Beta Balance Update #10 - Page 33
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Basileus
United States103 Posts
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vthree
Hong Kong8039 Posts
On December 19 2012 11:55 Basileus wrote: just tested it out. 15 seems really fast. 10 was too slow for sure, but this seems like overkill. Its not quite insta-cast but its pretty close. Perhaps something like range 9 speed 12 would be reasonable? Seems more reasonable. Not sure why they have to tweak the numbers so drastically... | ||
WeRRa
378 Posts
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Trotim
Germany95 Posts
On December 19 2012 11:56 vthree wrote: Seems more reasonable. Not sure why they have to tweak the numbers so drastically... For testing. Cus it's a beta. | ||
chipmonklord17
United States11944 Posts
And then all the people in the room laughing | ||
convention
United States622 Posts
On December 19 2012 11:51 avilo wrote: Infestor fungal is now stronger because infestors in the back can now launch fungals a lot easier than before where as you had to move infestors out of the way previously to get in range to fungal, as well as infestors getting in range of the enemy. It's even more "ez mode now." I urge everyone to go into the unit tester and try it yourself. Wait till we see games with 20+ infestors again, where they are carbet bombing fungals, it's going to be about as easy as wings of liberty (in some cases even easier )because you can get many more off. facepalms at this patch* I agree completely. I don't mind fungal as a spell limiting micro. However, a micro limiting spell is obviously powerful, and the infestor is already durable and has a great escape mechanism, plus is extremely versatile. The huge problem with the infestor is how easily massable and powerful it is. Now you will have enough infestors that even aiming the fungal correctly will not be an issue, just launch three fungals at once, you hit one and all of the units will eventually die. I think everyone was very excited by beta patch 8, for me this just ruined the excitement. No one wants to see infestors anymore, they make the game boring, stale, and a turtle-fest. Now they just made them even stronger than in LoW. What scares me, and what people forget, is how do you go mutas in ZvZ anymore? Fungal range = 10+2(radius) = 12. Muta sight range = 11. That means if your mutas stack, you can potentially be fungaled WITHOUT seeing the infestor. | ||
ZjiublingZ
United Arab Emirates439 Posts
On December 19 2012 11:58 chipmonklord17 wrote: I'm really curious about how the widow mine nerf came to be. I can imagine one guy in the room "but didn't we say we wanted to HELP mech TvP?" And then all the people in the room laughing And i'm just sitting here crying QQ but seriously, it seems like they are only willing to buff MechvsP if it doesn't effect other aspects of the game in anyway, and if something needs to be changed at MechvsP's expense, that isn't a problem. | ||
vthree
Hong Kong8039 Posts
then they should make it 99 spd with 99 range, right? Since it IS testing, it makes no sense to change 2 variables. If they didn't think it was effective enough with spd 10 and range 8, they should have change ONE of them (Spd 15 range 8/Spd 10 range 10). Changing both means when the feedback is that it is now TOO good, you won't know whether it is the Speed or the range which is causing this. | ||
AcrossFiveJulys
United States3612 Posts
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Azhrei16
United States284 Posts
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aksfjh
United States4853 Posts
On December 19 2012 12:03 vthree wrote: then they should make it 99 spd with 99 range, right? I lol'd at the thought of a 99 range 1 spd fungal growth projectile. | ||
Belisarius
Australia6217 Posts
Phoenix all day erryday I guess. | ||
AcrossFiveJulys
United States3612 Posts
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GattAttack
Canada202 Posts
On December 19 2012 12:04 AcrossFiveJulys wrote: WTFFFFF you go from brilliant to fucking clueless, DK/DB... seriously, buff the infestor?! BY BUFFING FUNGAL GROWTH?! I'm just at a loss for words. Why the fuck not replace fungal with a cool new spell. The community is practically unanimous that fungal is terrible for the game, and you go and buff it. fuck. Lol they should rework fungal growth just like they "reworked" seeker missle XD | ||
Too_MuchZerg
Finland2818 Posts
On December 19 2012 12:05 aksfjh wrote: I lol'd at the thought of a 99 range 1 spd fungal growth projectile. 20 fungals carpet bombing mineral line (huge area to spread it) with 1 speed. Doom is coming, are you ready ![]() | ||
Fig
United States1324 Posts
On December 19 2012 12:05 GattAttack wrote: Lol they should rework fungal growth just like they "reworked" seeker missle XD Even that would be better than what they are trying now | ||
ElMeanYo
United States1032 Posts
Well fungal isn't that much better than it was before this patch... still can't hit hellions or stimmed marines with it. The speed makes more of a difference than the range increase. Had the Terran bum-rush my infestors a few times, that worked surprisingly well. Haven't tested vs P or Z yet. Actually what has really hurt the infestor more was the IT nerf... ITs are pretty much useless in combat now... more for emergency AA or burrow worker harassment. | ||
emc
United States3088 Posts
I see why this is a problem, people don't want to see mass infestors. I and many others would prefer a hydra buff, as it could conceivably fix ZvZ muta wars and perhaps give zerg a chance against phoenix into tempest/carrier. | ||
Caihead
Canada8550 Posts
On December 19 2012 12:07 Too_MuchZerg wrote: 20 fungals carpet bombing mineral line (huge area to spread it) with 1 speed. Doom is coming, are you ready ![]() Why not just put reavers back in the game and be done with it. | ||
sagefreke
United States241 Posts
Fungal is still a projectile Infested Terrans still don't receive upgrade bonuses to attack/armor Infested Terran eggs only have 70 hp. Fungal has +1 extra range than what it did in WoL Yet people are still complaining about the Infestor? It's like people already forgot how tough Infestors in WoL were to deal with. | ||
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