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Patch 1.4 PTR Notes (updated 9/8) - Page 339

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
SharkStarcraft
Profile Joined April 2011
Austria2260 Posts
September 09 2011 19:15 GMT
#6761
GJ at ruining Z completely blizz, how are we supposed to counter a colossus timing push now? This is just stupid, if this goes online, i will switch to toss and just roflstomp over all zerg players. Ruining balance, but unable to fix close positions, nicely done blizzard. Now, that zerg players FINALLY found a way to counter the no scouting-colossus ball, blizz just technically takes out the key spell to do so. And dont tell me that i should fungal immortals. Whos gonna build them vs zerg, if colossi are unstoppable? You, dear blizzard entertainment, have failed terribly.
Cogito, ergo Toss
Treemonkeys
Profile Blog Joined August 2010
United States2082 Posts
September 09 2011 19:16 GMT
#6762
On September 10 2011 04:05 laharl23 wrote:
I think blink stalker/archon/colluses will be a good unit composition now.

I hated going archons vs zerg because of the NP, i think its a good change.

Its not going to break the game like everyone in here says, ive never seen a game where the guy won just because of a good NP. This just opens up more options vs zerg which is always a good thing, more variety of strategies= more exciting games.


This doesn't give protoss more options, thus just takes one option away from zerg and one less thing for protoss/terran to have to deal with. All this does is make the game more simplified and require less micro.
http://shroomspiration.blogspot.com/
ejozl
Profile Joined October 2010
Denmark3491 Posts
September 09 2011 19:16 GMT
#6763
Nice, always though Fungal Growth shouldn't work on massive units, but the parasite, gosh that's hard.. Totally changes the use of neural, still useable, but think it will be long before we see that upgrade being researched, for a long time.

Oh also, i never liked Ultra immunity, that's such a silly way to fix balance issues.
SC2 Archon needs "Terrible, terrible damage" as one of it's quotes.
Phoobie
Profile Joined December 2010
Canada120 Posts
September 09 2011 19:16 GMT
#6764
I'm also in disagreement with the change to NP, tbh I don't see it getting much, if any, use if this change goes live and for a number of reasons.

While channeling NP the Infestor is left completely exposed and cannot act, there is risk involved with landing a NP because it paints a big target over the infestors head, often times a snipe/target fire or a blink with a couple of stalkers will snipe the infestor.

The entire reason Zerg players invest in Neural Parasite is to deal with the power units of T and P, Archons, Motherships, Colossi, Thors and such are prime targets for NP and they're all massive. we might see some NP being used on HT, ghosts and tanks still but it takes away a lot of options. Now in order to deal with colossi we HAVE to go coruptors which is less fun.

NP and it's use competes with Fungal and Infested Terrans, both are very good spells when used properly, with this change I don't think NP will measure up to Fungal or IT in terms of usefulness and will hardly, if ever, be used.

so what do I propose?

Overall it is safe to say that it can be argued that the Infestor is Overpowered because it's always the right decision. As InControl said the Infestor is very powerful when on Defense, on Offense, it becomes the core of the Zerg army and becomes exponentially more powerful the more you have (chain fungals), it can harass and the list goes on.

I don't think Neural Parasite is a problem, it's a strong spell that can greatly influence a battle but it also comes a high cost (100 energy and the oppertunity cost of Infested Terran/Fungal) as well as high risk because while channeling the infestor is very visible and vulnerable.

this all comes back to Fungal growth, if they want it to root it should not do ANY damage, if they want it to do damage than at the very most it should be a snare effect. Chain Fungal shows why it's not good for a spell to completely prohibit user control AND damage units, it's unfair for the defending player.

That is the only thing that needs to change IMO, either Fungal roots a little longer but does no damage OR it does damage but only snares say 50% (massive units can be Immune)
"Immortal Roach is pretty good against stalkers" ¯\_(ツ)_/¯
Xaeldaren
Profile Joined June 2010
Ireland588 Posts
September 09 2011 19:17 GMT
#6765
God that's ridiculous that Blizzard is actually going to take the feedback of people playing on the PTR into account. The majority of the people playing on the PTR are going to be terrible.

I'm gold level and I wouldn't even dare give balance suggestions to Blizzard.
pwadoc
Profile Joined August 2010
271 Posts
September 09 2011 19:17 GMT
#6766
Well, blizzard put the final nail in the zerg coffin. I'm putting this game aside for a while.
KevinIX
Profile Joined October 2009
United States2472 Posts
September 09 2011 19:17 GMT
#6767
Simply reduce the range or duration of NP. Taking out NP completely is limiting the options of the Zerg. We don't want to eliminate options. This is why I support Raven Seeker Missile buff, even though Terran doesn't particularly need it. The more options a player has, the better the game will be.
Liquid FIGHTING!!!
billiebrightside
Profile Joined March 2011
United States150 Posts
September 09 2011 19:18 GMT
#6768
I feel the Neural Parasite (if it goes through) will be similar to when we got our Amulet removed.

The thought of it was disastrous at first, but then we found a way to play with it. Zerg players are so used to NPing massive units, but then they will realize that NPing void rays, tanks, immortals, and HTs will be useful too.
Mother always said: "My son, do the noble thing. You have to finish what you started now, no matter what. Now sit, watch, and learn!"
-Archangel-
Profile Joined May 2010
Croatia7457 Posts
September 09 2011 19:19 GMT
#6769
On September 10 2011 04:13 Angelbelow wrote:
I think the mothership, carrier and BC idea. We already have ultras that are immune, why not some of the other capital units (lol) for the other races invulnerable to NP.

Make those 3 units melee range only and I see no problem in giving them immunity to fungal, stun and NP.

Only two units that could be argued to need immunity to NP are Archons and Mothership. All else is pure bullshit.
Rorschach
Profile Joined May 2010
United States623 Posts
September 09 2011 19:19 GMT
#6770
On September 10 2011 03:23 EmilA wrote:
Show nested quote +
On September 10 2011 02:46 Treble557 wrote:
http://sv.twitch.tv/colcatz/b/294620992 1:16 in for destiny/catz/kyles/reignfayths opinions on the NP changes.

Lotta very good points are raised.

Catz's mic is a bit super loud tho so.. Yeah. Be warned, lol.


I'm sorry, but destiny even being grandmaster is testiment to infestors being overpowered. Make this guy play _any_ other zerg playstyle and he's terrible. He has quit his job to stream, and his level of play is centered around his one-trick-pony playstyle, so he has everything to lose and he's biased as hell.



quoted for truth... i really thought the days of zerg whine were behind us.....
En Taro Adun, Executor!
boblzer0
Profile Joined May 2010
84 Posts
September 09 2011 19:19 GMT
#6771
if you can't np massive what the hell would you np? this is totally retarded. might as well just get rid of the spell. never would you np instead of fg anymore unless maybe to get a caster bug against toss you already got feedback pwned anyway. this also helps terran who can already steamroll zerg with ease. i got money this doesn't stay.
how2TL
Profile Joined August 2010
1197 Posts
September 09 2011 19:20 GMT
#6772
On September 10 2011 04:19 Rorschach wrote:
Show nested quote +
On September 10 2011 03:23 EmilA wrote:
On September 10 2011 02:46 Treble557 wrote:
http://sv.twitch.tv/colcatz/b/294620992 1:16 in for destiny/catz/kyles/reignfayths opinions on the NP changes.

Lotta very good points are raised.

Catz's mic is a bit super loud tho so.. Yeah. Be warned, lol.


I'm sorry, but destiny even being grandmaster is testiment to infestors being overpowered. Make this guy play _any_ other zerg playstyle and he's terrible. He has quit his job to stream, and his level of play is centered around his one-trick-pony playstyle, so he has everything to lose and he's biased as hell.



quoted for truth... i really thought the days of zerg whine were behind us.....


I guess they should nerf Cannon Rushes then.
-Archangel-
Profile Joined May 2010
Croatia7457 Posts
September 09 2011 19:20 GMT
#6773
On September 10 2011 04:18 billiebrightside wrote:
I feel the Neural Parasite (if it goes through) will be similar to when we got our Amulet removed.

The thought of it was disastrous at first, but then we found a way to play with it. Zerg players are so used to NPing massive units, but then they will realize that NPing void rays, tanks, immortals, and HTs will be useful too.

Hmm, removing KA made terrans start killing toss easier. This will make Toss kill Zerg Easier.

So Next GSL, 20T, 10P, 2Z
Talack
Profile Joined September 2010
Canada2742 Posts
September 09 2011 19:22 GMT
#6774
This reminds me of the discussion on the thors strike cannon ^^

"What would I ever use it on now? It's useless" while toss/zerg told us that it's still awesome.
dde
Profile Joined November 2010
Canada796 Posts
September 09 2011 19:22 GMT
#6775
they should remove amulet for infestors but np works on massive but duration lasts a bit less compare to nping the normal units.
yes
-Archangel-
Profile Joined May 2010
Croatia7457 Posts
September 09 2011 19:23 GMT
#6776
On September 10 2011 04:22 Talack wrote:
This reminds me of the discussion on the thors strike cannon ^^

"What would I ever use it on now? It's useless" while toss/zerg told us that it's still awesome.

As far as I can remember nobody said it was awesome. Most people were confused that it was being changed again.
UniversalMind
Profile Joined March 2011
United States326 Posts
September 09 2011 19:23 GMT
#6777
blizzard seems to be having a VERY hard time trying to figure out how to balance this game
MrCon
Profile Blog Joined August 2010
France29748 Posts
September 09 2011 19:24 GMT
#6778
On September 10 2011 03:55 dogabutila wrote:
Show nested quote +
On September 10 2011 03:48 EmilA wrote:
On September 10 2011 03:35 urashimakt wrote:
On September 10 2011 03:23 EmilA wrote:
On September 10 2011 02:46 Treble557 wrote:
http://sv.twitch.tv/colcatz/b/294620992 1:16 in for destiny/catz/kyles/reignfayths opinions on the NP changes.

Lotta very good points are raised.

Catz's mic is a bit super loud tho so.. Yeah. Be warned, lol.


I'm sorry, but destiny even being grandmaster is testiment to infestors being overpowered. Make this guy play _any_ other zerg playstyle and he's terrible. He has quit his job to stream, and his level of play is centered around his one-trick-pony playstyle, so he has everything to lose and he's biased as hell.

I don't see it as a question of whether or not the Infestor is an imbalanced unit so much as what is the point of Neural Parasite if it can't be used on units worth being used on. Anyone can comment on that, so why not a TL featured streamer?


Because anyone can come up with a reason why something shouldn't be nerfed. Every terran could rightfully argue that blue flame hellions against workers can be solved by careful sim city - it'd be correct, but it wouldn't change the glaringly obvious fact that BF hellions are broken. Likewise, infestors can theoretically be handled by feedback, but in reality it just doesn't happen. Infestors are in a state where they're freaking ridiculous against pretty much everything but their intended counter units (that happen to be branched out specialist units) and even then, they're not being dominated by said units at all. If banelings did 45 damage, it would be still be possible for terran to trade cost effectively by splitting each marine individually, but banelings would still just be too good.

Destiny just points out that there is a unit that can do alright against the infestor, which he thinks justifies the infestor being rather imbalanced against everything else.


The funny thing is that everybody acts like NP is the reason infestors are so so OP but nobody ever complained about it before. It was just fungal, infested terran, chain fungals. People are so emotionally invested into hating infestors that they cheer for a nerf that breaks the game without examining why they really think infestors are OP and adjusting those issues.

That's exactly the reason that zergs should not complain about infestors being useless after the patch.
It's bad design yeah, because they could just remove the spell or buff another angle of it.
But after that you say that the nerf is "breaking the game", so I don't know what to think anymore.
bucckevin
Profile Joined April 2011
858 Posts
September 09 2011 19:25 GMT
#6779
Zerg nerd tears of happiness upon hearing the hellion nerf. Nerd zerg tears of sadness and anger upon hearing the news of NP nerf. LOVING IT.
Theeakoz
Profile Joined July 2011
United States1114 Posts
September 09 2011 19:25 GMT
#6780
ultralisk build time decreased, infestor heavily nerfed.. guess what that means.
Please change the luck dependancy of spawning locations on rotationally symmetric maps.
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