Switching viper and infestor to lair and hive tech - Page 2
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Badfatpanda
United States9719 Posts
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doffe
Sweden636 Posts
On February 02 2013 22:30 Alpina wrote: So according to you low terran win % means infestors are imba? Nice thinking.. Oh and i saw many good Code S terrans do careless stuff and lose games; + Show Spoiler + see recent mvp code s games come on, who honestly dont think infestor is imbalance in WoL? I stopped playing zerg cause it was boring as fuck due to the infestor. Once in master league I could hardly win unless I did an all in or super turtled to Hive with loads of infestors.. and once there I found myself beating far better players mechanically. Infestors are not balanced, im not saying nerfing them to the ground would be good but fungal definitely needs tweeking more. How many lategame ZvTs do you see zergs losing? let me rephrase, how many Hivetech games do you see zergs losing? Infestors with hivetech units is in its current form pretty obviously imbalanced and again, im mainly a zerg. But no, low terran win rates != infestors op but if you watch the games yes, then thats the picture you get in general. | ||
doffe
Sweden636 Posts
On February 02 2013 22:36 Badfatpanda wrote: This would be so game breaking. The only reason mech is somewhat viable now is that Vipers are hive tech. Yeah they take a little more skill than infestors but spreading tanks does nothing unless you have marine support, for Vipers to be lair mech would literally be unplayable. And there would be roach viper timings in PvZ that would be very strong, although delayed quite a bit against any toss going for air as you need some hydras with it, but the general principle remains. well, you can move units around and tweek them from there, you dont need to move them in their current form and be totally rigid afterwards. I think its actually a pretty good idea. But if blinding cloud would be to strong lairtech then hey, make it an upgrade avaliable with hivetech... there are options :p | ||
Unsane
Canada170 Posts
On February 02 2013 22:30 Alpina wrote: So according to you low terran win % means infestors are imba? Nice thinking.. Oh and i saw many good Code S terrans do careless stuff and lose games; + Show Spoiler + see recent mvp code s games You read a lot that isn't written :S And Code S terrans are still best in the world, your point is not valid. | ||
Tuczniak
1561 Posts
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Unsane
Canada170 Posts
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Noocta
France12578 Posts
I don't see the problem here. | ||
ALPINA
3791 Posts
On February 02 2013 23:01 doffe wrote: come on, who honestly dont think infestor is imbalance in WoL? I stopped playing zerg cause it was boring as fuck due to the infestor. Once in master league I could hardly win unless I did an all in or super turtled to Hive with loads of infestors.. and once there I found myself beating far better players mechanically. Infestors are not balanced, im not saying nerfing them to the ground would be good but fungal definitely needs tweeking more. How many lategame ZvTs do you see zergs losing? let me rephrase, how many Hivetech games do you see zergs losing? Infestors with hivetech units is in its current form pretty obviously imbalanced and again, im mainly a zerg. But no, low terran win rates != infestors op but if you watch the games yes, then thats the picture you get in general. And now you got less damaging fungal with slow projectile attack and it's still imba according to OP. | ||
Foxxan
Sweden3427 Posts
Still very sad unit , aka boring to watch and play. Ok, abit more fun now with the nerf to play around with | ||
Pabs
93 Posts
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Freeborn
Germany421 Posts
Blinding cloud has to become a Hive tech upgrade then, since it would obviously be too strong. But abduct at lair could go well with hydra roach, plus you could build some vipers to be ready when you hit the blinding cloud upgrade. The infestor needs to stay at lair though - I personally think the infested terrans were a great spell and that the change was bad. It's just the fungal that need's to be changed - I don't think it can ever be balanced while rooting AND doing damage. If they could only gice up that idea and make it something new... Maybe a slowing effect + 20% damage received? that would still make it useful vs air. Or pure rooting effect with slightly larger AoE? | ||
Glorfindel21
France51 Posts
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EndOfLineTv
United States741 Posts
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ejozl
Denmark3385 Posts
Also I agree with all the people saying Swarm Host needs separate building and I even think Vipers should have their own too. | ||
MateShade
Australia736 Posts
On February 03 2013 00:29 Glorfindel21 wrote: People about nerfind infestor...there are things you can undo to a certain point : certainly not the damage AND root of the infestor. If you remove one of them, well you have to rethink all the balance around it - from the gling to the MS. I think Blizz understands really well how it works : when you change something, do always the smallest change possible. So that's why snipe got nerfed from 45 to 25 right? Cause it was obviously a small change there. | ||
Foxxan
Sweden3427 Posts
But giving the viper atleast the abduct ability, now zerg can attack a turtling player. You abduct key units such as siege tank, colossous, immortal maybe and so on so forth. What the infestor do now is it give good defense and attackpower in the battlefield. Viper would give us more entertaining and more skill to the zerg perhaps? GG | ||
Supah
708 Posts
You guys do realize that players turtle against Zerg because of the speed of ling runbys before AoE/proudction kicks in is decimating, and the production ability from Zerg when someone isn't going to all-in off 2-3 bases is practically unmatched. If you want less turtle, the problem lies in the Zerg's ability to play so reactively that pokes are not safe, not in the opponent's mind set. | ||
Disengaged
United States6994 Posts
Simple because Infestors have been a huge problem near the end of WoL because of the way they worked. 75 energy for lots of damage and could be casted over and over should you have 75 energy and also no chance to dodge shit at all. Having Vipers on Lair tech could prove to be very OP as well. | ||
Targe
United Kingdom14103 Posts
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Whitewing
United States7483 Posts
The viper is simply too powerful of a support unit to be early game. Frankly, I would prefer to see it on the Greater Spire. Most of the issues with zerg stem from the raw power of zerg runbys due to the unit speed (or multi-pronged aggression) combined with zergs ability to reactively defend anything but a very concentrated push. This means zerg, simply by having the potential to make super fast units, is always putting pressure on the opponent, who has to cross every t and dot every i before he can move out without risking his base not being there after his attack is over. This means the opponent has to turtle for a while, then put everything into one big attack. It makes small attacks throughout the game very difficult to do without quickly finding yourself all-in. Drop harass is basically the only viable way to hurt zerg other than a giant spear thrust, and that's not all that hard to deflect, and zergs have no problem putting 10 spines and 2-3 spores at each base. Giving zerg more offensive power early on (the viper is better than the infestor in their current states, but the viper is better designed) by making the viper available more early is not going to help matters. | ||
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