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Terran
Medivac The Caduceus Reactor upgrade now requires a Fusion Core before research can begin.
This makes a lot of sense, since it is supposed to buff late game terran bio, which especially in TvT often transitions into battle cruisers. Good change.
Widow Mine Sentinel Missiles Primary target damage reduced from 160 to 125.
No idea how this will pan out for the widow mine. But seeing how strong the widow mine was early on, it's probably a good thing.
Protoss
Stalker Blink Research time increased from 140 to 170 seconds.
This was very expected, since MsC gives vision of high ground = not requiring a robo and observer to do the 1 base blink all in. Good change.
Zerg
Infestor Fungal Growth Range increased from 8 to 10. Missile speed increased from 10 to 15.
This bothers me. If they want to adress mutas in ZvZ, they should buff the hydra somehow, which definitely is possible since its still a bad unit.
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I don't understand why are they buffing the infestor when everybody says its freaking broken and boring?
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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. ---- lol... and you want infestors to only hit the center clumped units? what balance is this? You must be seriously trolling. Wasted AoE? I mean... zergs can have like 15 infestors and just spam the fungal all over the terrans army which dies instantly because terrans dont have any AoE heal but only cadius reactor for fast healing 1 target which doesnt help against AoE... Your post is just too "Hi I am zerg and I like being imba" like. Fungals can stop MMM so easily and without tanks its so hard to beat infestor based play. It just depends on your aiming skill with fungal...10 range is just ridiculous.. bigger range than upgraded colosus? really? Blizz is just .. no comment... they go from 9 range to 8 which was absolutely understandable nerf and now they buff it to 10 range? I know that it is a projectil, but now it will be really fast. Infestor is just incredibly boring unit to watch overall so blizz should redesign it and not buff its imba spells... ----- Now something about the cadeus reactor nerf: If blizzard wants to iprove the terran lategame, why dont they just make upgrade that heals two units for normal healing rate or something like that? Blizzard, we need some buff vs AoE and the imba heal on 1 unit is not the right solution!
About the blink nerf: I agree with this build, blink allins in PvT were too hard to defend and Ï think it wont affect PvP too much. Although i would rather watch some fast blink builds than standard boring robo play. But even though some blink allins will be still viable as the nerf isnt too big.
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"welcome to the fungal it gets worse here day by day"
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On December 19 2012 06:10 BeyondCtrL wrote:http://us.battle.net/sc2/en/forum/topic/7415462759Show nested quote +Hey everyone,
We will be bringing the beta down at 2:00 p.m. PST this afternoon to make the balance changes listed below. Thanks again for all the great feedback you've provided while testing Heart of the Swarm. We hope to see you testing these changes and sharing your input soon!
Terran
Medivac The Caduceus Reactor upgrade now requires a Fusion Core before research can begin.
Widow Mine Sentinel Missiles Primary target damage reduced from 160 to 125.
Protoss
Stalker Blink Research time increased from 140 to 170 seconds.
Zerg
Infestor Fungal Growth Range increased from 8 to 10. Missile speed increased from 10 to 15.
Caduceus reactor - no one in the right mind ever used that upgrade ever in WoL, yet, lol, in HotS when this upgrade might matter a little (still you can live just fine without it), bam , nerf Widow mines, dunno what to say; Blink, meh, was it necessary ?! As for infestors, I guess the so called "patch zergs" will be exulted. Moar mass'festors plix Too bad PDDs don't counter fungal growth even if it's a projectile.
All in all, a hasty buff for zerg (without a good basis for it) knowing that vipers game play is still quite unexplored, yet this balance patch disregards that unit existance at all.
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Russian Federation367 Posts
I can understand window mines nerf, but infestor buff.. are you fucking kidding me omg?!
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On December 19 2012 20:36 Cruncher93 wrote:Show nested quote +On December 19 2012 20:14 costinii wrote:
Templars ---> pylon ---> gateway ---> cybernetic ---> citadel ---> templar archives
Infestors ---> pool ---> hive ---> infestation pit ???
Ghosts ---> supply ---> barracks ---> factory ---> ghost academy
Does this seems fair?
You don't need a factory to build ghosts with EMP, cloak, snipe, hold fire, only for nukes. Templar can morph into archons and the citadel unlocks core upgrades for your army. Also you can pretty much do a delayed templar/ghost rush but rushing lair (and infestors) as zerg just hurts your economy.
its not unfair because of the techroute, it is unfair because Ghosts and HT have their dmg dealing and support spells split up. Emp drains energy, snipe deals dmg. Feedback drains energy (and does some dmg but because it targets only 1 unit, this is acceptable) storm deals dmg (imo storm is too simple also, atleast at lower skill lvl where the apm needed to dodge storm is in no comparison to what is needed to cast storm, this goes for all spellcasts anyway, fungal and emp too) FG deals dmg and roots units and then have a massive melee army crash into it. Fungal should just deal dmg or it should just root. just imagine how epic ghosts would be if the emp grenade would also deal alot of dmg (and not just to shields).
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I´m annoyed because they buffed the mutas AND the infestors.
So now zerg has 3 very strong options in lair tech: mutas, infestors and speedy hydras...
This is so scaring...
Btw terran and protoss are getting nerfed consistently, so yeah zerg is the most powerful race IN this PATCH, I hope blizzard re-nerf the changes.
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for the people that are too stubborn to understand that the infestor was completely crap and unusable before this patch:
DK just posted this food for thought:
Just to clarify, 15 speed for missiles is not fast at all. We're not reverting the fungal nerfs. And the 10 range is nowhere near as good as the instant fungal at 9 range. There's obviously a higher chance to miss with this current fungal if you shoot it from a longer distance.
We really liked playing with this version of Fungal Growth internally because the tradeoff between getting in closer for more accurate fungals vs. shooting from a safer distance for less accurate fungals is working out decently well.
However, we can only test so much internally is why we'd like to try the change in the beta. This, just like everything else in the HotS beta, is not final.
source: http://us.battle.net/sc2/en/forum/topic/7416262980?page=3
so the thought process is: close fungal = high risk, high reward, far away fungal = low risk, low reward.
so basically fungal is still worse than before and IT got 3 huge nerfs. so yes infestor is WAY worse than in WoL so dont cry about it 
still waiting for the other lairtech units to get buffs to compensate for the huge infestor nerfs though
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On December 19 2012 22:04 Decendos wrote:for the people that are too stubborn to understand that the infestor was completely crap and unusable before this patch: DK just posted this food for thought: Just to clarify, 15 speed for missiles is not fast at all. We're not reverting the fungal nerfs. And the 10 range is nowhere near as good as the instant fungal at 9 range. There's obviously a higher chance to miss with this current fungal if you shoot it from a longer distance. We really liked playing with this version of Fungal Growth internally because the tradeoff between getting in closer for more accurate fungals vs. shooting from a safer distance for less accurate fungals is working out decently well. However, we can only test so much internally is why we'd like to try the change in the beta. This, just like everything else in the HotS beta, is not final. source: http://us.battle.net/sc2/en/forum/topic/7416262980?page=3so the thought process is: close fungal = high risk, high reward, far away fungal = low risk, low reward. so basically fungal is still worse than before and IT got 3 huge nerfs. so yes infestor is WAY worse than in WoL so dont cry about it  still waiting for the other lairtech units to get buffs to be viable. :/
You are the stubborn guy that doesn´t want to at least admit that infestors are too powerful...
HotS infestors>WoL infestors
With some practice zergs will figure out how to use it correctly and they wont miss that much, ESPECIALLY with protoss they are a deathball army and they have very clumpsy and big units (archons, colossi, immortals) that are an easy target to fungal.
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On December 19 2012 22:06 kaNt- wrote:Show nested quote +On December 19 2012 22:04 Decendos wrote:for the people that are too stubborn to understand that the infestor was completely crap and unusable before this patch: DK just posted this food for thought: Just to clarify, 15 speed for missiles is not fast at all. We're not reverting the fungal nerfs. And the 10 range is nowhere near as good as the instant fungal at 9 range. There's obviously a higher chance to miss with this current fungal if you shoot it from a longer distance. We really liked playing with this version of Fungal Growth internally because the tradeoff between getting in closer for more accurate fungals vs. shooting from a safer distance for less accurate fungals is working out decently well. However, we can only test so much internally is why we'd like to try the change in the beta. This, just like everything else in the HotS beta, is not final. source: http://us.battle.net/sc2/en/forum/topic/7416262980?page=3so the thought process is: close fungal = high risk, high reward, far away fungal = low risk, low reward. so basically fungal is still worse than before and IT got 3 huge nerfs. so yes infestor is WAY worse than in WoL so dont cry about it  still waiting for the other lairtech units to get buffs to be viable. :/ You are the stubborn guy that doesn´t want to at least admit that infestors are too powerful...
what? ask ANY high level P or T player if infestors in HOTS after patch 8 were too strong. it was too strong in WoL but it seems you havent noticed patch 8 where infestor got 5 (!!!!!) nerfs!
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On December 19 2012 21:22 gwynnbleid wrote: Now something about the cadeus reactor nerf: If blizzard wants to iprove the terran lategame, why dont they just make upgrade that heals two units for normal healing rate or something like that? Blizzard, we need some buff vs AoE and the imba heal on 1 unit is not the right solution!
Think they had that as a campaign upgrade, maybe it was for medics but it shows it can easily be done. It'd be good too as it'd keep more units alive through fungal chains... If they're this keen to try keep the crappy fungal spell in the game (unchanged). But I think I'm not going to buy HoTS if they don't realise its bad change it and buff something else zerg.
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what will be the reason to make tanks any more in tvz if they cant protect your infantry from fungal?
blizzards whole line of reasoning is ridiculous. they make mutas stronger to promote harass, big surprise, mutas are now too strong in zvz because zerg has no good anti-air units because hydras suck
solution? buff the most hated spell in the game, breaking all other matchups, for zvz to have an anti-muta spell
you gotta be kidding me...
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Mutas=faster, with high regen Infestors=better than WoL Hydras=speed Viper=cloud is very strong
cloud+infestors+speedy hydras ... Profit?
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On December 19 2012 22:12 kaNt- wrote: Mutas=faster, with high regen Infestors=better than WoL Hydras=speed Viper=cloud is very strong
cloud+infestors+speedy hydras ... Profit?
infestor is way worse than in WoL, mutas are unplayable in ZvT, hydras are faster but still suck as a unit because they got not a single buff. so stop telling lies.
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On December 19 2012 22:15 Decendos wrote:Show nested quote +On December 19 2012 22:12 kaNt- wrote: Mutas=faster, with high regen Infestors=better than WoL Hydras=speed Viper=cloud is very strong
cloud+infestors+speedy hydras ... Profit?
infestor is way worse than in WoL, mutas are unplayable in ZvT, hydras are faster but still suck as a unit because they got not a single buff. so stop telling lies.
Lol mutas unplayble? LOL
PvZ mutas=profit (now they are speedy, almost as fast as phoenix, with high regen)
Infestors have +1 range, the only thing is practice and you will know how to use them, in WoL fungal was autowin button. The ensnare effect is TOOOOOOOOOOOOOOO strong.
With some practice fungal will be as strong or stronger than WoL, it requieres a lot of micro/apm to control properly the bio units so split them at the right time, MORE SKILL than throwing the fungal (even the proyectile fungal).
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On December 19 2012 22:12 kaNt- wrote: Mutas=faster, with high regen Infestors=better than WoL Hydras=speed Viper=cloud is very strong
cloud+infestors+speedy hydras ... Profit?
Mutalisk: 100/100/2 Viper: 100/200/3 Infestor: 100/150/2 Hydralisk: 100/50/2
So yeah, if you shit gas, this might be a really great composition... Just not against anything bio or roach or zergling or ultralisk or capital ship or zealot or templar based.
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On December 19 2012 06:23 Empirimancer wrote:
I take back everything positive I said after the huge patch. They still don't have a clue what they're doing.
Apart from the blink nerf, everything else in the patch shows the complete and utter incompetence of Blizzard to do anything balance related. I was excited during patch 8 and 9 that they had finally come to their senses. Now I am just sad.
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Protoss and Terran are hopeless in HotS
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On December 19 2012 22:12 kaNt- wrote: Mutas=faster, with high regen Infestors=better than WoL Hydras=speed Viper=cloud is very strong
cloud+infestors+speedy hydras ... Profit?
Hey, those buffs for zerg (and nerfs for terran/protoss) must be inline with the theme of upcoming HotS. Infestors shouldn't even existed in SC2, free units (that benefits from upgrades) as long as you do not suicide your infestors/have sufficient energy, that damn most inept spell combo ever conceived, dot+root = decimate tens of units in few seconds, being more potent than a dark templar/banshee when you sneak it behind enemy lines..., what else, you have a better chance to notice a cloaked unit moving around, but you need 100x+ magnifying goggles to spot burrowed infestors movement..
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