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TL;DR: Make Fungal slow units down only but still do 75 damage
If you weren't a broodwar player. Look it up on liquidpedia BW.
For those like me who were. Plaque was extremely annoying to deal with. The red goo from the defiler would kill off your entire army almost if you let the defilers get to you.
I say we make Fungal a mix between the Queen's Ensnare and Plaque in Broodwar...
I honestly am a bit mad that fungal is something that anyone can use and takes little to no skill.
But honestly. It just makes some sense to me because there isn't any unit but infestor that can negate micro. It's just not like starcraft. :/
TL;DR again: Make Fungal slow units down only but still do 75 damage
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Plaque is what you get when you don't floss. (^_^)
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I share the same sentiment. Fungal Growth has always been my most hated ability in the game. I would also love to see it not kill units the same way as Plague did. It would force the Terran to deactivate auto heal on medivacs or waste energy. I like things that separate good players from less-than-good players.
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It doesn't need a damage buff, plague + infested terrans is too powerful. Fungal does need attention but this isn't the fix.
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I think fungal should be more like storm or even more powerfull like a nuke
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Fungal should be more like Ensare. Only slows down (no rooting), does no damage, and requires a research. Anyone with me?
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On October 04 2012 06:32 SarcasmMonster wrote: Fungal should be more like Ensare. Only slows down (no rooting), does no damage, and requires a research. Anyone with me?
divide fungal in both spells. a slow and a damage spell and make them not stackable. might work out.
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On October 04 2012 06:21 SigmaoctanusIV wrote: It doesn't need a damage buff, plague + infested terrans is too powerful. Fungal does need attention but this isn't the fix.
You are correct and if you make a comparison between infested terrans and auto turrets the infested terrans scales better as you upgrade your ranged attack. Infested terrans are easier to spam in a certain area as opposed to turrets and the slightly longer range doesn't remotely make up for the fact that turrets are buildings (requiring an empty lot on the battlefield). But it's the combination of root + massive amount of infested terrans dps that makes the infestor so cost efficient at times.
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On October 04 2012 06:21 SigmaoctanusIV wrote: It doesn't need a damage buff, plague + infested terrans is too powerful. Fungal does need attention but this isn't the fix.
So change infested terrans to something else that makes more sense. Not to bring reality into the game but come on, birthing machine guns? This ain't transformers!
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But honestly. It just makes some sense to me because there isn't any unit but infestor that can negate micro. It's just not like starcraft. :/
uh... forcefields?
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On October 04 2012 06:45 sCCrooked wrote:Show nested quote +But honestly. It just makes some sense to me because there isn't any unit but infestor that can negate micro. It's just not like starcraft. :/ uh... forcefields? Thor cannons and Graviton negate micro too.
And in BW, Maelstrom and Lockdown.
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I really, really wish Blizzard would take the HoTS beta as an opportunity to test stuff like this. A slow instead of snare would be leagues better than the actual state of fungal which just shuts down vikings so hard against broodlord.
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Glad to see some responses that are good and agreeing with me. Never expected that.
On October 04 2012 06:45 sCCrooked wrote:Show nested quote +But honestly. It just makes some sense to me because there isn't any unit but infestor that can negate micro. It's just not like starcraft. :/ uh... forcefields?
You can micro away from forcefields or simply "move" away from forcefields.
If you're smart and terran you lift off quickly and drop behind forcefields during a 9:30 push or 10:00
If zerg you just let them waste forcefields.
If also toss just rofl with colo or blink.
Forcefields don't negate micro.
Fungal does, you can't move away from it, you can't unsiege, you can't blink, you can't load up medivacs to survive from excess banelings in TvZ, you can't do anything but pray he doesn't do chain fungals. :/
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Still though, Maelstrom and Lockdown. They completely stop movement. Actually, Stasis Field too, although it's more like Vortex.
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On October 04 2012 07:04 Antylamon wrote:Show nested quote +On October 04 2012 06:45 sCCrooked wrote:But honestly. It just makes some sense to me because there isn't any unit but infestor that can negate micro. It's just not like starcraft. :/ uh... forcefields? Thor cannons and Graviton negate micro too. And in BW, Maelstrom and Lockdown.
I'd say Thor cannon and Graviton aren't on the same level because they are single target spells AND requires channeling so there's a bigger cost/risk to using them. Graviton can stay .
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On October 04 2012 07:10 XERtirips wrote:Forcefields don't negate micro./
Just quoting this so you can't edit it away later after the inevitable slew of posters that will lol at your very incorrect statement.
Any decent player understands this. Only poor or terrible player with bad understanding of strategy at a basic level will even think of disagreeing with what I've implied.
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lol sCCrooked. lol even more XERtirips. Forcefields don't negate micro rofl.
Oh yeah you guys forgot stasis when you listed BW micro negating spells. The difference between BW and SC2 is the spells were pretty tricky to pull off and didn't have smart casting and easy ways to tell what will be hit.
Hey XERtirips maybe you should, idk if this is outrageous or what but maybe you should.. make a tank. Just saying, tanks and ghosts proven effective against even the most heinous infestations.
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On October 04 2012 07:14 Antylamon wrote: Still though, Maelstrom and Lockdown. They completely stop movement. Actually, Stasis Field too, although it's more like Vortex.
I haven't played BW in years but lockdown was really high in the tech path, single target and had a some insane cost (like 150/150 or 2/2), while only targeting non-bio and maelstrom was aoe but only to bio units and ff was possible with a similar cost iirc. Additionally comparing them to fungal isn't entirely valid because of the vastly different unit pathing. You couldn't hold the majority of someone's army in place with two casts them chain them until the battle is over, win or lose. If
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Here's my idea for how the spell should be changed:
Fungal Growth
Cast by Infestor Energy: 75 Cooldown: 2 minutes Research: 300m/300g Requires: Hive, Greater Spire and Ultralisk Cavern Effect: When cast, the infestor delivers a large deep-crust mushroom pizza (radius 2.5) to the targeted area. Enemy units within the area of effect eat the pizza and regain lost HP. However, if only one unit is in the affected area and is left unmicroed for thirty seconds or more it will become Overfed. Overfed units feel slightly bloated and sluggish, moving at only 95% of their normal speed until a brisk walk sorts them out. Bonus Effects: Everyone stops making threads about Fungal Growth.
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On October 04 2012 07:46 Stutters695 wrote:Show nested quote +On October 04 2012 07:14 Antylamon wrote: Still though, Maelstrom and Lockdown. They completely stop movement. Actually, Stasis Field too, although it's more like Vortex. I haven't played BW in years but lockdown was really high in the tech path, single target and had a some insane cost (like 150/150 or 2/2), while only targeting non-bio and maelstrom was aoe but only to bio units and ff was possible with a similar cost iirc. Additionally comparing them to fungal isn't entirely valid because of the vastly different unit pathing. You couldn't hold the majority of someone's army in place with two casts them chain them until the battle is over, win or lose. If I wasn't comparing them to Fungal. I was comparing them to "negating micro."
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