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Dustin Browder On the Infestor - Page 14

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lpunatic
Profile Joined October 2011
235 Posts
November 08 2012 08:46 GMT
#261
Good work, Dustin. I thought some other balance patches were a bit pre-emptive, this seems to be the right attitude.
Rabiator
Profile Joined March 2010
Germany3948 Posts
November 08 2012 08:48 GMT
#262
On November 08 2012 17:38 iAmBiGbiRd wrote:
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

The problem with such a concept is that the unit who casts the dispel needs to be as viable and efficient as the Infestor with its three very very flexible spells, because you would be disadvantaging Protoss and Terrans. Zerg should have such counterspells too, because otherwise you are locked into "both sides need to go Infestor" tactics. Counterspells seem more in line of WoW than Starcraft and I think most people agree that "hard counters" are a terrible concepts. A "dispel" is exactly that ... a hard counter.

So it seems to be a better choice to nerf the Infestor spells ... unless Blizzard gets wise and changes the general movement mechanics (=> too high infnatry unit density) which cause a lot of problems.
If you cant say what you're meaning, you can never mean what you're saying.
Xapti
Profile Joined April 2010
Canada2473 Posts
November 08 2012 08:57 GMT
#263
On November 08 2012 17:26 Rabiator wrote:
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.

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.

Yea I know. It's as if people aren't reading my post. I did not say infested terrans are useless! I said they are a bad mechanic, and I think they're personally stupid.

With regards to auto-turret, it's casting range is 6, not 3, and ravens can FLY, making them far safer from attack in the right terrain positions. Auto-turrets excel at harassment (like worker harass— something infested terrans are poor at, at least at higher skill levels) or on-demand anti-air. Neither infested terrans nor auto-turrets are units one can expect to be strong against large ground armies such as with colossus, high templar, siege tank, hellion, marauder, or immortal in particular.

I'm mostly saying the mechanic is bad, and hence the ability sucky for at least that reason, but also due to the fact it's unnecessary (meat shields which deal major damage are already roles taken by roach, zergling, and broodling; anti-air is already taken by hydralisks, which do need to be buffed though), and sucky for that reason too.

On November 08 2012 17:33 vthree wrote:
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!!!

The exclamation points almost made it seem like sarcasm, but I'm thinking it isn't. When one understand the game adequately one can look logically at the situation and see that no zerg unit can counter mass ghosts with snipe. The closest thing one gets to is mass baneling-zergling , but they don't fare well due to ghosts' extra damage vs light, somewhat high health and range, as well as the fact that ghosts can be paired with siege tanks, planetary fortresses, or hellions.
"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!"
Rabiator
Profile Joined March 2010
Germany3948 Posts
November 08 2012 09:07 GMT
#264
On November 08 2012 17:57 Xapti wrote:
With regards to auto-turret, it's casting range is 6, not 3, and ravens can FLY, making them far safer from attack in the right terrain positions.

Hmmm ... looks like the Liquipedia entry on the turret is wrong then.

Flying still doesnt cloak the Raven and Fungal still works against Ravens and anti-air flyers are all faster than the Raven plus Feedback/Fungal have a much longer range than autoturret. So personally I consider flying as less of an advantage than the longer range of the Infestor abilities.
If you cant say what you're meaning, you can never mean what you're saying.
Vindicare605
Profile Blog Joined August 2011
United States16125 Posts
November 08 2012 09:18 GMT
#265
Glad to see they're looking at it, and glad they are finally using this approach.

If only they had treated the Siege Tank the way they are now treating the Infestor.... if only.

Poor Siege Tanks.
aka: KTVindicare the Geeky Bartender
Destro
Profile Joined September 2009
Netherlands1206 Posts
November 08 2012 09:19 GMT
#266
Browder gets it. How many times are we going to see a strategy come out that is instantly cried about by the community, only for the community to find a way to defeat it. sometimes it takes longer then others. it wasn't so long ago that 1/1/1 was thought to be nearly unbeatable..
bring back weapon of choice for hots!
Vindicare605
Profile Blog Joined August 2011
United States16125 Posts
November 08 2012 09:20 GMT
#267
On November 08 2012 18:19 Destro wrote:
Browder gets it. How many times are we going to see a strategy come out that is instantly cried about by the community, only for the community to find a way to defeat it. sometimes it takes longer then others. it wasn't so long ago that 1/1/1 was thought to be nearly unbeatable..


They patched immortals and barracks build time.

Only then was the 1/1/1 deemed beatable.

People seem to love quoting the 1/1/1 when talking about current balance problems conveniently forgetting that Blizzard actually DID patch the game specifically because of that strategy.
aka: KTVindicare the Geeky Bartender
aZealot
Profile Blog Joined May 2011
New Zealand5447 Posts
Last Edited: 2012-11-08 09:34:30
November 08 2012 09:23 GMT
#268
On November 08 2012 18:20 Vindicare605 wrote:
Show nested quote +
On November 08 2012 18:19 Destro wrote:
Browder gets it. How many times are we going to see a strategy come out that is instantly cried about by the community, only for the community to find a way to defeat it. sometimes it takes longer then others. it wasn't so long ago that 1/1/1 was thought to be nearly unbeatable..


They patched immortals and barracks build time.

Only then was the 1/1/1 deemed beatable.

People seem to love quoting the 1/1/1 when talking about current balance problems conveniently forgetting that Blizzard actually DID patch the game specifically because of that strategy.


Incorrect, arguably the Immortal buff was premature as Protoss were already in the process of fine tuning a defense. The advent of larger maps also helped. Ironically, as often happens, unintended consequences meant that the Immortal buff had and has a greater impact in PvZ than in PvT. Furthermore, the 1-1-1 still remains very strong, especially on smaller maps.

(It would be nice to have Immortals at 5 range, so that Protoss have to set up engagements and micro better with Immortals.)

I can't remember any details of barrack build time with that patch, sorry. So, I can't comment on that point.

KT best KT ~ 2014
Talack
Profile Joined September 2010
Canada2742 Posts
November 08 2012 09:28 GMT
#269
11/11 rax, not waited for "people to figure it out"
Thors without energy, not waited for "people to figure it out"
Mass ghosts in late-game TvZ, not waited for "people to figure it out"
1-1-1 not waited for "people to figure it out"

The community knows when something is OP DB... Common dude : /
CarelessPride
Profile Joined March 2011
United States146 Posts
November 08 2012 09:45 GMT
#270
Blizzard unit design is.. lol they have no clue how they want the game as a whole. it feels like a kid bullshiting an essay during an english test, who only skimmed the wiki summary of the book the night before. like what roll does infestor play? it cast an unbreakable AOE CC that does considerable damage to all unit types along with another skill to spawn a buffed DPS version of a marine. please tell me what Roll does that play? what micro is needed?
imPermanenCe
Profile Joined July 2011
Netherlands595 Posts
November 08 2012 09:47 GMT
#271
On November 08 2012 09:35 Yoshi Kirishima wrote:
Show nested quote +
On November 08 2012 09:33 Soda wrote:
I think infestor control has improved immensely in the last couple mouths. Pros have getting better about not headbutting their infestors into deathballs. That could be part of the reason why they seem imbalanced without a major buff.


nice observation, i hated seeing pro zergs just use 1 control group for their whole army, so that their infestors walk into the fight and sit there doing nothing <_> (who remembers Losira vs sC on Terminus haha)

Oh, you mean Life in MLG a couple of his games? Luckily he could still win his games where he didn't lose 10 infestors instantly.
Micro at its best is like an elegant dance between two people trying to achieve a similar end.
Gladiator6
Profile Joined June 2010
Sweden7024 Posts
November 08 2012 09:48 GMT
#272
I would support this if it wasn't that infestor has been on this uprise for more than 6 months. >_>
Flying, sOs, free, Light, Soulkey & ZerO
SKYFISH_
Profile Joined April 2011
Bulgaria990 Posts
November 08 2012 09:56 GMT
#273
wow, now they are seeing what others are seeing?
because im pretty sure I saw how bullshit the infestor was one month after Z was given a free pass to the late game in ZvT and after they figured that mass infestors+BL with turtling can win them pretty much every ZvP, which was a whiiiiile ago


In Soviet Terranistan you rush the Zerg
zhurai
Profile Blog Joined September 2010
United States5660 Posts
Last Edited: 2012-11-08 10:01:29
November 08 2012 10:00 GMT
#274
On November 08 2012 18:47 imPermanenCe wrote:
Show nested quote +
On November 08 2012 09:35 Yoshi Kirishima wrote:
On November 08 2012 09:33 Soda wrote:
I think infestor control has improved immensely in the last couple mouths. Pros have getting better about not headbutting their infestors into deathballs. That could be part of the reason why they seem imbalanced without a major buff.


nice observation, i hated seeing pro zergs just use 1 control group for their whole army, so that their infestors walk into the fight and sit there doing nothing <_> (who remembers Losira vs sC on Terminus haha)

Oh, you mean Life in MLG a couple of his games? Luckily he could still win his games where he didn't lose 10 infestors instantly.

and win even if he does.

------------------------

I find it weird+bad that blizzard randomly does what conveniences them, rather than having a stable way to balance (either OMGPATCH things asap, _OR_ wait it out)
Twitter: @zhurai | Site: http://zhurai.com
Fragile51
Profile Joined October 2011
Netherlands15767 Posts
November 08 2012 10:04 GMT
#275
On November 08 2012 19:00 zhurai wrote:
Show nested quote +
On November 08 2012 18:47 imPermanenCe wrote:
On November 08 2012 09:35 Yoshi Kirishima wrote:
On November 08 2012 09:33 Soda wrote:
I think infestor control has improved immensely in the last couple mouths. Pros have getting better about not headbutting their infestors into deathballs. That could be part of the reason why they seem imbalanced without a major buff.


nice observation, i hated seeing pro zergs just use 1 control group for their whole army, so that their infestors walk into the fight and sit there doing nothing <_> (who remembers Losira vs sC on Terminus haha)

Oh, you mean Life in MLG a couple of his games? Luckily he could still win his games where he didn't lose 10 infestors instantly.

and win even if he does.

------------------------

I find it weird+bad that blizzard randomly does what conveniences them, rather than having a stable way to balance (either OMGPATCH things asap, _OR_ wait it out)


Meh, i prefer them finding a way that actually works and makes sense then sticking with the old way that has proven to be terrible ;o
NEEDZMOAR
Profile Blog Joined December 2011
Sweden1277 Posts
November 08 2012 10:04 GMT
#276
On November 08 2012 09:22 sitromit wrote:
Show nested quote +
On November 08 2012 09:19 ReachTheSky wrote:
I just think its silly that what is supposed to be a support caster is the preffered massable unit. Its not uncommon to see anywhere between 16-24 infestors at once late game.


It's also not uncommon to see 15-20 Sentries early-mid game.



exactly this^. Casters play a huge role in sc2, more than just a support unit, dont hate on the infestor, hate on casters.
CScythe
Profile Joined June 2009
Canada810 Posts
November 08 2012 10:04 GMT
#277
On November 08 2012 09:15 Jakkerr wrote:
took them a while

Blizzard continuously alludes to their balancing methods. One must conclude that Blizzard expected the cries of "Infestor imba!" to die out. But since the cries didn't die out, here they are reminding everyone how they balance their game. Balance is the one thing I always expect Blizzard to be capable of attaining.
eviltomahawk
Profile Blog Joined August 2010
United States11135 Posts
November 08 2012 10:09 GMT
#278
I'm reading the old thread for the patch 1.3 PTR, and my how things have changed since then.
ㅇㅅㅌㅅ
Vindicare605
Profile Blog Joined August 2011
United States16125 Posts
November 08 2012 10:10 GMT
#279
On November 08 2012 17:38 whatevername wrote:
Show nested quote +
On November 08 2012 17:03 Acritter wrote:
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.


Perhaps that really is what is necessary and perhaps the game would be better off with that redesign.
aka: KTVindicare the Geeky Bartender
Xpace
Profile Joined March 2011
United States2209 Posts
November 08 2012 10:27 GMT
#280
On November 08 2012 19:04 NEEDZMOAR wrote:
Show nested quote +
On November 08 2012 09:22 sitromit wrote:
On November 08 2012 09:19 ReachTheSky wrote:
I just think its silly that what is supposed to be a support caster is the preffered massable unit. Its not uncommon to see anywhere between 16-24 infestors at once late game.


It's also not uncommon to see 15-20 Sentries early-mid game.



exactly this^. Casters play a huge role in sc2, more than just a support unit, dont hate on the infestor, hate on casters.


I don't know what's worse; that he may or may not be trolling and redirected two pages of comments to Sentries instead of the topic of Infestors, or that you're actually agreeing with him. Or maybe you're both trolling and we're all laughing sometime, somewhere. Regardless, no other caster unit has the game-changing impact that Infestors do.
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