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Beta Balance Update #10 - Page 11

Forum Index > StarCraft 2 HotS
1835 CommentsPost a Reply
Prev 1 9 10 11 12 13 92 Next
KrazyTrumpet
Profile Joined April 2010
United States2520 Posts
December 18 2012 22:16 GMT
#201
On December 19 2012 07:12 NomaKasd wrote:
I like half the changes as a Zerg player. I agree that the fungal growth needed a little buff because it was impossible to catch mutas in ZvZ unless you were playing the game like counter strike and trying to go for the headshot like all the way from dust 2 A into long A pit with a glock. You have to have pure clairvoyance to catch mutas with infestors. I think they should of ONLY increased the range to give the chance to catch mutas BUT also give the marines still the chance to split before fungal catches them but time will tell how this missile speed will affect the game, it might of been slightly slow.

The widow mines I agree were overpowered, especially marine/widow all in was difficult to defend and still put you behind or hellion/banshee/widow to deny your third for ages.

The blink nerf i don't understand that one??????????? did some protoss annoy blizzard or something recently, just say your sorry.


Blink + MsC was ruining PvP. I think with this extra research time you can have an immortal out now by the time the rush hits or something.
www.twitch.tv/krazy Best Stream Quality NA @KClarkSC2
Prog455
Profile Joined April 2012
Denmark970 Posts
December 18 2012 22:16 GMT
#202
On December 19 2012 07:13 Insoleet wrote:
Guys wake up. 10 range means you actually see the projectile coming from a longer distance ! JUST OPEN YOUR EYES ITS SO OBVIOUS >_<

So much brainless whining there... 10 range = MORE DISTANCE = YOU SEE IT COMING
And if the infestor comes too close... it just dies to tanks and colossi.

Its actually the best way to nerf the infestor if they dont want to remove the root.


Just because Infestors CAN use Fungal from 10 range does not mean they do it every time.
knOxStarcraft
Profile Joined March 2012
Canada422 Posts
December 18 2012 22:16 GMT
#203
On December 19 2012 07:10 KrazyTrumpet wrote:
Show nested quote +
On December 19 2012 07:07 knOxStarcraft wrote:
On December 19 2012 07:03 KrazyTrumpet wrote:
On December 19 2012 07:02 knOxStarcraft wrote:
On December 19 2012 07:00 KrazyTrumpet wrote:
On December 19 2012 06:57 knOxStarcraft wrote:
On December 19 2012 06:54 KrazyTrumpet wrote:
On December 19 2012 06:50 knOxStarcraft wrote:
Omg you people, I posted this earlier but I'll say again - fungal is still a projectile and INFESTED TERRANS STILL SUCK. They didn't buff infestors to where they were before, they just made them a viable option, which is good considering how strong bio is now. It also starts to fix the muta only play in zvz. As for broodlord infestor now; in zvp roach hydra viper seems like a better composition from the mid to late game anyways and toss has tempest now which counters broodlords, not to mention carriers are amazing now. In zvt, the medivac buffs will allow for better multiprong attacking (MMA and Polt omgggggg) against broodlord infestor, and when going mech there will already be a buff to air armor so thor/air combos will be very good I think.


Fungal still fucking freezes units. I will not be happy with the infestor, ever, until this changes.

Infested Terrans are now exactly where they should be. Tank shot fodder, and good economy harass. They should never have been "mass infestors and spawn free army anywhere you feel like"

Good for you... I'm saying why this happened and giving reasons why you shouldn't be freaking out about the change, unless you're just mad about how the spell works and not about the balance of it.


I have never been happy about the spell works, and every time I see Blizzard is changing fungal, I get let down when it's not a change to the freeze. Every other change is 100% pointless until that is addressed.

I don't even really know what to say to this... so infestors are completely imbalanced in your eyes until fungal isn't a freeze? lol

The freezing of units is BY FAR the biggest issue, and the biggest complaint about fungal. Have you been living under a rock for the past 6+ months?

You didn't answer the question, freeze isn't necessarily a balance issue, but more a spectator issue. I'm not saying I agree with the mechanic, hell, I don't even like infestors, but the idea that the freeze mechanic makes them imbalanced is wrong. Also, with infested terrans being so weak I'm really not sure that infestors will be very good, in zvp anyways. The fungal rooted the army, but in most scenarios in high level games, infested terrans were used just as heavily as fungal in battles.


edit: wow i fucked up the formatting of this post pretty badly lol


Freezing is very much a balance issue, are you high?

fixed the formatting

TY. I'd say the range, damage numbers, and the projectile speed are the balance modifiers. And I did write it wrong, I meant the freeze mechanic isn't what was imbalanced about infestors in the first place, it was the fact that it was so hard to avoid while doing damage, while upgraded infested terrans were killing your units. Now infested terrans melt in a battle and all you need are other units that aren't caught in the fungal to snipe remaining infestors. It will remain to be seen whether that's easy to do or not, but all this QQ is unwarranted for the time being.
mrtomjones
Profile Joined April 2011
Canada4020 Posts
December 18 2012 22:16 GMT
#204
On December 19 2012 06:22 neoghaleon55 wrote:
Show nested quote +
On December 19 2012 06:18 Archas wrote:
Were Infestors really so neutered by the previous Fungal Growth change that Blizzard needed to boost the range and missile speed this much?

Serious question, by the way.


Actually yes.
If you've been playing on ladder, you would know that Terran lately have been making nothing but MMM, tankless.
That is because zerg had no AOE to stop it.

The short range of fungal coupled with the slow projectile speed, made it very difficult to punish mass bio play.

If you cast fungal, it would usually only hit perimeter units, not the center clump of the unit, effectively half the AOE would be wasted.

So between Viper's melee move and fungal and banelings you claim Zergs could not have dealt with MMM? Pros would demolish that/
kollin
Profile Blog Joined March 2011
United Kingdom8380 Posts
December 18 2012 22:17 GMT
#205
On December 19 2012 07:15 HollowLord wrote:
Show nested quote +
On December 19 2012 07:14 Teoita wrote:
On December 19 2012 07:13 HollowLord wrote:
On December 19 2012 07:11 Teoita wrote:
How about they just take Colossi, shitty tank AI, Infestors and range 5 queens and throw that shit into a fire, to be forgotten forever and ever until the end of time? If something is badly designed it should GTFO, not get buffed to the point of being useful again.

Seriously, Blizzard takes one step forward and two backwards.


You should never nerf a unit to uselessness. As much as I would love to see Colossi rot in hell for all eternity, you should NEVER nerf a unit to uselessness.


Exactly they should remove all that shit, not nerf it.


That's an even worse fucking idea and you should be ashamed for thinking it.


No I agree with everything he has said. All the micro-less and anti micro units and abilities should just be taken out of the game. They make if physically painful to watch, and blizzard just shoot themselves in the foot with this.
Account252508
Profile Joined February 2012
3454 Posts
December 18 2012 22:17 GMT
#206
--- Nuked ---
Teoita
Profile Blog Joined January 2011
Italy12246 Posts
Last Edited: 2012-12-18 22:17:23
December 18 2012 22:17 GMT
#207
On December 19 2012 07:15 HollowLord wrote:
Show nested quote +
On December 19 2012 07:14 Teoita wrote:
On December 19 2012 07:13 HollowLord wrote:
On December 19 2012 07:11 Teoita wrote:
How about they just take Colossi, shitty tank AI, Infestors and range 5 queens and throw that shit into a fire, to be forgotten forever and ever until the end of time? If something is badly designed it should GTFO, not get buffed to the point of being useful again.

Seriously, Blizzard takes one step forward and two backwards.


You should never nerf a unit to uselessness. As much as I would love to see Colossi rot in hell for all eternity, you should NEVER nerf a unit to uselessness.


Exactly they should remove all that shit, not nerf it.


That's an even worse fucking idea and you should be ashamed for thinking it.


Why? Zerg has midgame options to the point where they don't need to rely on fungal, so remove it and replace it with something reasonable.

And of course, Reavers vs Colossi...yeah...
ModeratorProtoss all-ins are like a wok. You can throw whatever you want in there and it will turn out alright.
Insoleet
Profile Joined May 2012
France1806 Posts
December 18 2012 22:17 GMT
#208
So much brainless whining there... 10 range = MORE DISTANCE = YOU SEE IT COMING

Yes, lets nerf it to 40 range, imagine from how far we see it coming then...
Really fascinating I see it coming how they are going to rape my vikings, but how does that help me? (Don't tell me I can then dodge it, there is no way vikings are going to dodge a 15 speed projectile).[/QUOTE]

Put your brain on please.

When you'll see infestors, you'll start moving your vikings because YOU KNOW zerg will launch fungles. And because your vikings will be moving (and kiting BL / Corruptor indefinitely if they are not hit by fungle), the projectile wont hit all your vikings as in WoL.
WeaponX.7
Profile Joined June 2011
Canada52 Posts
December 18 2012 22:18 GMT
#209
The absolute range of fungal now is actually going to be 12 because of the 2 range radius of the spell. This is just ridiculous.
Grrr... = first bonjwa
kollin
Profile Blog Joined March 2011
United Kingdom8380 Posts
December 18 2012 22:18 GMT
#210
On December 19 2012 07:16 Prog455 wrote:
Show nested quote +
On December 19 2012 07:13 Insoleet wrote:
Guys wake up. 10 range means you actually see the projectile coming from a longer distance ! JUST OPEN YOUR EYES ITS SO OBVIOUS >_<

So much brainless whining there... 10 range = MORE DISTANCE = YOU SEE IT COMING
And if the infestor comes too close... it just dies to tanks and colossi.

Its actually the best way to nerf the infestor if they dont want to remove the root.


Just because Infestors CAN use Fungal from 10 range does not mean they do it every time.


So basically what you're saying is, you should rely on your opponent fucking up?
Cyro
Profile Blog Joined June 2011
United Kingdom20326 Posts
December 18 2012 22:18 GMT
#211
Blink + MsC was ruining PvP. I think with this extra research time you can have an immortal out now by the time the rush hits or something.


You can have an immortal out at 5:10-5:20 without issues if you go 10gate into robo. Probably 5:40 if you dont. You cant really get blink done until you are close to ticking onto 7 mins with any decent stalker count AFAIK
"oh my god my overclock... I got a single WHEA error on the 23rd hour, 9 minutes" -Belial88
decado90
Profile Blog Joined December 2012
United States480 Posts
December 18 2012 22:18 GMT
#212
On December 19 2012 06:57 HollowLord wrote:
Hey before we all declare the end of the world maybe we should, you know... play the game when it's patched and see what we think?



We have been playing it. We've seen it in Wings for the past 6 months and we all fucking hate it. Yet in HOTS it's even better?
"Be formless like water"- Bruce Lee
iEchoic
Profile Blog Joined May 2010
United States1776 Posts
December 18 2012 22:18 GMT
#213
On December 19 2012 07:14 Adonminus wrote:
Show nested quote +
On December 19 2012 07:08 Crawdad wrote:
So...

How easy was it to dodge the projectile before?

It was pretty much as easy to hit as an emp which is also projectile, and didn't influence chain fungaling at all.


Ahaha, I totally forgot about this. I can't wait to get chain fungaled from 10 range.
vileEchoic -- clanvile.com
shid0x
Profile Joined July 2012
Korea (South)5014 Posts
December 18 2012 22:18 GMT
#214
On December 19 2012 07:13 Insoleet wrote:
Guys wake up. 10 range means you actually see the projectile coming from a longer distance ! JUST OPEN YOUR EYES ITS SO OBVIOUS >_<

So much brainless whining there... 10 range = MORE DISTANCE = YOU SEE IT COMING
And if the infestor comes too close... it just dies to tanks and colossi.

Its actually the best way to nerf the infestor if they dont want to remove the root.


Yet it doesn't mean that the zerg will necessary fire them at 10 range,giving them 10 range is still offering them a new perspective,hence a buff.

Also 15 speed is pretty damn fast.
RIP MKP
urashimakt
Profile Joined October 2009
United States1591 Posts
December 18 2012 22:18 GMT
#215
If something's not getting enough testing during a beta test, you pump it up until people start testing it for you. Then you try to put it where it needs to be. The only other option is to leave it untested and put it in your live game.

The outrage over incentivizing Fungal Growth testing is unnecessary.
Who dat ninja?
GhandiEAGLE
Profile Blog Joined March 2011
United States20754 Posts
December 18 2012 22:19 GMT
#216
I'm still unable to see what the new medivac beam color looks like. What color is it. I hope its orange
Oh, my achin' hands, from rakin' in grands, and breakin' in mic stands
Crawdad
Profile Joined September 2012
614 Posts
December 18 2012 22:19 GMT
#217
On December 19 2012 07:12 kollin wrote:
Because 15 speed is ridiculously fast. To put it into comparison, an on creep Zergling has a speed of 4...


Wait, projectile speed is the same as unit speed?

How was anybody dodging a speed 10 projectile, then?
Insoleet
Profile Joined May 2012
France1806 Posts
December 18 2012 22:19 GMT
#218
On December 19 2012 07:16 Prog455 wrote:
Show nested quote +
On December 19 2012 07:13 Insoleet wrote:
Guys wake up. 10 range means you actually see the projectile coming from a longer distance ! JUST OPEN YOUR EYES ITS SO OBVIOUS >_<

So much brainless whining there... 10 range = MORE DISTANCE = YOU SEE IT COMING
And if the infestor comes too close... it just dies to tanks and colossi.

Its actually the best way to nerf the infestor if they dont want to remove the root.


Just because Infestors CAN use Fungal from 10 range does not mean they do it every time.


But if they dont, if they want to be more precise, they need to come closer. And die to tanks/colossi. As in current WoL state, where infestors can't do anything but die to colossi/tanks (against a decent player)

There will be decision making involved, and positionnal war. And it's cool, obviously.
Soda-88
Profile Joined April 2012
Croatia476 Posts
December 18 2012 22:19 GMT
#219
Beautiful fungal!
Account252508
Profile Joined February 2012
3454 Posts
Last Edited: 2012-12-18 22:20:20
December 18 2012 22:19 GMT
#220
--- Nuked ---
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