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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 |
It's interesting comparing how we went from DA mindcontrol = instakill a unit to Neural = normal, just borrows a unit no need to look here.
12 seconds is an eternity. All the time limit does is prevent sniping at certain units in the lategame.
Interesting that Bliz is looking at PvZ again though mn tough to tell what they should do. Still think they'll come back to that spore change. Maybe neural is the right thing. It's tough. Some OPness is nice and good within reason. Do agree with the critiques that infestors are absurdly good spellcasters (but then so are ghosts relative to HTs.)
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On September 10 2011 02:23 Plansix wrote:Show nested quote +On September 10 2011 02:17 Shade_CsT wrote:On September 10 2011 02:15 iPAndi wrote:On September 10 2011 02:14 Shade_CsT wrote:On September 10 2011 02:12 Zuxo wrote: AAAAAAAAAAAAAAAWWWWWWWWWWW YEAH. If this change go through it will be so awesome To me, you look like " LOOOOOOOL This nerf is stupid and I'm gonna freewin with Attack-move Colossi Deathballs or Heavy Mech army !!! " You are not looking for game balance, you are looking for easy-win. It really shows how stupid this nerf is. It makes the game imbalanced (worst than the current state). So you think neural is balanced as is? I think players are starting to learn to play against Infestor, and I love to see that as a Zerg player. Terran are experimenting a ton with the ghost. Protoss players make more templar, some of them are using phoenix to Graviton the Neural Parasite-Infestor to cover the rest of the army. Yes, Neural is balanced as it is to me. The counter agument would be that a lot of players have tried that and it hasn't worked very well. Still you will just say they were doing it wrong and the infestor is fine. So the end of the story is: You want your powerful unit to stay powerful. We think it is to powerful and want it to be scaled back it some way. No real starcraft player wants the easy win, I wish people would stopt throwing that around.
Before this change, how many whine did you read about Neural Parasite ? Not so many I would guess...
It's all about Meta games, and we start seeing very nice things from Protoss/Terran players to deal with Infestor....
I would also remind you that the Fungal Growth was buffed to deal with Protoss deathball (source : 1.3 situation report from David Kim), if the NP change goes live, the Protoss deathball will be unbeatable once again.
The change is stupid, it's like removing the spell; I'm sure there are so many changes that would work perfectly.
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On September 10 2011 02:01 RedDragon571 wrote:Show nested quote +On September 10 2011 01:35 Rorschach wrote:On September 10 2011 01:29 RedDragon571 wrote:On September 10 2011 01:24 Rorschach wrote:On September 10 2011 01:22 RedDragon571 wrote: No more np for mothership.... thats going to be retarded yes, retarded.... like you? your saying an infestor SHOULD take out a 400/400 unit? your saying it SHOULD make ALL capital ships obsolete? Thank god you don't work on the balance team....... You've obviously never dealt with mothorships as Z. Z anti air is downright awful. hyrdas, build em.......... That works until they have collosi or storm.
really? you mean to tell me that two tier 3 toss units that are MEANT to counter hyrdas actually counter hydras (unlike immortals "countering" roaches)...
You learn something new everyday...
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On September 10 2011 02:24 RavenLoud wrote:Show nested quote +On September 10 2011 02:22 SafeAsCheese wrote:On September 10 2011 02:21 NineteenSC2 wrote: The infestor:
Good for attacking Good for defending Good for harrassing
Good against zealot, sentry, stalker, archons, immortals, carriers, voidrays, mothership, pheonix, observers, dts, collosi, probes and (debatable) high templars.
So good in every situation and against every unit. The change is perfect. HT/Ghost - good for attacking - good for defending - good for harassing Let's make storm and EMP not hit massive, 'kay? Kneejerk comments like this do not help your argument nor does it show that you understand the game. Anyway, I think NP need a duration buff to offset this. If it last about 5-10 sec longer then this change could go through. I'd settle for that, I mean I wouldn't mind that it's unlimited channel even if my thors are safe
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On September 10 2011 02:24 NineteenSC2 wrote: Zergs should let the change at least be implemented and see how it is. For now it seems like their ez win unit is taking a nerf so they're upset -_-''
I think instead of making nural not affect all massive units having the collosus have a passive ability that prevents mind control would be better no? Considering that seems to be the big problem zvp atm (at least in regards to nural)
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Zergs have been blindly going infestors because they counter every unit. I'm glad Blizzard sees this.
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On September 10 2011 02:22 NineteenSC2 wrote:Show nested quote +On September 10 2011 02:22 SafeAsCheese wrote:On September 10 2011 02:21 NineteenSC2 wrote: The infestor:
Good for attacking Good for defending Good for harrassing
Good against zealot, sentry, stalker, archons, immortals, carriers, voidrays, mothership, pheonix, observers, dts, collosi, probes and (debatable) high templars.
So good in every situation and against every unit. The change is perfect. HT/Ghost - good for attacking - good for defending - good for harassing Let's make storm and EMP not hit massive, 'kay? Except they dont counter every single unit. The infestor: Good for attacking Good for defending Good for harrassing Good against zealot, sentry, stalker, archons, immortals, carriers, voidrays, mothership, pheonix, observers, dts, collosi, probes and (debatable) high templars. So good in every situation and against every unit. The change is perfect. The infestor is a tier 2 unit, and blizzard is putting it where it belongs.
while we're on the stupid subject of grading units by "tiers", so when is the marine getting a nerf?
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On September 10 2011 02:09 sm0b wrote:Show nested quote +On September 10 2011 02:05 DFDream wrote: Just a thought but how are zergs supposed to deal with mass thor now? Fungel only does 40 damage to them so it would take 10(13?) consecutive fungels to kill just a thor. Roaches melt to 200/200 thors so do mutas and in all honesty so do lings :S Zerg will have to get T3 units to help deal with T3 units instead of staying on T2 units. Broodlords do really well against Thors with ground units to support them as do +5 armored ultras. I think roach infestor will still be the mid-game answer to mech in ZvT until Greater Spire or Ultra Den is out. Plus, this Ultra change should help too 
You can't do that. You can't get BLs as fast as terran and protoss can get their T3. Your reasoning is wrong.
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No one is arguing that this isn't a nerf, that is quite obvious.
The point is that it was also quite obvious that infestors were much too versatile a unit. Unit diversity is important in SC2, and if a unit is so good that there is no reason to produce anything else, it hurts the game. Which is why they took away one aspect of it. Now there is more than one unit that it doesn't counter.
At the same time, Blizzard is trying to get more people to use carriers and motherships, and this change will allow toss players more opportunities for unit diversity as well.
It's not like they are leaving zergs high and dry either. The buff to ultras, which are very good vs stalker/colo, and making overseers cheap so you don't need to use mass fungals to detect cloaked units anymore are there to balance this out.
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On September 10 2011 02:24 NineteenSC2 wrote: Zergs should let the change at least be implemented and see how it is. For now it seems like their ez win unit is taking a nerf so they're upset -_-'' Alright, as soon as thermal lance gets removed, I'll stop.
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On September 10 2011 02:27 fraktoasters wrote:Show nested quote +On September 10 2011 02:22 NineteenSC2 wrote:On September 10 2011 02:22 SafeAsCheese wrote:On September 10 2011 02:21 NineteenSC2 wrote: The infestor:
Good for attacking Good for defending Good for harrassing
Good against zealot, sentry, stalker, archons, immortals, carriers, voidrays, mothership, pheonix, observers, dts, collosi, probes and (debatable) high templars.
So good in every situation and against every unit. The change is perfect. HT/Ghost - good for attacking - good for defending - good for harassing Let's make storm and EMP not hit massive, 'kay? Except they dont counter every single unit. The infestor: Good for attacking Good for defending Good for harrassing Good against zealot, sentry, stalker, archons, immortals, carriers, voidrays, mothership, pheonix, observers, dts, collosi, probes and (debatable) high templars. So good in every situation and against every unit. The change is perfect. The infestor is a tier 2 unit, and blizzard is putting it where it belongs. while we're on the stupid subject of grading units by "tiers", so when is the marine getting a nerf?
The marine alone can't counter every single unit.
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as a zerg gm dont get me wrong i completely understand the fungal nerf. Even if they wanted to take that farther but really NP nerf is O_o. I do not really understand where its coming from. NP really doesnt help that much in a 200 food late game battle vs like 6 collosi and blink stalker if one np u just blink insta snipe or graviton beam with phoenix. Man this makes me super sad . Atleast decrease dmg on fungal but removing our ability to NP collosi on massive like 2 base timing attacks seems strange. Guess back to bane bombs !
EDIT: If you going to take away the ability to NP massive at least give us the ability to NP units permanently like in early beta :D
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intereting infestor nerf, I have thought about it before and interestingly enough, mass queens suddenly become way more viable when coupled with broodlords.
it would be awesome if the Z lategame became broodlord/queen with a few infestors and ling support
IT HAS NO COUNTER! (other than cloaked units, doh! lets add one or two of these (now cheaper) overseers!)
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On September 10 2011 02:27 Fig wrote: No one is arguing that this isn't a nerf, that is quite obvious.
The point is that it was also quite obvious that infestors were much too versatile a unit. Unit diversity is important in SC2, and if a unit is so good that there is no reason to produce anything else, it hurts the game. Which is why they took away one aspect of it. Now there is more than one unit that it doesn't counter.
You may be right, but wouldn't be smart to buff Hydralisk (the other Tier 2 alternative unit) in addition to the infestor nerf ... ?
The change can't go live without compensation.
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On September 10 2011 02:27 Fig wrote: It's not like they are leaving zergs high and dry either. The buff to ultras, which are very good vs stalker/colo, and making overseers cheap so you don't need to use mass fungals to detect cloaked units anymore are there to balance this out. Upgraded stalkers destroy ultras unless they are dumb enough to not blink.
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-remove fungal -add dark swarm
problem solved
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[/QUOTE]The marine alone can't counter every single unit.[/QUOTE]
Uh, what game are you playing?
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I disagree with the infestor change, but it is no more ridiculous than the removal of KA
Would much prefer to see a change in fungal growth from stun to slow and u can let me micro away from NP
Also... mothership should not be NPable
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People you really need to calm down.. it is just the PTR and I assume this isn't all of the changes they plan on testing... Infestors are extremely hard to deal with currently. They have fungal which can destroy your gateway units and then NP to steal your colossi/archons. They might have gone a little too far with the NP nerf but it has not been tested enough yet. You still have one of the most powerful spells in game. Theres no telling what else they might change coming up. Stop overreacting and wait for the full PTR to flesh out.
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United States7483 Posts
On September 10 2011 02:24 DFDream wrote:Show nested quote +On September 10 2011 02:21 Whitewing wrote:On September 10 2011 02:20 DFDream wrote:On September 10 2011 02:18 Whitewing wrote:On September 10 2011 02:15 DFDream wrote:On September 10 2011 02:07 Dakkas wrote:On September 10 2011 02:05 DFDream wrote: Just a thought but how are zergs supposed to deal with mass thor now? Fungel only does 40 damage to them so it would take 10(13?) consecutive fungels to kill just a thor. Roaches melt to 200/200 thors so do mutas and in all honesty so do lings :S It's your fault for letting someone get 200/200 Thors Well yeah I do agree; but at the moment if you get nural you can actually win against 2 base 200/200 thor pushes(which are very stupid but some people do, do them >_>.) But if this change goes through all terran has to do is sit behind 5 bunkers like 2 tanks and infinity thors until they hit 200/200 and win and zerg can't really break that. Do you realize how long it takes to make that many thors off 2 bases? You could have 5 bases and brood lords out and sieging their base before they hit 200/200 in thors. Its possible; but as terran if you scout that all you have to do is a move with scv support to destroy zerg... Said terran is turtling super hard. The moment he moves out, zerg should see it and respond with a massive influx of units. Fungal those scvs and laugh. BTW, thors suck horribly against mass infested terran spam. So for example on shakuras close by air you want me to have 5 bases, brood lords out, and enough infestors out to deal with 200/200 supply thors AND make copious amounts of units when he pushes out? Just to deal with it?
If he's going for a 200/200 thor army on two bases, it's going to take him forever to get there, you should have a huge economy and all the tech you need. It takes a fuck ton of gas to build that big a thor army. If he pushes out sooner, he won't get to that 200/200 army period, either he'll win right there or lose right there. You crush the army when it moves out and you win. If he doesn't, you crush it with brood lords. Mass thor is a ridiculously stupid strat vs. zerg. You mix a few in for DPS and for killing mutas.
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