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Patch 1.4 PTR Notes (updated 9/8) - Page 270

Forum Index > Closed
9040 CommentsPost a Reply
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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
NineteenSC2
Profile Joined April 2011
Canada117 Posts
September 09 2011 04:54 GMT
#5381
Well, I just hope terran gets a big nerf before the patch goes live. I think they've needed one for quite a few months now.
S2 & S3 Grandmaster Protoss. Justin.tv/nineteensc2 for my new stream
ROOTFayth
Profile Joined January 2004
Canada3351 Posts
September 09 2011 04:54 GMT
#5382
On September 09 2011 13:50 zaii wrote:
Show nested quote +
On September 09 2011 13:49 nV wrote:
On September 09 2011 13:46 BigKahunaBurger wrote:
On September 09 2011 13:45 nV wrote:
People are acting as if its the end of the world for every Zerg player. Sure it's a big change, but a change is needed. How can it be completely acceptable to win a game by just massing 1 unit. This change is needed in PvZ due to the fact that infestors are just too good. They have 3 spells that are really good, and know they are just going to nerf 1 of the spells to help the match up.


Just by massing one unit? Uhh... mass blink stalker?

The problem is that they're nerfing the wrong spell.

Just by massing blink stalker wont win you the game. Ling infestor rapes blink stalker and blink is getting a nerf anyway so that leaves zerg players with more time to prepare for it.


Puzzle vs Sheth?

wasn't that a 2 base all in?
Nomad123
Profile Blog Joined February 2011
95 Posts
September 09 2011 04:55 GMT
#5383
On September 09 2011 13:52 -_- wrote:
Show nested quote +
On September 09 2011 13:51 Nomad123 wrote:
On September 09 2011 13:48 desrow wrote:
On September 09 2011 13:44 Nomad123 wrote:
On September 09 2011 13:43 Grimjim wrote:
On September 09 2011 13:37 desrow wrote:
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:
[quote]
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


Oh look, someone with no major tournament wins is acting superior to a forum poster. Why don't you win some tournaments before you talk down to those on this forum? You have to earn your superiority first.



it's ok grimjim, i pointed out to him that he's wrong. feedback & fungal are same range.

i'll assume he'll conveniently be quiet now, and should start to learn how to use HT and feedback



dood there's something wrong with you YES on paper they have the same range BUT the "AOE" of fungal hits further than feedback dont make me go in game and use paint WTF are u that dumb ?



not as dumb as someone who equates forum posts with game understanding

yes it's "AOE", so? you can't walk? your HT walk too slow? your HT so alone that opponent can walk the extra 2 range to fungal you?

see my point now? it's same range, while you can argue that it adds 2 range cause its AOE, reality is, in battle HTs aren't alone, and infestors can't just walk up to HT straight up.

learn to spread out your HT. all your arguments have been bullocks (broodlords, movement speed, etc.). fact is, if opponent got to fungal you, then you did something wrong cause you should be able to feedback him too.






You're obviously wrong, and you're just digging yourself a deeper and deeper hole.



good job not pointing where "wrong" was in that post

who ever saw HT so alone in battle? lol

i guess desrow was too busy looking at opponent's "6-10" broodlords. i dunno. we'll have to ask him.
BeeNu
Profile Joined June 2011
615 Posts
Last Edited: 2011-09-09 04:56:13
September 09 2011 04:55 GMT
#5384
On September 09 2011 13:53 NineteenSC2 wrote:
Show nested quote +
On September 09 2011 13:51 BeeNu wrote:
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, archons, collosi, dts, observers, and probes. Good for defending, as well as attacking, as well as harrassing. In a strategy game when there's a unit that's good at everything the correct phrase to drescribe it is: overpowered

p.s. left the high templar out cause that's debatable.

Don't worry guys, the ghost is next.


Sure I can kinda agree with that, Infestors fill too many roles.


What you're failing to realize is that the Hydralisk and Corruptor [and to a lesser extent the Ultralisk] are almost entirely useless units.

I'm all for this nerf if Blizzard wants to go ahead and fix some of the glaring problems Zerg has, but in the mean time this is ridiculous.


I agree the other units (in comparison to the infestor) are not as good at all. In fact, no unit is when compared to the infestor. However, zerg already has a unit to deal (I'm only talking about zvp/pvz here) with collosi - the corrupter.

If anything, this is going to give zergs an easier transition into broodlords.


Corruptors are awful vs Colossi, have you ever actually tried using them? I'm not going back to that crap. I'd rather switch races then play every ZvP as a bloody tightrope walk hoping I have *exactly* the right number of Corrupors, not too many not too few, to actually not get roflstomped every game.


I like how Blizzard just crippled the ability of NP instead of outright removing it.

It's not like anybody is going to research it now anyways.
arbitrageur
Profile Joined December 2010
Australia1202 Posts
September 09 2011 04:55 GMT
#5385
On September 09 2011 13:53 NineteenSC2 wrote:
Show nested quote +
On September 09 2011 13:51 BeeNu wrote:
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, archons, collosi, dts, observers, and probes. Good for defending, as well as attacking, as well as harrassing. In a strategy game when there's a unit that's good at everything the correct phrase to drescribe it is: overpowered

p.s. left the high templar out cause that's debatable.

Don't worry guys, the ghost is next.


Sure I can kinda agree with that, Infestors fill too many roles.


What you're failing to realize is that the Hydralisk and Corruptor [and to a lesser extent the Ultralisk] are almost entirely useless units.

I'm all for this nerf if Blizzard wants to go ahead and fix some of the glaring problems Zerg has, but in the mean time this is ridiculous.


I agree the other units (in comparison to the infestor) are not as good at all. In fact, no unit is when compared to the infestor. However, zerg already has a unit to deal (I'm only talking about zvp/pvz here) with collosi - the corrupter.


Except this unit doesn't encourage micro or multitasking in the way infestors do. They're A-move with 0 skill needed by either side (apart from minor adjustments in positioning of collos...). Corruptors are actually the worst unit in the game from an "I want this game to be the best RTS" standpoint.
Mioraka
Profile Blog Joined October 2010
Canada1353 Posts
September 09 2011 04:55 GMT
#5386
What the fuck? What are we suppose to NP now? Workers?

That's a retarded change.......
Nomad123
Profile Blog Joined February 2011
95 Posts
September 09 2011 04:55 GMT
#5387
On September 09 2011 13:53 desrow wrote:
Hopefully the patch is released on tuesday :D



hopefully you know how to feedback by then. :D
tuho12345
Profile Blog Joined July 2011
4482 Posts
September 09 2011 04:56 GMT
#5388
On September 09 2011 13:51 Nomad123 wrote:
Show nested quote +
On September 09 2011 13:48 desrow wrote:
On September 09 2011 13:44 Nomad123 wrote:
On September 09 2011 13:43 Grimjim wrote:
On September 09 2011 13:37 desrow wrote:
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:
[quote]


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


Oh look, someone with no major tournament wins is acting superior to a forum poster. Why don't you win some tournaments before you talk down to those on this forum? You have to earn your superiority first.



it's ok grimjim, i pointed out to him that he's wrong. feedback & fungal are same range.

i'll assume he'll conveniently be quiet now, and should start to learn how to use HT and feedback



dood there's something wrong with you YES on paper they have the same range BUT the "AOE" of fungal hits further than feedback dont make me go in game and use paint WTF are u that dumb ?



not as dumb as someone who equates forum posts with game understanding

yes it's "AOE", so? you can't walk? your HT walk too slow? your HT so alone that opponent can walk the extra 2 range to fungal you?

see my point now? it's same range, while you can argue that it adds 2 range cause its AOE, reality is, in battle HTs aren't alone, and infestors can't just walk up to HT straight up.

learn to spread out your HT. all your arguments have been bullocks (broodlords, movement speed, etc.). fact is, if opponent got to fungal you, then you did something wrong cause you should be able to feedback him too.




You're so wrong in every aspect and stubborn lol. Desrow was talking about the range of effects, not about he need you to teach him how to micro lol
iamke55
Profile Blog Joined April 2004
United States2806 Posts
September 09 2011 04:56 GMT
#5389
On September 09 2011 13:53 desrow wrote:
Hopefully the patch is released on tuesday :D

Do you have some big tournaments to play on tuesday?

On this update, I welcome anything that will help PvZ winrates go above 40% again but I feel like Blizzard is looking at the wrong Protoss matchup when it comes to fixing imbalance here.
During practice session, I discovered very good build against zerg. -Bisu[Shield]
NineteenSC2
Profile Joined April 2011
Canada117 Posts
September 09 2011 04:56 GMT
#5390
On September 09 2011 13:55 BeeNu wrote:
Show nested quote +
On September 09 2011 13:53 NineteenSC2 wrote:
On September 09 2011 13:51 BeeNu wrote:
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, archons, collosi, dts, observers, and probes. Good for defending, as well as attacking, as well as harrassing. In a strategy game when there's a unit that's good at everything the correct phrase to drescribe it is: overpowered

p.s. left the high templar out cause that's debatable.

Don't worry guys, the ghost is next.


Sure I can kinda agree with that, Infestors fill too many roles.


What you're failing to realize is that the Hydralisk and Corruptor [and to a lesser extent the Ultralisk] are almost entirely useless units.

I'm all for this nerf if Blizzard wants to go ahead and fix some of the glaring problems Zerg has, but in the mean time this is ridiculous.


I agree the other units (in comparison to the infestor) are not as good at all. In fact, no unit is when compared to the infestor. However, zerg already has a unit to deal (I'm only talking about zvp/pvz here) with collosi - the corrupter.

If anything, this is going to give zergs an easier transition into broodlords.


Corruptors are awful vs Colossi, have you ever actually tried using them? I'm not going back to that crap. I'd rather switch races then play every ZvP as a bloody tightrope walk hoping I have *exactly* the right number of Corrupors, not too many not too few, to actually not get roflstomped every game.



ah well, you could always fungal and baneling carpet bomb.
S2 & S3 Grandmaster Protoss. Justin.tv/nineteensc2 for my new stream
Secret05
Profile Joined August 2010
United States342 Posts
September 09 2011 04:56 GMT
#5391
i really can't understand this infestor change.... neural parasite wasn't even overpowered... if anything they should make it so that fungal slows the targets instead of this stupid change... or make it so that neural costs way more energy now
Michigan Zerg Player
kheldorin
Profile Joined April 2010
Singapore539 Posts
Last Edited: 2011-09-09 04:57:57
September 09 2011 04:56 GMT
#5392
On September 09 2011 13:51 Nomad123 wrote:
Show nested quote +
On September 09 2011 13:48 desrow wrote:
On September 09 2011 13:44 Nomad123 wrote:
On September 09 2011 13:43 Grimjim wrote:
On September 09 2011 13:37 desrow wrote:
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:
[quote]


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


Oh look, someone with no major tournament wins is acting superior to a forum poster. Why don't you win some tournaments before you talk down to those on this forum? You have to earn your superiority first.



it's ok grimjim, i pointed out to him that he's wrong. feedback & fungal are same range.

i'll assume he'll conveniently be quiet now, and should start to learn how to use HT and feedback



dood there's something wrong with you YES on paper they have the same range BUT the "AOE" of fungal hits further than feedback dont make me go in game and use paint WTF are u that dumb ?



not as dumb as someone who equates forum posts with game understanding

yes it's "AOE", so? you can't walk? your HT walk too slow? your HT so alone that opponent can walk the extra 2 range to fungal you?

see my point now? it's same range, while you can argue that it adds 2 range cause its AOE, reality is, in battle HTs aren't alone, and infestors can't just walk up to HT straight up.

learn to spread out your HT. all your arguments have been bullocks (broodlords, movement speed, etc.). fact is, if opponent got to fungal you, then you did something wrong cause you should be able to feedback him too.





What are you talking about?? Infestors are not going to go forward to fungal HTs. They will be fungalling the main army and since the main army is usually faster than the HTs, they will be about 2 hexes infront. Which means in practice the infestors will be in range of the main army while the HTs will be out of range of the infestors.

With 2 people of equal skill, infestors should never get feedbacked but Protoss players just have a lot more better micro than Zerg players. Infestor and roach burrow micro is so overlyunderused. Zerg players are not forced to use it because infestors are so cost effective.
desRow
Profile Blog Joined May 2009
Canada2654 Posts
Last Edited: 2011-09-09 04:59:40
September 09 2011 04:57 GMT
#5393
On September 09 2011 13:55 Nomad123 wrote:
Show nested quote +
On September 09 2011 13:52 -_- wrote:
On September 09 2011 13:51 Nomad123 wrote:
On September 09 2011 13:48 desrow wrote:
On September 09 2011 13:44 Nomad123 wrote:
On September 09 2011 13:43 Grimjim wrote:
On September 09 2011 13:37 desrow wrote:
On September 09 2011 13:33 Nomad123 wrote:
On September 09 2011 13:29 desrow wrote:
On September 09 2011 13:27 Nomad123 wrote:
[quote]


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


Oh look, someone with no major tournament wins is acting superior to a forum poster. Why don't you win some tournaments before you talk down to those on this forum? You have to earn your superiority first.



it's ok grimjim, i pointed out to him that he's wrong. feedback & fungal are same range.

i'll assume he'll conveniently be quiet now, and should start to learn how to use HT and feedback



dood there's something wrong with you YES on paper they have the same range BUT the "AOE" of fungal hits further than feedback dont make me go in game and use paint WTF are u that dumb ?



not as dumb as someone who equates forum posts with game understanding

yes it's "AOE", so? you can't walk? your HT walk too slow? your HT so alone that opponent can walk the extra 2 range to fungal you?

see my point now? it's same range, while you can argue that it adds 2 range cause its AOE, reality is, in battle HTs aren't alone, and infestors can't just walk up to HT straight up.

learn to spread out your HT. all your arguments have been bullocks (broodlords, movement speed, etc.). fact is, if opponent got to fungal you, then you did something wrong cause you should be able to feedback him too.






You're obviously wrong, and you're just digging yourself a deeper and deeper hole.



good job not pointing where "wrong" was in that post

who ever saw HT so alone in battle? lol

i guess desrow was too busy looking at opponent's "6-10" broodlords. i dunno. we'll have to ask him.


the reason i mention your 34 posts is because your arguments have no legitimacy because...who the hell are you? you're probably a diamond league dood who's flipping tables about neural parasite and having an argument with me when all your doing is theorycrafting while i spend my day playing zergs like stephano sheth destiny machine idra (rarely) now I'm not saying im a big shot or i'm a top protoss but i have a way better experience of the situtiation than you will ever have. i know this is a cool thing to do to QQ and theory craft when ur stuck in diamond but comon man..
http://twitch.tv/desrowfighting http://twitter.com/desrowfighting http://facebook.com/desrowfighting
Nomad123
Profile Blog Joined February 2011
95 Posts
September 09 2011 04:58 GMT
#5394
On September 09 2011 13:56 kheldorin wrote:
Show nested quote +
On September 09 2011 13:51 Nomad123 wrote:
On September 09 2011 13:48 desrow wrote:
On September 09 2011 13:44 Nomad123 wrote:
On September 09 2011 13:43 Grimjim wrote:
On September 09 2011 13:37 desrow wrote:
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:
[quote]
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


Oh look, someone with no major tournament wins is acting superior to a forum poster. Why don't you win some tournaments before you talk down to those on this forum? You have to earn your superiority first.



it's ok grimjim, i pointed out to him that he's wrong. feedback & fungal are same range.

i'll assume he'll conveniently be quiet now, and should start to learn how to use HT and feedback



dood there's something wrong with you YES on paper they have the same range BUT the "AOE" of fungal hits further than feedback dont make me go in game and use paint WTF are u that dumb ?



not as dumb as someone who equates forum posts with game understanding

yes it's "AOE", so? you can't walk? your HT walk too slow? your HT so alone that opponent can walk the extra 2 range to fungal you?

see my point now? it's same range, while you can argue that it adds 2 range cause its AOE, reality is, in battle HTs aren't alone, and infestors can't just walk up to HT straight up.

learn to spread out your HT. all your arguments have been bullocks (broodlords, movement speed, etc.). fact is, if opponent got to fungal you, then you did something wrong cause you should be able to feedback him too.





What are you talking about?? Infestors are not going to go forward to fungal HTs. They will be fungalling the main army and since the main army is usually faster than the HTs, they will be about 2 hexes infront. Which means in practice the infestors will be in range of the main army while the HTs will be out of range of the infestors.

With 2 people of equal skill, infestors should never get feedbacked but Protoss players just have a lot more better micro than Zerg players.



yup that's exactly my point. read it again (heck, read all the quotes, it's desrow that's pointing out the thing that you're pointing out against lol)
NineteenSC2
Profile Joined April 2011
Canada117 Posts
September 09 2011 04:58 GMT
#5395
On September 09 2011 13:55 arbitrageur wrote:
Show nested quote +
On September 09 2011 13:53 NineteenSC2 wrote:
On September 09 2011 13:51 BeeNu wrote:
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, archons, collosi, dts, observers, and probes. Good for defending, as well as attacking, as well as harrassing. In a strategy game when there's a unit that's good at everything the correct phrase to drescribe it is: overpowered

p.s. left the high templar out cause that's debatable.

Don't worry guys, the ghost is next.


Sure I can kinda agree with that, Infestors fill too many roles.


What you're failing to realize is that the Hydralisk and Corruptor [and to a lesser extent the Ultralisk] are almost entirely useless units.

I'm all for this nerf if Blizzard wants to go ahead and fix some of the glaring problems Zerg has, but in the mean time this is ridiculous.


I agree the other units (in comparison to the infestor) are not as good at all. In fact, no unit is when compared to the infestor. However, zerg already has a unit to deal (I'm only talking about zvp/pvz here) with collosi - the corrupter.


Except this unit doesn't encourage micro or multitasking in the way infestors do. They're A-move with 0 skill needed by either side (apart from minor adjustments in positioning of collos...). Corruptors are actually the worst unit in the game from an "I want this game to be the best RTS" standpoint.


Fungal growth also makes the game less interesting as players are less likely to move out. High risk low reward for blink stalkers trying to snipe expansions for example.
S2 & S3 Grandmaster Protoss. Justin.tv/nineteensc2 for my new stream
Elefanto
Profile Joined May 2010
Switzerland3584 Posts
September 09 2011 04:58 GMT
#5396
On September 09 2011 13:55 Nomad123 wrote:
Show nested quote +
On September 09 2011 13:52 -_- wrote:
On September 09 2011 13:51 Nomad123 wrote:
On September 09 2011 13:48 desrow wrote:
On September 09 2011 13:44 Nomad123 wrote:
On September 09 2011 13:43 Grimjim wrote:
On September 09 2011 13:37 desrow wrote:
On September 09 2011 13:33 Nomad123 wrote:
On September 09 2011 13:29 desrow wrote:
On September 09 2011 13:27 Nomad123 wrote:
[quote]


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


Oh look, someone with no major tournament wins is acting superior to a forum poster. Why don't you win some tournaments before you talk down to those on this forum? You have to earn your superiority first.



it's ok grimjim, i pointed out to him that he's wrong. feedback & fungal are same range.

i'll assume he'll conveniently be quiet now, and should start to learn how to use HT and feedback



dood there's something wrong with you YES on paper they have the same range BUT the "AOE" of fungal hits further than feedback dont make me go in game and use paint WTF are u that dumb ?



not as dumb as someone who equates forum posts with game understanding


yes it's "AOE", so? you can't walk? your HT walk too slow? your HT so alone that opponent can walk the extra 2 range to fungal you?

see my point now? it's same range, while you can argue that it adds 2 range cause its AOE, reality is, in battle HTs aren't alone, and infestors can't just walk up to HT straight up.

learn to spread out your HT. all your arguments have been bullocks (broodlords, movement speed, etc.). fact is, if opponent got to fungal you, then you did something wrong cause you should be able to feedback him too.






You're obviously wrong, and you're just digging yourself a deeper and deeper hole.



good job not pointing where "wrong" was in that post

who ever saw HT so alone in battle? lol

i guess desrow was too busy looking at opponent's "6-10" broodlords. i dunno. we'll have to ask him.


Stop it now god dammit, you're wrong.
wat
BigKahunaBurger
Profile Joined June 2011
Australia334 Posts
September 09 2011 04:58 GMT
#5397
On September 09 2011 13:49 nV wrote:
Show nested quote +
On September 09 2011 13:46 BigKahunaBurger wrote:
On September 09 2011 13:45 nV wrote:
People are acting as if its the end of the world for every Zerg player. Sure it's a big change, but a change is needed. How can it be completely acceptable to win a game by just massing 1 unit. This change is needed in PvZ due to the fact that infestors are just too good. They have 3 spells that are really good, and know they are just going to nerf 1 of the spells to help the match up.


Just by massing one unit? Uhh... mass blink stalker?

The problem is that they're nerfing the wrong spell.

Just by massing blink stalker wont win you the game. Ling infestor rapes blink stalker and blink is getting a nerf anyway so that leaves zerg players with more time to prepare for it.


I totally agree, I was just doing that to point out how ridiculous his original post was.

You don't win by massing infestor either.

You need lings and blings too.

Big happy family.

On September 09 2011 13:54 TheBrofessor wrote:
Show nested quote +
On September 09 2011 13:44 cnc wrote:
Ultras counter Thors hard, and they just got buffed.




Ultras are not in any conceivable way a counter to thors.


This.

Although I would like to see the 250mm Strike Cannons finally being used in a pro game.

You know, that ability that stuns a unit in place and deals 500 damage.

It's a beautiful thing.
arbitrageur
Profile Joined December 2010
Australia1202 Posts
September 09 2011 04:58 GMT
#5398
Why do they even put this on the PTR... What are they going to analyze, how bronze zergs do without NP? lol
SnowK
Profile Joined June 2011
United States245 Posts
September 09 2011 04:59 GMT
#5399
On September 09 2011 13:46 KayZ wrote:
Feedback - range 9
Fungal - range 9 with radius 2... so effectively 11 range.


If you are hitting something with fungal at range 11 with fungal, you are wasting most of the area of effect. You get a very small slice of the whole circle.
If you are hitting something at range 9 with fungal, you are getting 50% of the area of effect.
To get 'effective' fungals, your infestor has to be within 7 range of the enemy's closest unit, because things have to occupy the half of the circle closest to your infestor, or else you are wasting damage.
"Its like someone went 'What does protoss need.... I know, more ways to be an obnoxious cunt'" - Liquid`Jinro
BeeNu
Profile Joined June 2011
615 Posts
September 09 2011 04:59 GMT
#5400
On September 09 2011 13:56 NineteenSC2 wrote:
Show nested quote +
On September 09 2011 13:55 BeeNu wrote:
On September 09 2011 13:53 NineteenSC2 wrote:
On September 09 2011 13:51 BeeNu wrote:
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, archons, collosi, dts, observers, and probes. Good for defending, as well as attacking, as well as harrassing. In a strategy game when there's a unit that's good at everything the correct phrase to drescribe it is: overpowered

p.s. left the high templar out cause that's debatable.

Don't worry guys, the ghost is next.


Sure I can kinda agree with that, Infestors fill too many roles.


What you're failing to realize is that the Hydralisk and Corruptor [and to a lesser extent the Ultralisk] are almost entirely useless units.

I'm all for this nerf if Blizzard wants to go ahead and fix some of the glaring problems Zerg has, but in the mean time this is ridiculous.


I agree the other units (in comparison to the infestor) are not as good at all. In fact, no unit is when compared to the infestor. However, zerg already has a unit to deal (I'm only talking about zvp/pvz here) with collosi - the corrupter.

If anything, this is going to give zergs an easier transition into broodlords.


Corruptors are awful vs Colossi, have you ever actually tried using them? I'm not going back to that crap. I'd rather switch races then play every ZvP as a bloody tightrope walk hoping I have *exactly* the right number of Corrupors, not too many not too few, to actually not get roflstomped every game.



ah well, you could always fungal and baneling carpet bomb.


Ever hear of these funny little things called Blink Stalkers and Void Rays?

Yeah.

Fun stuff.
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