that's why you think fungal has longer range.
Resistentialism
Profile Blog Joined October 2010
Canada688 Posts
September 09 2011 04:40 GMT
#5318
On September 09 2011 13:34 IWork4Skynet wrote:
ZvT/P is gonna be horrible again, NP is essential to discourage large Thor/Collosi forces. I realize that mass infestors are too strong against Protoss but this change is too extreme.

As a suggestion why not make it so NP can't be casted on psionic units? (Sentries,
HTs, DTs, Archons, Warp Prism, Mothership, Ghosts, Queens, Infestors according to Liquipedia)

Heavy collosi builds will still be countered by NP infestors, but archon/zealot compositions will be stronger against ling/infestors. ZvT will be almost unaffected because infestors try to stay as far away from ghosts as possible anyway.

Plus it makes sense that psionic units can resist a psionic spell right?



I like the sound of this better than the proposed change. If bliz is reading.
ROOTFayth
Profile Joined January 2004
Canada3351 Posts
September 09 2011 04:40 GMT
#5319
On September 09 2011 13:36 Tektos wrote:
Show nested quote +
On September 09 2011 13:31 McGuire72 wrote:
On September 09 2011 13:27 Mikelius wrote:
On September 09 2011 13:26 Dalguno wrote:
So, good units to NP:

Toss:

-HT
-Sentries (maybe)
-Immortals
-Voids

Terran:

-Siege tanks
-Ghosts

What else?


Banshees, Ravens, Medivacs?


Researching NP... to control.. a freaking sentry?! Really? You're in the middle of a massive battle and you're going to use all your APM pinpointing the high-energy sentry in a ball and laying down 4 FFs that a collosus is going to walk over and destroy anyway? Come on.

Or a Ghost? Why? To EMP the terran army? This is ridiculous. NP is going to be useless without the ability to target massive units.


You're so incredibly biased.


NP Ghost -> EMP other ghosts. Oh hey now your infestors have free reign to fungal everything without getting EMPed.
Or, snipe any of their bio units if you desire.


Sentry is less viable but not completely useless. A single guardian shield would be really really good considering how many stalkers protoss compositions usually contain. Not to mention because it is their unit under your control, it wont get auto-targetted and hence you have guardian shield for the entire engagement.

I'm not zerg player and I can tell what you're suggesting right now is fairly dumb -_-;

come on.... lol
Fig
Profile Joined March 2010
United States1324 Posts
September 09 2011 04:41 GMT
#5320
On September 09 2011 13:38 Lomak wrote:
Show nested quote +
On September 09 2011 13:36 NineteenSC2 wrote:
Lol, this is how toss felt when khaydarian amulet was removed. Anyway, the infestor was just too good of a unit. Good against sentries, void rays, carriers, mothership, zealots, stalkers, pheonixes, probes. Good for defending, as well as attacking, as well as harrassing. In a strategy game this is defined as overpowered.




Don't worry guys, the ghost is next.


That is completely different.

"Storm no longer does damage to light units" makes about as much sense as "Neural doesn't work on massive"

No the KA nerf basically made HTs read "Storm no longer does damage for the first 30 seconds"

And I also hope the ghost is next as well.
Can't elope with my cantaloupe
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