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On December 19 2012 06:31 digmouse wrote: WTF 170 seconds on Blink? Now it's the same research time as Stim! Except you get to chronoboost it...
As for implementing tanks to be more effective. They should give tanks flat 50 damage and give them a fast projectile shot that can't be blocked by PDD. You get strong tanks in small numbers and a good form of area control due to overkill now back on the tank.
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Why whine about the range 10 fungal? It's still a projectile, and should be relatively easy to dodge with good micro. Without the fungal root, blink stalkers would kill everything zerg has in the lategame.
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Whoever is balancing this game really needs to be either fired or talked to. These balance changes are either way too over the top or just make absolutely zero sense. Still so many broken, fundamental issues they're over looking as they delve into the numbers instead of how the units function.
Quite sad, but we're not making much progress here and the game releases in just a few short months. If you're still one of the people still relying on "It's only beta"; this is the final state of the game before release. Essentially, the game will not change much more as hard as it is to believe. The only question left lingering in my mind is if it's going to be more or less broken than WoL on release, but right now it's not looking good.
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Nerf toss buff zerg. Starting to see a pattern ;/
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China6326 Posts
On December 19 2012 06:34 Fig wrote:Hmmm, i think I'll switch over to stalkers in 3 minutes, better pay 150/150 to start the Blink upgrade....
But generally I think it's reasonable since it's not a trivial upgrade that must be rushed, and in PvP currently blink+msc is producing a lot of problems.
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So widow mines don't kill Protoss units anymore? Seems dumb.
Can't we just take away the widow mine's AA attack and just make them really strong vs ground? That gives widow mines a solid role but still lets players use drops, mutas, oracles etc without rolling the dice on having their precious harassment unit get 1-shotted by an invisible turret.
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On December 19 2012 06:33 Insoleet wrote:Show nested quote +On December 19 2012 06:30 Fig wrote:On December 19 2012 06:26 Cyanocyst wrote: They are trying to address Mutalisks in ZvZ it seems. Personally i think mutalisks are too strong now. However they need to be stronger than they are in WOL now. ...i like variety of potential styles with in mirrors.
I would love to see a mid game ZvZ where Both Mutalisks, roach hydra, and Roach infestor styles are viable. Its just going to be so tough to balance right, with out impacting the other match ups. See, that is a terrible approach to addressing mutas. First they buff muta speed. Then they are like, oh, well that means we need fungal to be better to catch them. Now again phoenix play will be instantly shut down when infestors come out. If they hadn't changed muta speed in the first place this wouldn't have happened at all. Rofl Projectile from 10 range... And you think phoenix wont be able to dodge it ? Are you serious ? >_< More range to cast a missile = harder to hit. Even if the missile is faster. But if the infestor manage to come close, it will be able to hit. But if your infestors are near enemy units... They can die easier. I understand that if you are farther away it is harder to hit something
But don't act like Blizzard increasing the max range of the ability makes it HARDER to snare things. That's just silly.
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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. If you've been playing HotS, you'll notice that everything has a strong tank counter these days. The lack of tanks has more to do with them sucking in HotS more than anything else right now.
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Widow mines are pretty much useless in TvP now that they don't one hit gateway units.
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On December 19 2012 06:27 Fig wrote:Show nested quote +On December 19 2012 06:22 neoghaleon55 wrote: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. Yes but fungal should be weaker because it's on a unit that relatively easy to get and does not require research. Fungal even has a larger radius than EMP and storm, which means that missing the middle is not as big a deal. And once you hit with it, your other hits are assured. I would say the tradeoffs were fair, it's just different from WoL, so it feels weird. EMP and storm are very different spells, don't compare them. And no, once you hit with the slow projectile fungal with lower range your hits aren't assured at all, unless you want to run your infestors to their deaths. And let's not forget, infested terrans are still virtually useless in big battles... so everyone should stop the "QQ Blizzard you're retarded you fuck everything up QQ"
That being said, I'd rather them just buff other units more, or make viper lair tech or something.. infestors are boring to use for the most part, unless used for harass
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On December 19 2012 06:35 digmouse wrote:Show nested quote +On December 19 2012 06:34 Fig wrote:On December 19 2012 06:31 digmouse wrote: WTF 170 seconds on Blink? Hmmm, i think I'll switch over to stalkers in 3 minutes, better pay 150/150 to start the Blink upgrade.... But generally I think it's reasonable since it's not a trivial upgrade that must be rushed, and in PvP currently blink+msc is producing a lot of problems.
Honestly I feel like this has been a long time coming... Stim was nerfed in a very similar fashion. Not saying that Blink = Stim, but in the current beta, blink builds are about as common as stim builds were in WoL beta.
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This was a pretty stupid patch... Infestor was fine, i didn't see any terrans dodging fungals during the spell cast. They should have just changed missile speed if anything. Blinding cloud is already strong enough and it actually makes other zerg units strong (read: the hydra) enough that you don't really need the old fungals anymore.. I'm also disappointed with the cadeuceus reactor change... I didn't know it was a significant problem, plus it set up for a pretty cool timing in ZvT.
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Really, the biggest problem with the fungal nerfs were zvz muta battles. Now that mutas are faster, I guess it's necessary? I'm not sure, though. Nothing a lot of testing won't help.
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On December 19 2012 06:35 digmouse wrote:Show nested quote +On December 19 2012 06:34 Fig wrote:On December 19 2012 06:31 digmouse wrote: WTF 170 seconds on Blink? Hmmm, i think I'll switch over to stalkers in 3 minutes, better pay 150/150 to start the Blink upgrade.... But generally I think it's reasonable since it's not a trivial upgrade that must be rushed, and in PvP currently blink+msc is producing a lot of problems. Agreed, it solves a problem. It's just silly to have an upgrade for 1 specific unit take that long to complete.
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Zerg
Infestor Fungal Growth Range increased from 8 to 10. Missile speed increased from 10 to 15.
oh god why
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please remove 100% root! and id be happy
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uhm.. 10 range infestor now? And speed increase on projectile?
Well, I just.. hrmph..
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Medivac upgrade taking longer to get to? They could have blink take an hour to get and I still couldn't complain. Every game was just reaper expand. Had to ignore units completely and just try to tech as fast as possible for splash and get way ahead in upgrades. Whether balanced or not, I'm not sure they want t vs p to also be reaper only openings.
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Infestor buff, fuck yeah...oh
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The Medivac change is welcome, the caduceus reactor upgrade was just way too good to not require a fusion core. It also kind-of makes battlecruisers an easier transition.
...but a fungal buff? Range 10? Speed 15? that means it effectively takes 0.7 ingame seconds or like 0.5 real seconds for a max range fungal to hit it's target. (not sure about this though! Please someone correct me if I'm wrong)
0.5 seconds is a shorter reaction time than the average human being - hell I even think it's faster than everyone except the maybe top 0.02%. Now, I know that this might be intended as a threshold for people to get into GM (they have fast enough reactions to dodge fungals) but I really feel like this is only going to have a real effect on people already playing at the GM level. For everyone else, this is basically making the fungal growth instant again which will bring back the mass-infestor playstyles of current WoL. : /
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