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What are your thoughts on the balance test map? - Page 5

Forum Index > Polls & Liquibet
Post a Reply
Prev 1 2 3 4 5 6 Next All
Havik_
Profile Joined November 2011
United States5585 Posts
November 27 2012 09:30 GMT
#81
I don't think this changes much. If the problem was lategame, then this doesn't fix that. It makes Fungal useless on Sentries and Archons, but the problem was in lategame where the main units are Stalkers, Colossi, Archons, and air. This is purely from a PvZ perspective.
"An opinion is only as good as the evidence that backs it up."- William O'Malley, S.J.
Desertfaux
Profile Joined June 2012
Netherlands276 Posts
November 27 2012 18:29 GMT
#82
Best changes ever, David Kim is our hero!
Rogue Deck
Hamofox
Profile Joined December 2011
Brazil7 Posts
November 28 2012 11:18 GMT
#83
Terrible changes ... Why not to nerf the imba forcefields too?? They last for too long .. Steampack for marines also shouldn't last that long either ..
Shift happens!
StatikKhaos
Profile Joined January 2011
United States214 Posts
November 28 2012 22:11 GMT
#84
fungal needs to affect archons,

this is just a buff to archon toilet honestly

(also i'm not sure if this thread is full of trolls or not...)
Those Bitches
Cattlecruiser
Profile Blog Joined December 2011
United States340 Posts
November 29 2012 00:28 GMT
#85
This patch addresses some of the issues of the late game between match ups, but have several problems they create than solve.

Lets assume that Blizzard wants to fix the composition: Broodlord, infestor, corruptor, queens.

Since I can only speak for TvZ, I would propose:
-ravens do not get affected by fungle

It would allow Terrans a way to:
-pick off retreating infestors efficiently
-punish clumped corruptors effectively

These two inability of the Toss and Terrans is most frustrating to watch.
bluQ
Profile Blog Joined January 2011
Germany1724 Posts
November 29 2012 12:41 GMT
#86
It is getting closer and closer to bnet Forums. The Niveau and iq that is!
www.twitch.tv/bluquh (PoE, Starbow, HS)
Qwizzyx
Profile Joined June 2010
Sweden44 Posts
November 29 2012 20:08 GMT
#87
So the reason behind them choosing immune psionic is that lategame different spellcasters "gets fungaled". If they wanna make the anti-infestorspells more viable, why not just increase the range of snipe and feedback?

Though I feel fungal is fundamentally broken, this is what we got. and if my slow ass HT's get immobalized they can at least fight back for a little longer time, the same for ghosts. And snipe have already been nerfed to trash against everything but spellcasters, so i don't think they will start sniping BLs again.

And if they want this to matter more in the lategame, make the snipe/feedback range an upgrade.

Regarding the mothership I think fungal should never have worked on massive units in the first place. It just looks really dumb when a BC is suddly not movable because of green goo..
Qwizzyx
Profile Joined June 2010
Sweden44 Posts
November 29 2012 20:11 GMT
#88
This change is also a buff to the sentry-immortal allin in PvZ. I'm not a huge fan of that.
Snorkels
Profile Joined May 2011
United States1015 Posts
December 01 2012 01:06 GMT
#89
On November 23 2012 09:16 Verator wrote:
Show nested quote +
On November 23 2012 08:57 Survivor61316 wrote:
These changes are much needed to nerf the impossible to kill zerg late game army. GGlords and winfestors got their nicknames for a reason.



Just like Freewin colossus and unbeatable forcefields and imbastim.

You forgot Rand-cannons, rand-rax, and rand-pooling. Spread the word, Fourth Race OP.
UnholyRai
Profile Joined September 2010
720 Posts
December 01 2012 22:16 GMT
#90
this poll is redundant now the balance changes have completely changed
Gogo Grubby.
Devilldog
Profile Joined October 2010
United States69 Posts
December 02 2012 17:16 GMT
#91
The Infestor nerf is wrong. I do agree that the balance around infestors need to change, however the infestor its self is fine. I was hopeing something more on the lines of buffing ht's and ghosts in a way to deal with infestors. Because right now if fungal does not work on all psionic units than zerg will be significantly under powered vs P.
Sweetfrost
Profile Joined October 2010
Sweden213 Posts
December 02 2012 17:50 GMT
#92
Glorious fixes! David Kim is the kind of person you would go to war for!
Before practice, we ate Kimchi soup made my MMA. His cooking has made me so depressed that I think we may lose GSTL." -Miya
NKexquisite
Profile Joined January 2009
United States911 Posts
December 02 2012 18:52 GMT
#93
Add a new poll for the newest "balance" change... I'd love to see the thoughts on that one!!
Whattttt Upppppppp Im Nesteaaaaaa!!
c0olL
Profile Joined November 2012
129 Posts
December 02 2012 22:08 GMT
#94
On November 23 2012 11:13 merinerkongprine wrote:
Show nested quote +
On November 23 2012 09:21 Survivor61316 wrote:
On November 23 2012 09:16 Verator wrote:
On November 23 2012 08:57 Survivor61316 wrote:
These changes are much needed to nerf the impossible to kill zerg late game army. GGlords and winfestors got their nicknames for a reason.



Just like Freewin colossus and unbeatable forcefields and imbastim.

Yeah, sorry man, Ive never heard a caster or anyone else use those terms until right now..

Ive also never heard casters use gglords or winfestors either


i first saw it in IPTL when stephano was an observer and he said GGLORDS
Hamboigahz
Profile Joined June 2012
Australia55 Posts
Last Edited: 2012-12-03 10:41:35
December 03 2012 10:36 GMT
#95
Is the problem really infestor or just Protoss and Terran players refusal to utilize their own casters?

A protoss will usually have 4-5 HTs against an army of 10-15 infestors and then complain about balance. The same goes with Terran players. When was the last time you saw a Terran go 10-15 ravens against a Zerg or Protoss? My bet is rarely to never, and yet nerfing the only good unit a race has to compensate for the other two races refusing to assimilate to patches is the only thing that can be done? pffffftt.

But if you think that they are really is a problem there are 2 things which don't ruin the unit completely but make them harder to utilize:

1. Fungal must be researched at 100/200

2. Fungal has a cooldown
NKexquisite
Profile Joined January 2009
United States911 Posts
December 03 2012 19:08 GMT
#96
Have you ever tried producing 15-20 ravens? That's almost impossible unless its like an hour long game....
Whattttt Upppppppp Im Nesteaaaaaa!!
kynka
Profile Joined May 2012
Sweden34 Posts
December 03 2012 23:13 GMT
#97
I just love the changes atleast for tvz point of view, since I feel like this will make bio more viable for me in my level of play.
Hamboigahz
Profile Joined June 2012
Australia55 Posts
December 04 2012 07:16 GMT
#98
On December 04 2012 04:08 NKexquisite wrote:
Have you ever tried producing 15-20 ravens? That's almost impossible unless its like an hour long game....


It's not impossible, it's just never tried.

Viking-raven is the perfect Terran counter for Broodlord-infestor play, but Terran players instantly scream about nerfing the infestor because their massed, tier 1, 50 min marines can't instantly win against it.

Vikings tank for the Ravens. The ravens drop 3-4 PDD to stop corrupter/infested Terran fire. Infested Terran are killed by seeker missiles and auto turrets. Vikings then kill the BLs.
Nakwa
Profile Joined August 2011
Sweden93 Posts
December 04 2012 12:00 GMT
#99
On December 04 2012 16:16 Hamboigahz wrote:
Show nested quote +
On December 04 2012 04:08 NKexquisite wrote:
Have you ever tried producing 15-20 ravens? That's almost impossible unless its like an hour long game....


It's not impossible, it's just never tried.

Viking-raven is the perfect Terran counter for Broodlord-infestor play, but Terran players instantly scream about nerfing the infestor because their massed, tier 1, 50 min marines can't instantly win against it.

Vikings tank for the Ravens. The ravens drop 3-4 PDD to stop corrupter/infested Terran fire. Infested Terran are killed by seeker missiles and auto turrets. Vikings then kill the BLs.



Not only is it an extremely expensive gamble, if it actually works zerg will only need to tech-switch to ultras and a-attack down everything
Midnight come and we wanna go home
Hamboigahz
Profile Joined June 2012
Australia55 Posts
December 04 2012 20:17 GMT
#100
On December 04 2012 21:00 Nakwa wrote:
Show nested quote +
On December 04 2012 16:16 Hamboigahz wrote:
On December 04 2012 04:08 NKexquisite wrote:
Have you ever tried producing 15-20 ravens? That's almost impossible unless its like an hour long game....


It's not impossible, it's just never tried.

Viking-raven is the perfect Terran counter for Broodlord-infestor play, but Terran players instantly scream about nerfing the infestor because their massed, tier 1, 50 min marines can't instantly win against it.

Vikings tank for the Ravens. The ravens drop 3-4 PDD to stop corrupter/infested Terran fire. Infested Terran are killed by seeker missiles and auto turrets. Vikings then kill the BLs.



Not only is it an extremely expensive gamble, if it actually works zerg will only need to tech-switch to ultras and a-attack down everything


Shame Ravens don't counter ultras right
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