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Dustin Browder On the Infestor - Page 13

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KaRath_
Profile Blog Joined March 2011
Australia245 Posts
November 08 2012 07:50 GMT
#241
I agree with the sentiment that you can't change it until you look at other options that you can give Zerg. Like it or not, but infestors have become part of the go-to tactic, so you need to give Zerg other options... Which also need to be looked at before quickly changing anything.
I wasted my nights, you turned out the lights, now I'm paralysed, still stuck in that time...
Acritter
Profile Joined August 2010
Syria7637 Posts
November 08 2012 08:03 GMT
#242
On November 08 2012 16:32 RainMore wrote:
I can make a balanced game in seconds where there's a counter that goes up over time that allows you to buy dots that can fight each other with the same exact stats, it's balanced but it sure as hell isn't fun to watch. Why is the argument that it's balanced mean that it's okay for the game to be boring for spectators? No caster should be able to be massed, not infestors, not ghosts, not hts. Honestly infestors at this point are worse than ghosts or khaydarin amulet ever were. At least it was fun to watch ManZenith owning people.

I agree wholeheartedly with the sentiment that casters should not be massed. No caster should ever be anything but a support unit, or the game goes seriously out of whack. If a caster is massable, then it will ALWAYS turn into a completely homogenized fighting force. Look at 8-damage Sentries: people were starting to mess around with mass Sentry before the nerf. Would have been boring and homogenous (although you'd need Immortals to deal with Siege Tanks). Look at TvZ Ghosts: lategame was just "can I mass enough Ghosts?" Boring as anything. Now the Infestors are doing the same thing. In Broodwar, we had no massable casters. High Templar are WAY too slow and weak (just like in SC2; the Khaydarin nerf wasn't to stop them from massing). Science Vessels can't actually damage buildings, have zero defense against Scourge, and can't kill things in the other matchups. Defilers, arguably the best casters in the game, can't actually kill anything but some Terran buildings. All the other casters are just plain bad (in most circumstances, no need to point out the utility of Queens in ZvT). This is good for the game. The Infestor, on the other hand, has powerful zone control and powerful stacking DPS against everything. One Infestor is kinda meh, but they never start getting bad no matter how many you add on. That's a real problem, and something that Blizzard needs to address. Right now, it doesn't matter how many Ghosts or High Templar you introduce. The solution will always be more Infestors. They feedback 10 of your Infestors? Solution to that is having 10 more, not to phase out Infestors entirely. Unless this core problem is fixed, the Infestor issue will never go away.

This ultimately isn't a balance issue. It's a design issue.
dont let your memes be dreams - konydora, motivational speaker | not actually living in syria
Sandermatt
Profile Joined December 2010
Switzerland1365 Posts
November 08 2012 08:04 GMT
#243
I actually like to watch charges lead by dropping infested terrans, or ingested terrans as harrasment. I lso like the micro that fungal forces out of the terran (pre-splitting marines). An NP on a mothership however is boring when it immediatl ends the game.
What about if we go back to the original NP nerv of NP range 9, no massive, but also make it free of research.
And why is everybody focusing on the infestor part of the BL/Iinf combo. Maybe lowerng the rang of the BL from 9.5 to 9 and slightly decreasing the initial damage would help.
In order to counter infestor the range of feedback and emp could be increased by 1. But then please als nerv archon toilet either by decreasing vortex size or increasing invunurability time after beeing cortexed.
NP on mothership and archon toilet are the most boring was to watch a game end. And I am mainly interessted in watching this game.
ReachTheSky
Profile Joined April 2010
United States3294 Posts
November 08 2012 08:06 GMT
#244
On November 08 2012 17:03 Acritter wrote:
Show nested quote +
On November 08 2012 16:32 RainMore wrote:
I can make a balanced game in seconds where there's a counter that goes up over time that allows you to buy dots that can fight each other with the same exact stats, it's balanced but it sure as hell isn't fun to watch. Why is the argument that it's balanced mean that it's okay for the game to be boring for spectators? No caster should be able to be massed, not infestors, not ghosts, not hts. Honestly infestors at this point are worse than ghosts or khaydarin amulet ever were. At least it was fun to watch ManZenith owning people.

I agree wholeheartedly with the sentiment that casters should not be massed. No caster should ever be anything but a support unit, or the game goes seriously out of whack. If a caster is massable, then it will ALWAYS turn into a completely homogenized fighting force. Look at 8-damage Sentries: people were starting to mess around with mass Sentry before the nerf. Would have been boring and homogenous (although you'd need Immortals to deal with Siege Tanks). Look at TvZ Ghosts: lategame was just "can I mass enough Ghosts?" Boring as anything. Now the Infestors are doing the same thing. In Broodwar, we had no massable casters. High Templar are WAY too slow and weak (just like in SC2; the Khaydarin nerf wasn't to stop them from massing). Science Vessels can't actually damage buildings, have zero defense against Scourge, and can't kill things in the other matchups. Defilers, arguably the best casters in the game, can't actually kill anything but some Terran buildings. All the other casters are just plain bad (in most circumstances, no need to point out the utility of Queens in ZvT). This is good for the game. The Infestor, on the other hand, has powerful zone control and powerful stacking DPS against everything. One Infestor is kinda meh, but they never start getting bad no matter how many you add on. That's a real problem, and something that Blizzard needs to address. Right now, it doesn't matter how many Ghosts or High Templar you introduce. The solution will always be more Infestors. They feedback 10 of your Infestors? Solution to that is having 10 more, not to phase out Infestors entirely. Unless this core problem is fixed, the Infestor issue will never go away.

This ultimately isn't a balance issue. It's a design issue.


very good post.
TL+ Member
Xapti
Profile Joined April 2010
Canada2473 Posts
Last Edited: 2012-11-08 08:12:19
November 08 2012 08:08 GMT
#245
On November 08 2012 16:14 Rabiator wrote:
Show nested quote +
On November 08 2012 15:54 Xapti wrote:
On November 08 2012 15:48 Wombat_NI wrote:
On November 08 2012 15:45 Xapti wrote:
I don't like the infested terran ability or the way neural parasite currently works (nearly useless and impractical except in niche situations at top masters to professional level)

I would probably accept a toning down of fungal growth if they actually made the other abilities cooler and/or more useful.

Infested Terran is extremely useful, both for tanking damage vs tanks in vT, and for anti-air/sniping Nexi in vP. I actually don't mind the idea of it, it just appears a bit too catch-all atm. Neural is fine as it is for me, if it had the old range it would counter far too many options, although it does make for some sweet play agreed.
I wouldn't say it's extremely useful, but even if it was, that doesn't mean it's a good ability for the game to have. I also did not say it wasn't useful, I was only attributing the uselessness comment to neural parasite. For IT, I just hate the mechanics — it's a stupid no-micro mechanic that doesn't do much except make hydralisks even more useless. It has a ridiculously huge warning time, weak units, and are destroyable before they even hatch (although I'm still not saying that they're useless).

Infested Terran would be an acceptable spell if these units couldnt be stacked as much as they can. Just compare them to the autoturret and you will see that the infested terran costs only half the energy and can be placed in a much higher density with a much higher "troop dps" compared to the turret. That is more important than the longer duration of the turret and its individually higher dps; in the end the infested Terrans deal more damage and last long enough for a battle.

auto-turret has 3 times more health, an extra base armor, 1-2 extra range, spawns instantly, and lasts long enough to be a huge pain as well as re-useable for multiple engagements.
Infested terrans are inferior to auto-turrets in various ways. While they have a great advantage of being denser and placeable anywhere on the ground, they have a huge warning time before deploying and a very limited duration. Because of this, a defender does not always have to deal with the infested terrans directly — they can just run the necessary things away (command center, SCVs, army) and be done with it.
With a range of only 5 and slow movement speed, infested terrans aren't particularly useful as combat units due to taking pot shots before being able to deal any damage to ranged units; they're pretty much only useful in combat against zealot compositions without colossus or storm (unlikely), or zerg units.
That said, I'm not saying Auto-turret is a great ability either, but I think it's much more appropriate the way it's implemented — zerg doesn't need any more cannon fodder, they already have broodlings and zerglings (and roaches). The fact that they can be compacted just makes them even weaker against psionic storms, colossus, planetary fortresses, hellions, and siege tanks.

Ravens and infestors both have the problem where you have caster units that can essentially be used solo as ultimate counter-all units, and in both cases it's due to their spawn-unit abilities; this sort of mechanic is dangerous to implement in a game because it doesn't take much skill to do, and in situations like SC2 can cause casters to be potentially too strong/multi-purpose.
"Then he told me to tell you that he wouldn't piss on you if you were on fire" — "Well, you tell him that I said that I wouldn't piss on him if he was on Jeopardy!"
Lysanias
Profile Joined March 2011
Netherlands8351 Posts
November 08 2012 08:09 GMT
#246
On November 08 2012 16:34 Incomplet wrote:
Show nested quote +
On November 08 2012 16:25 Lysanias wrote:
On November 08 2012 16:05 Incomplet wrote:
4 easy steps to fix zerg...
1) Make infestors smaller so that emp, and other aoe effects are more devasting when clumped up.
2) Nerf I.T range or dps OR Fungal to slow effect 60%, but not both.
3) Make Infestor cost 3 supply
4) Buff other zerg unit(s) to retain balance, but less reliance on infestor.
Emphasis on Hydra, corruptor.


Now you are just nerving things in the ground.

And i am intrested in buff other zerg units ? like What ? It's all going to melt to AOE units. (you would need to redesign Zerg as a race, things like this can not be done by a "simple" patch)

Your point 3) Make Infestor cost 3 supply, is more then fine.
Less infestors and they do exactly what they were ment to do.


When bargaining, you drop it down by more than you're willing to pay to get a happy medium.
ie: something costs $20, drop it down to $10, settle on $15


Except you drop it down to $2.50 but fair enough.
FinestHour
Profile Joined August 2010
United States18466 Posts
November 08 2012 08:09 GMT
#247
what a joke that they did so many knee-jerk reaction nerfs to blue flame and snipe, yet want to keep waiting. where were the test maps for those :[
thug life.                                                       MVP/ex-
aZealot
Profile Blog Joined May 2011
New Zealand5447 Posts
Last Edited: 2012-11-08 08:35:01
November 08 2012 08:14 GMT
#248
Good job that Blizzard are going to wait and see with regard to the Infestor.

Nice work, Rock, and the right way to go about it.
KT best KT ~ 2014
Xapti
Profile Joined April 2010
Canada2473 Posts
November 08 2012 08:15 GMT
#249
On November 08 2012 17:09 FinestHour wrote:
what a joke that they did so many knee-jerk reaction nerfs to blue flame and snipe, yet want to keep waiting. where were the test maps for those :[

No. For one thing win rates was not as balanced back then as now, and secondly scenarios aren't always the same. With ghosts it was evident that there was no solid way for zerg to counter them due to their high range and high damage against all zerg units. Infestor had numerous rather quick tweaks with regards to both fungal growth and neural parasite; some of them were in the beta.
"Then he told me to tell you that he wouldn't piss on you if you were on fire" — "Well, you tell him that I said that I wouldn't piss on him if he was on Jeopardy!"
Cele
Profile Blog Joined December 2008
Germany4016 Posts
Last Edited: 2012-11-08 08:23:12
November 08 2012 08:16 GMT
#250
its a delay tactic. No balancing before hots is released i guess. We might even have a unbalanced vanilla for ever. But who really cares once HOTS is out?

Think about it: They are currently working to balance Hots out: the tempest is designed to weaken the dominance of infestor broodlord in zvp, thus any infestor nerf has to be corresponding to the new army composition of Z and P. Mind you im talking about the role Blizzard has in mind for the Tempest, not necessarily its actual state. So Hots ultimately has different demands in terms of balancing regarding the infestor than Wol. Now, do you think it is likely that blizzard will nerf the Infestor in WoL in order to buff it right back up in Hots? My take is, Blizzard is pretty aware of the infestor issue but will not act about it until Hots is out. It means to much trouble for them and the community would regard it as flippy and shortsided.
Broodwar for life!
Scila
Profile Joined October 2010
Canada1849 Posts
November 08 2012 08:18 GMT
#251
This is all nice and dandy if they reverse the Thor and Ghost nerfs, admitting they were wrong and unnecessary. But they won't...
All we have to decide is what to do with the time that is given to us.
Fragile51
Profile Joined October 2011
Netherlands15767 Posts
November 08 2012 08:21 GMT
#252
On November 08 2012 17:18 Scila wrote:
This is all nice and dandy if they reverse the Thor and Ghost nerfs, admitting they were wrong and unnecessary. But they won't...


Reversing the thor nerf, no. 250mm strike cannon is a dumb ability that is near impossible to balance and i'd rather they remove it completely then return it to the way it was. The ghost nerf was justified, i just don't like the way in which they did it.
Scila
Profile Joined October 2010
Canada1849 Posts
Last Edited: 2012-11-08 08:27:05
November 08 2012 08:21 GMT
#253
On November 08 2012 17:15 Xapti wrote:
Show nested quote +
On November 08 2012 17:09 FinestHour wrote:
what a joke that they did so many knee-jerk reaction nerfs to blue flame and snipe, yet want to keep waiting. where were the test maps for those :[

No. For one thing win rates was not as balanced back then as now, and secondly scenarios aren't always the same. With ghosts it was evident that there was no solid way for zerg to counter them due to their high range and high damage against all zerg units. Infestor had numerous rather quick tweaks with regards to both fungal growth and neural parasite; some of them were in the beta.


Just because terran wins half the time by early-mid game, and zerg wins in late game, and the win ratio in the match up is close to 50/50, it doesn't mean its balanced. Every race should have an equal chance to win or lose at any point in any matchup. Also, the Ghost snipe nerf was completely unwarranted. Ghosts were incredibly expensive, and took a ton of micro to actually use correctly. If anything it was balanced in late game with pre-nerf snipe, and Terran still needed to micro more than Zerg. Do you even know how many clicks it took to use snipe effectively? While at the same time avoiding getting all your ghosts from getting chain fungaled, and controlling the rest of your army at the same time?
All we have to decide is what to do with the time that is given to us.
bailando
Profile Joined May 2012
Germany332 Posts
November 08 2012 08:24 GMT
#254
i can hear terrans crying. lololol

User was temp banned for this post.
Rabiator
Profile Joined March 2010
Germany3948 Posts
Last Edited: 2012-11-08 08:28:17
November 08 2012 08:26 GMT
#255
On November 08 2012 17:08 Xapti wrote:
Show nested quote +
On November 08 2012 16:14 Rabiator wrote:
On November 08 2012 15:54 Xapti wrote:
On November 08 2012 15:48 Wombat_NI wrote:
On November 08 2012 15:45 Xapti wrote:
I don't like the infested terran ability or the way neural parasite currently works (nearly useless and impractical except in niche situations at top masters to professional level)

I would probably accept a toning down of fungal growth if they actually made the other abilities cooler and/or more useful.

Infested Terran is extremely useful, both for tanking damage vs tanks in vT, and for anti-air/sniping Nexi in vP. I actually don't mind the idea of it, it just appears a bit too catch-all atm. Neural is fine as it is for me, if it had the old range it would counter far too many options, although it does make for some sweet play agreed.
I wouldn't say it's extremely useful, but even if it was, that doesn't mean it's a good ability for the game to have. I also did not say it wasn't useful, I was only attributing the uselessness comment to neural parasite. For IT, I just hate the mechanics — it's a stupid no-micro mechanic that doesn't do much except make hydralisks even more useless. It has a ridiculously huge warning time, weak units, and are destroyable before they even hatch (although I'm still not saying that they're useless).

Infested Terran would be an acceptable spell if these units couldnt be stacked as much as they can. Just compare them to the autoturret and you will see that the infested terran costs only half the energy and can be placed in a much higher density with a much higher "troop dps" compared to the turret. That is more important than the longer duration of the turret and its individually higher dps; in the end the infested Terrans deal more damage and last long enough for a battle.

auto-turret has 3 times more health, an extra base armor, 1-2 extra range, spawns instantly, and lasts long enough to be a huge pain as well as re-useable for multiple engagements.
Infested terrans are inferior to auto-turrets in various ways. While they have a great advantage of being denser and placeable anywhere on the ground, they have a huge warning time before deploying and a very limited duration. Because of this, a defender does not always have to deal with the infested terrans directly — they can just run the necessary things away (command center, SCVs, army) and be done with it.
With a range of only 5 and slow movement speed, infested terrans aren't particularly useful as combat units due to taking pot shots before being able to deal any damage to ranged units; they're pretty much only useful in combat against zealot compositions without colossus or storm (unlikely), or zerg units.
That said, I'm not saying Auto-turret is a great ability either, but I think it's much more appropriate the way it's implemented — zerg doesn't need any more cannon fodder, they already have broodlings and zerglings (and roaches). The fact that they can be compacted just makes them even weaker against psionic storms, colossus, planetary fortresses, hellions, and siege tanks.

Infested Terran is simply awesome to tear down undefended buildings and when you are able to suppress your opponents army with Fungal Growth and/or Banelings. If the opponent targets the Banelings he loses to the "opened eggs" of the infested Terrans and if he kills the eggs then the Banelings wipe him. Its simply too much "swarm" with half of it costing neither minerals nor gas when any AoE attack abilities have been nerfed to pretty bad damage output.

Autoturret suffers from the weakness of the unit itself when faced by a concentrated firepower of a clump of tightly grouped opposing infantry[*] AND from the low range of 3 to cast it which endangers the Raven much more than the range of 9 (plus possible burrow) for the infested terran.

[*] This is a problem for any defensive structures which are not supported by an army.

On November 08 2012 17:24 bailando wrote:
i can hear terrans crying. lololol

I can see trolls trolling (posting without adding to the discussion or even to try and argue).
If you cant say what you're meaning, you can never mean what you're saying.
vthree
Profile Joined November 2011
Hong Kong8039 Posts
November 08 2012 08:33 GMT
#256
On November 08 2012 17:15 Xapti wrote:
Show nested quote +
On November 08 2012 17:09 FinestHour wrote:
what a joke that they did so many knee-jerk reaction nerfs to blue flame and snipe, yet want to keep waiting. where were the test maps for those :[

No. For one thing win rates was not as balanced back then as now, and secondly scenarios aren't always the same. With ghosts it was evident that there was no solid way for zerg to counter them due to their high range and high damage against all zerg units. Infestor had numerous rather quick tweaks with regards to both fungal growth and neural parasite; some of them were in the beta.


How was it 'evident' when they weren't really in play for more than 1 month before they were nerfed. Zergs never had the time to innovate!!!
bokeevboke
Profile Blog Joined May 2010
Singapore1674 Posts
November 08 2012 08:34 GMT
#257
Fungal is AOE stun for 4s. its horrible thing to have in PvP game.

How can't they understand that?
Its grack
Luisa_2
Profile Joined August 2011
Germany200 Posts
November 08 2012 08:34 GMT
#258
The thing that is completly devestating about fungal, is the fact that you get movementlocked. You can dodge storms, you can dodge EMP's but you cant dodge Fungal. So the conclusion is, Bio melts away and Protoss Units, besides Colossi w/ range are doomed and can't do anything about it, besides waiting for their death.
Also Infested Terrans dps is insane and add so much fire power to a fight, which can give zerg, depending on which state of the game, 150+ food worth of army supply while still having 60+drones.
"Tasteless,why did the Colossus fall over?" "Why?" " Because it was imbalanced"
whatevername
Profile Joined June 2012
471 Posts
November 08 2012 08:38 GMT
#259
On November 08 2012 17:03 Acritter wrote:
Show nested quote +
On November 08 2012 16:32 RainMore wrote:
I can make a balanced game in seconds where there's a counter that goes up over time that allows you to buy dots that can fight each other with the same exact stats, it's balanced but it sure as hell isn't fun to watch. Why is the argument that it's balanced mean that it's okay for the game to be boring for spectators? No caster should be able to be massed, not infestors, not ghosts, not hts. Honestly infestors at this point are worse than ghosts or khaydarin amulet ever were. At least it was fun to watch ManZenith owning people.

I agree wholeheartedly with the sentiment that casters should not be massed. No caster should ever be anything but a support unit, or the game goes seriously out of whack. If a caster is massable, then it will ALWAYS turn into a completely homogenized fighting force. Look at 8-damage Sentries: people were starting to mess around with mass Sentry before the nerf. Would have been boring and homogenous (although you'd need Immortals to deal with Siege Tanks). Look at TvZ Ghosts: lategame was just "can I mass enough Ghosts?" Boring as anything. Now the Infestors are doing the same thing. In Broodwar, we had no massable casters. High Templar are WAY too slow and weak (just like in SC2; the Khaydarin nerf wasn't to stop them from massing). Science Vessels can't actually damage buildings, have zero defense against Scourge, and can't kill things in the other matchups. Defilers, arguably the best casters in the game, can't actually kill anything but some Terran buildings. All the other casters are just plain bad (in most circumstances, no need to point out the utility of Queens in ZvT). This is good for the game. The Infestor, on the other hand, has powerful zone control and powerful stacking DPS against everything. One Infestor is kinda meh, but they never start getting bad no matter how many you add on. That's a real problem, and something that Blizzard needs to address. Right now, it doesn't matter how many Ghosts or High Templar you introduce. The solution will always be more Infestors. They feedback 10 of your Infestors? Solution to that is having 10 more, not to phase out Infestors entirely. Unless this core problem is fixed, the Infestor issue will never go away.

This ultimately isn't a balance issue. It's a design issue.
Yeah except it cant be fixed unless you weaken infesters dramatically, to the point where the unit is entirely redesigned [which means a rebalancing of every single zerg unit] or its simply abandoned, which would also necessitate total redesign.
iAmBiGbiRd
Profile Joined August 2010
Australia1029 Posts
November 08 2012 08:38 GMT
#260
It would be cool if instead of nerfing them/taking away from Zerg if Protoss and Terran had some way of dispelling large numbers of infested terran/fungal growth. If High templar could do a small AOE dispell and maybe if ghosts EMP did something similar i think it would add an interesting dynamic to the game because as much as i don't like Infestors zerg would be pretty fucked without them
Hello friends:)
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