• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 15:19
CEST 21:19
KST 04:19
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
HomeStory Cup 27 - Info & Preview16Classic wins Code S Season 2 (2025)16Code S RO4 & Finals Preview: herO, Rogue, Classic, GuMiho0TL Team Map Contest #5: Presented by Monster Energy6Code S RO8 Preview: herO, Zoun, Bunny, Classic7
Community News
FEL Cracov 2025 (July 27) - $8000 live event12Esports World Cup 2025 - Final Player Roster12Weekly Cups (June 16-22): Clem strikes back1Weekly Cups (June 9-15): herO doubles on GSL week4Firefly suspended by EWC, replaced by Lancer12
StarCraft 2
General
The SCII GOAT: A statistical Evaluation HomeStory Cup 27 - Info & Preview Hybrid setting keep reverting. Esports World Cup 2025 - Final Player Roster HSC 27 players & groups
Tourneys
FEL Cracov 2025 (July 27) - $8000 live event HomeStory Cup 27 (June 27-29) $200 Biweekly - StarCraft Evolution League #1 SOOPer7s Showmatches 2025 RSL: Revival, a new crowdfunded tournament series
Strategy
How did i lose this ZvP, whats the proper response Simple Questions Simple Answers [G] Darkgrid Layout
Custom Maps
[UMS] Zillion Zerglings
External Content
Mutation # 479 Worn Out Welcome Mutation # 478 Instant Karma Mutation # 477 Slow and Steady Mutation # 476 Charnel House
Brood War
General
ASL20 Preliminary Maps BW General Discussion BGH Auto Balance -> http://bghmmr.eu/ Soma Explains: JaeDong's Defense vs Bisu NaDa's Body
Tourneys
[Megathread] Daily Proleagues [ASL19] Grand Finals [BSL20] ProLeague Bracket Stage - WB Finals & LBR3 [BSL20] ProLeague Bracket Stage - LB Round 4 & 5
Strategy
Simple Questions, Simple Answers I am doing this better than progamers do. [G] How to get started on ladder as a new Z player
Other Games
General Games
Stormgate/Frost Giant Megathread Path of Exile Nintendo Switch Thread What do you want from future RTS games? Beyond All Reason
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Heroes of StarCraft mini-set
TL Mafia
TL Mafia Community Thread Vanilla Mini Mafia
Community
General
Things Aren’t Peaceful in Palestine US Politics Mega-thread Canadian Politics Mega-thread Russo-Ukrainian War Thread Social coupon sites
Fan Clubs
SKT1 Classic Fan Club! Maru Fan Club
Media & Entertainment
[Manga] One Piece Anime Discussion Thread [\m/] Heavy Metal Thread Korean Music Discussion
Sports
NBA General Discussion 2024 - 2025 Football Thread TeamLiquid Health and Fitness Initiative For 2023 NHL Playoffs 2024 Formula 1 Discussion
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List
Blogs
Game Sound vs. Music: The Im…
TrAiDoS
StarCraft improvement
iopq
Heero Yuy & the Tax…
KrillinFromwales
I was completely wrong ab…
jameswatts
Need Your Help/Advice
Glider
Trip to the Zoo
micronesia
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1327 users

Beta Balance Update #10 - Page 58

Forum Index > StarCraft 2 HotS
1835 CommentsPost a Reply
Prev 1 56 57 58 59 60 92 Next
HearthCraft
Profile Blog Joined December 2011
United States117 Posts
December 20 2012 01:34 GMT
#1141
On December 20 2012 10:22 ultratorr wrote:
They REALLY need to get rid of micro-limiting abilities like fungal, force field, time warp, etc. UNLESS there is a way for the opposing player to counteract them, and casting the ability requires some thought and finesse.

Ideas to counteract make micro-limiting spells:
- Slow fungal projectile to make it extremely dodgeable (since 1 fungal hit = 10 fungals hit)
- Medivac "restoration" unroots fungaled units
- Medivac with speed boost lifts units over force fields / roach burrow movement under ff (in hots this is actually better than in wol)
- Medivac with speed boost lifts units to get out of time warp (and what about Mech?)

Ideas to make micro-limiting spells require thought and finesse
- channeled ff (many variations here, eg. ff requiring energy in the same way as cloak: X to activate, while draining Y/sec)
- time warp and fungal slow affect friendly units (I don't know why most Z and P spells don't affect friendly units)



EDIT:
- Similar things can be said for "hard counters". Hard counters are not interesting because hard countering your opponent does not require finesse (though requires thought, or maybe more luck).

In general, the game should involve BOTH players trying to outplay each other, not whether one player plays well enough. Micro-limiting spells are making the game a one-player game.

Wait your telling me storm doesn't effect protoss units? if this is true that is fucking stupid. Tanks give splash.. to friendlies.
"It is the mark of an educated man to entertain a thought without accepting it."
BeyondCtrL
Profile Joined March 2010
Sweden642 Posts
December 20 2012 01:34 GMT
#1142
On December 20 2012 10:31 rQvicious wrote:
Fortunately Blizzard has 3 months to balance it better. Don't forget sc vanilla and bw were not perfect overnight hell it took years, and years.


Years and years of no intervention on Blizzard's behalf. BW was so balanced because of the awesome map makers (SC was just silly ^_^)...

Blizzard needs to make better maps to go along with their beta tests. Right now most of the maps are quite bad.
ultratorr
Profile Joined June 2010
Canada332 Posts
December 20 2012 01:40 GMT
#1143
On December 20 2012 10:34 rQvicious wrote:
Show nested quote +
On December 20 2012 10:22 ultratorr wrote:
They REALLY need to get rid of micro-limiting abilities like fungal, force field, time warp, etc. UNLESS there is a way for the opposing player to counteract them, and casting the ability requires some thought and finesse.

Ideas to counteract make micro-limiting spells:
- Slow fungal projectile to make it extremely dodgeable (since 1 fungal hit = 10 fungals hit)
- Medivac "restoration" unroots fungaled units
- Medivac with speed boost lifts units over force fields / roach burrow movement under ff (in hots this is actually better than in wol)
- Medivac with speed boost lifts units to get out of time warp (and what about Mech?)

Ideas to make micro-limiting spells require thought and finesse
- channeled ff (many variations here, eg. ff requiring energy in the same way as cloak: X to activate, while draining Y/sec)
- time warp and fungal slow affect friendly units (I don't know why most Z and P spells don't affect friendly units)



EDIT:
- Similar things can be said for "hard counters". Hard counters are not interesting because hard countering your opponent does not require finesse (though requires thought, or maybe more luck).

In general, the game should involve BOTH players trying to outplay each other, not whether one player plays well enough. Micro-limiting spells are making the game a one-player game.

Wait your telling me storm doesn't effect protoss units? if this is true that is fucking stupid. Tanks give splash.. to friendlies.


Storms do affect friendly units, but time warp doesn't, fungal doesn't. I can understand blings not doing friendly damage, but there's no reason for, for example, time warp and fungal to not affect friendly units.
ultratorr
Profile Joined June 2010
Canada332 Posts
December 20 2012 01:40 GMT
#1144
On December 20 2012 10:34 BeyondCtrL wrote:
Show nested quote +
On December 20 2012 10:31 rQvicious wrote:
Fortunately Blizzard has 3 months to balance it better. Don't forget sc vanilla and bw were not perfect overnight hell it took years, and years.


Years and years of no intervention on Blizzard's behalf. BW was so balanced because of the awesome map makers (SC was just silly ^_^)...

Blizzard needs to make better maps to go along with their beta tests. Right now most of the maps are quite bad.


Hard to make maps when 1/3 of all match-ups depend on the force field.
OkStyX
Profile Blog Joined October 2011
Canada1199 Posts
December 20 2012 01:45 GMT
#1145
On December 19 2012 06:47 kaNt- wrote:
Somebody said David Kim was smart... YEAH SMART MY ASS

SC2 community have been complaining about infestors balance for over a year (of couse except al zergies). But now they rebuffed them in HotS? Reverse changes? Circle changes? wtf is going on, someone tell me please

Oh be quiet , zerg have been complaining about the infestor too, we get it in the mirror matchup tons , it takes away from muta and other play because of how good it is . Not all Zergs want the unit buffed of not changed , get god bias outta here
Team Overklocked Gaming! That man is the noblest creature may be inferred from the fact that no other creature has contested this claim. - G.C. Lichtenberg
OkStyX
Profile Blog Joined October 2011
Canada1199 Posts
December 20 2012 01:48 GMT
#1146
On December 20 2012 10:40 ultratorr wrote:
Show nested quote +
On December 20 2012 10:34 rQvicious wrote:
On December 20 2012 10:22 ultratorr wrote:
They REALLY need to get rid of micro-limiting abilities like fungal, force field, time warp, etc. UNLESS there is a way for the opposing player to counteract them, and casting the ability requires some thought and finesse.

Ideas to counteract make micro-limiting spells:
- Slow fungal projectile to make it extremely dodgeable (since 1 fungal hit = 10 fungals hit)
- Medivac "restoration" unroots fungaled units
- Medivac with speed boost lifts units over force fields / roach burrow movement under ff (in hots this is actually better than in wol)
- Medivac with speed boost lifts units to get out of time warp (and what about Mech?)

Ideas to make micro-limiting spells require thought and finesse
- channeled ff (many variations here, eg. ff requiring energy in the same way as cloak: X to activate, while draining Y/sec)
- time warp and fungal slow affect friendly units (I don't know why most Z and P spells don't affect friendly units)



EDIT:
- Similar things can be said for "hard counters". Hard counters are not interesting because hard countering your opponent does not require finesse (though requires thought, or maybe more luck).

In general, the game should involve BOTH players trying to outplay each other, not whether one player plays well enough. Micro-limiting spells are making the game a one-player game.

Wait your telling me storm doesn't effect protoss units? if this is true that is fucking stupid. Tanks give splash.. to friendlies.


Storms do affect friendly units, but time warp doesn't, fungal doesn't. I can understand blings not doing friendly damage, but there's no reason for, for example, time warp and fungal to not affect friendly units.

Muta ling bling would be absolutely useless against terran you would have to send banes in first tanks would one shot em and then You lost all your aoe to deal with bio and you just lose . Fungal affecting your units would be the worst on your own units making it impossible to move while damaging actually decreasing the amount of time your units last ., protoss units have shield so they can storm and not just get shredded,
Team Overklocked Gaming! That man is the noblest creature may be inferred from the fact that no other creature has contested this claim. - G.C. Lichtenberg
OkStyX
Profile Blog Joined October 2011
Canada1199 Posts
December 20 2012 01:50 GMT
#1147
On December 20 2012 10:34 rQvicious wrote:
Show nested quote +
On December 20 2012 10:22 ultratorr wrote:
They REALLY need to get rid of micro-limiting abilities like fungal, force field, time warp, etc. UNLESS there is a way for the opposing player to counteract them, and casting the ability requires some thought and finesse.

Ideas to counteract make micro-limiting spells:
- Slow fungal projectile to make it extremely dodgeable (since 1 fungal hit = 10 fungals hit)
- Medivac "restoration" unroots fungaled units
- Medivac with speed boost lifts units over force fields / roach burrow movement under ff (in hots this is actually better than in wol)
- Medivac with speed boost lifts units to get out of time warp (and what about Mech?)

Ideas to make micro-limiting spells require thought and finesse
- channeled ff (many variations here, eg. ff requiring energy in the same way as cloak: X to activate, while draining Y/sec)
- time warp and fungal slow affect friendly units (I don't know why most Z and P spells don't affect friendly units)



EDIT:
- Similar things can be said for "hard counters". Hard counters are not interesting because hard countering your opponent does not require finesse (though requires thought, or maybe more luck).

In general, the game should involve BOTH players trying to outplay each other, not whether one player plays well enough. Micro-limiting spells are making the game a one-player game.

Wait your telling me storm doesn't effect protoss units? if this is true that is fucking stupid. Tanks give splash.. to friendlies.

Terran has the advantage of a arsenal of ranges units being hit by your own tank splash is almost negligible if your spread out and you micro like your supposed to .
Team Overklocked Gaming! That man is the noblest creature may be inferred from the fact that no other creature has contested this claim. - G.C. Lichtenberg
FT.aCt)Sony
Profile Blog Joined June 2007
United States1047 Posts
Last Edited: 2012-12-20 02:04:56
December 20 2012 02:04 GMT
#1148
So it said 2pm pst and yet its 6pm pst and its down?

Someone needs to send Browder back to elementary school for general time telling skills.

edit:

retract that statement.
Crow!
Profile Joined September 2011
United States150 Posts
December 20 2012 02:09 GMT
#1149
How long, in game time, does it take fungal to go from the infestor out to range 10?
Sc2Null
Profile Joined April 2011
United States3754 Posts
December 20 2012 02:14 GMT
#1150
On December 20 2012 10:45 Shakattak wrote:
Show nested quote +
On December 19 2012 06:47 kaNt- wrote:
Somebody said David Kim was smart... YEAH SMART MY ASS

SC2 community have been complaining about infestors balance for over a year (of couse except al zergies). But now they rebuffed them in HotS? Reverse changes? Circle changes? wtf is going on, someone tell me please

Oh be quiet , zerg have been complaining about the infestor too, we get it in the mirror matchup tons , it takes away from muta and other play because of how good it is . Not all Zergs want the unit buffed of not changed , get god bias outta here


people started complaining about the infestor about a month after the queen got +2 range..where is this "over a year" complaining? the queen was buffed around march-april iirc
The great Spaghetti vs Screwdriver debacle of June '12" - Porcelina
Whitewing
Profile Joined October 2010
United States7483 Posts
December 20 2012 02:15 GMT
#1151
On December 20 2012 10:50 Shakattak wrote:
Show nested quote +
On December 20 2012 10:34 rQvicious wrote:
On December 20 2012 10:22 ultratorr wrote:
They REALLY need to get rid of micro-limiting abilities like fungal, force field, time warp, etc. UNLESS there is a way for the opposing player to counteract them, and casting the ability requires some thought and finesse.

Ideas to counteract make micro-limiting spells:
- Slow fungal projectile to make it extremely dodgeable (since 1 fungal hit = 10 fungals hit)
- Medivac "restoration" unroots fungaled units
- Medivac with speed boost lifts units over force fields / roach burrow movement under ff (in hots this is actually better than in wol)
- Medivac with speed boost lifts units to get out of time warp (and what about Mech?)

Ideas to make micro-limiting spells require thought and finesse
- channeled ff (many variations here, eg. ff requiring energy in the same way as cloak: X to activate, while draining Y/sec)
- time warp and fungal slow affect friendly units (I don't know why most Z and P spells don't affect friendly units)



EDIT:
- Similar things can be said for "hard counters". Hard counters are not interesting because hard countering your opponent does not require finesse (though requires thought, or maybe more luck).

In general, the game should involve BOTH players trying to outplay each other, not whether one player plays well enough. Micro-limiting spells are making the game a one-player game.

Wait your telling me storm doesn't effect protoss units? if this is true that is fucking stupid. Tanks give splash.. to friendlies.

Terran has the advantage of a arsenal of ranges units being hit by your own tank splash is almost negligible if your spread out and you micro like your supposed to .


Storm does hurt your own units. It's hilarious how often a protoss goes to storm a bio army that is kiting away, and winds up getting his own zealots for 40 damage each as they charge at the bio.

It's just not as obvious because protoss units have more health so they don't instantly go into the orange after 1 tick of a storm.
Strategy"You know I fucking hate the way you play, right?" ~SC2John
NonameAI
Profile Joined October 2012
127 Posts
December 20 2012 02:16 GMT
#1152

Many people have been complaining about the recent re-buffing of fungal growth, because even if its a projectile, it is hard to dodge, and once hit the first time, it doesnt matter because the zerg can chain. Heres an idea that doesnt make fungal unusable (like patch 9), keeps it strong, and allows for micro from the enemy, and the person using the infestors.

I think a really easy solution is to make the root and damage timer not reset/not stack at all. So a fungal lasts for 4 seconds. For instance, if you fungal, and wait two seconds, there are 2 seconds left of stun. If you fungal during those 2, you reset it to 4 seconds, and the unit has to wait another four, or get fungal again. This constant, micro-restricting phenomenon is known as "chain fungal."

What blizz should do is that if a unit is fungaled when already stunned by fungal, the new fungal should not stun at all or do damage. So if a unit has been rooted for 3 seconds, and the zerg fungals the same unit again before the first fungal is done, it would not be rooted for another 4 seconds. It would be released after the last second is over, and the chain fungal wouldve been a total waste, not rooting the unit for another 4 seconds, not damaging it either. This would allow the other player to escape after each fungal, instead of being rooted forever, since if the zerg cuts it too close, and there is 1ms left of fungal when a unit gets fungaled again, the fungal will only last for 1ms, instead of 1ms + the time it takes for the second fungal to go away, and it would penalize zergs for spamming fungal, because 2 fungals at the same time is a complete waste, becoming an indirect nerf to damage, root time, and anti-micro. so if a marine is fungled and is fungled again during the first fungal, the second fungal has no effect at all. The marine will sustain the full time of the first fungal, and the time added by the second fungal is ignored. It does nothing, unless it catches units that weren't previously fungled, fungaling only those.

So basically, a unit cannot be fungled when already fungled, and is not affected by fungal for a short amout of time after a fungal has worn off.

Another way to phrase it is to give fungal an "overkill effect," where having more than enough is not advantageous at all


This is good, because it...
-allows for micro/dodging because the zerg can no longer perfectly deny micro
-forces the zerg to micro more, and time fungals
-makes fungal a good spell, but does not ruin the game fun-wise or balance-wise
-makes massing infestors lose effect, because spamming fungal no longer is advantageous, and theres no point in having more because the zerg only needs (and is only allowed to use) a few fungals. It would be like having 10 tempests against 120 lings, overkilling one ling at a time.
-opens up other possibilities for the game because since getting 5+ infestors is useless, and allows the zerg to make different units with excess gas
-makes zvz more exciting
blade55555
Profile Blog Joined March 2009
United States17423 Posts
December 20 2012 02:16 GMT
#1153
On December 20 2012 11:14 Sc2Null wrote:
Show nested quote +
On December 20 2012 10:45 Shakattak wrote:
On December 19 2012 06:47 kaNt- wrote:
Somebody said David Kim was smart... YEAH SMART MY ASS

SC2 community have been complaining about infestors balance for over a year (of couse except al zergies). But now they rebuffed them in HotS? Reverse changes? Circle changes? wtf is going on, someone tell me please

Oh be quiet , zerg have been complaining about the infestor too, we get it in the mirror matchup tons , it takes away from muta and other play because of how good it is . Not all Zergs want the unit buffed of not changed , get god bias outta here


people started complaining about the infestor about a month after the queen got +2 range..where is this "over a year" complaining? the queen was buffed around march-april iirc


Queen was buffed between may 7'th and the 14'th.
When I think of something else, something will go here
eXeRebeLLioN
Profile Joined May 2012
Croatia12 Posts
December 20 2012 02:28 GMT
#1154
Only reason why I hate fungal is the awesome utility of the spell. It has root effect, damage component and it detects cloaked units. So you get one finger super awesome counter to almost anything. Ow yeah its also free ! :/ They should either change it to slow down units and keep the damage part, or keep the root part and remove/decrease damage.

Anyway, back to the topic
Looking at the changes in the last few patches im now certain that blizzard actually dont know whats going on in the game. They are just doing some drastic changes back and forth trying to get lucky . At least that`s how I feel at this point :/
Crawdad
Profile Joined September 2012
614 Posts
December 20 2012 02:35 GMT
#1155
On December 20 2012 11:28 eXeRebeLLioN wrote:
Only reason why I hate fungal is the awesome utility of the spell. It has root effect, damage component and it detects cloaked units. So you get one finger super awesome counter to almost anything. Ow yeah its also free ! :/ They should either change it to slow down units and keep the damage part, or keep the root part and remove/decrease damage.


Don't forget that it hits ground and air, and doesn't have friendly fire.
AceOfCakez
Profile Joined August 2012
United States72 Posts
December 20 2012 02:37 GMT
#1156
I wonder if they considered making the widowmine cost like 25 minerals and more gas just so that Terrans will have a gas dump unit.
http://strangersarefriendswaitingtohappen.blogspot.com/
mongoose22
Profile Joined July 2012
174 Posts
Last Edited: 2012-12-20 02:51:06
December 20 2012 02:47 GMT
#1157
My guess is that the range is going to get reverted, either to the original 9 or the recent 8, but the speed remains, which is the main buff to make it easier to hit things with the fungal. Also, the Widow Mine IMO is still not done; with the damage nerf I predict its recharge time will be shortened to compensate. The Medivac move to the beacon looks reasonable and will stay. Mech still needs some major love; the new Thor cannon is mediocre, and the charge-on-demand Void Rays eat anything armored alive. I'd figure their armor bonus on charge will be reduced, and I'm hoping the Viking gets that one point of starting armor it deserves as an armored unit (with no armor, though to be fair that also describes the Void Ray).
Whitewing
Profile Joined October 2010
United States7483 Posts
Last Edited: 2012-12-20 02:49:44
December 20 2012 02:48 GMT
#1158
On December 20 2012 11:16 NonameAI wrote:

Many people have been complaining about the recent re-buffing of fungal growth, because even if its a projectile, it is hard to dodge, and once hit the first time, it doesnt matter because the zerg can chain. Heres an idea that doesnt make fungal unusable (like patch 9), keeps it strong, and allows for micro from the enemy, and the person using the infestors.

I think a really easy solution is to make the root and damage timer not reset/not stack at all. So a fungal lasts for 4 seconds. For instance, if you fungal, and wait two seconds, there are 2 seconds left of stun. If you fungal during those 2, you reset it to 4 seconds, and the unit has to wait another four, or get fungal again. This constant, micro-restricting phenomenon is known as "chain fungal."

What blizz should do is that if a unit is fungaled when already stunned by fungal, the new fungal should not stun at all or do damage. So if a unit has been rooted for 3 seconds, and the zerg fungals the same unit again before the first fungal is done, it would not be rooted for another 4 seconds. It would be released after the last second is over, and the chain fungal wouldve been a total waste, not rooting the unit for another 4 seconds, not damaging it either. This would allow the other player to escape after each fungal, instead of being rooted forever, since if the zerg cuts it too close, and there is 1ms left of fungal when a unit gets fungaled again, the fungal will only last for 1ms, instead of 1ms + the time it takes for the second fungal to go away, and it would penalize zergs for spamming fungal, because 2 fungals at the same time is a complete waste, becoming an indirect nerf to damage, root time, and anti-micro. so if a marine is fungled and is fungled again during the first fungal, the second fungal has no effect at all. The marine will sustain the full time of the first fungal, and the time added by the second fungal is ignored. It does nothing, unless it catches units that weren't previously fungled, fungaling only those.

So basically, a unit cannot be fungled when already fungled, and is not affected by fungal for a short amout of time after a fungal has worn off.

Another way to phrase it is to give fungal an "overkill effect," where having more than enough is not advantageous at all


This is good, because it...
-allows for micro/dodging because the zerg can no longer perfectly deny micro
-forces the zerg to micro more, and time fungals
-makes fungal a good spell, but does not ruin the game fun-wise or balance-wise
-makes massing infestors lose effect, because spamming fungal no longer is advantageous, and theres no point in having more because the zerg only needs (and is only allowed to use) a few fungals. It would be like having 10 tempests against 120 lings, overkilling one ling at a time.
-opens up other possibilities for the game because since getting 5+ infestors is useless, and allows the zerg to make different units with excess gas
-makes zvz more exciting


This doesn't really matter unless you go back to the slow projectile, because the current one is too fast to be dodgable. You'd just wait until it ends, the units would move half an inch, and then get hit again.

Instead of spamming fungal on everything, you'd be playing whack-a-mole. Yeah it's slightly more challenging than not having to pay attention at all, but it's not hard.
Strategy"You know I fucking hate the way you play, right?" ~SC2John
oogieogie
Profile Joined June 2011
United States3657 Posts
December 20 2012 02:56 GMT
#1159
I really do wish forcefield and fungal were removed and then P/Z get balanced accordingly. I hate how depend FFs are, and when a P does a immortal sentry all in you have to expect them to screw up. I also hate fungal how you have to split vs it which is good, but these "great fungals" happen all the time that do amazing damage.
Von
Profile Joined May 2009
United States363 Posts
December 20 2012 04:03 GMT
#1160
On December 20 2012 09:00 WeaponX.7 wrote:
I predict the next balance update will be as follows:

Beta Balance Update #11

Hello everyone,

After testing these changes internally for a whole day and a half over the course of 5 or so games we have decided that the infestor changes are not quite drastic enough. Zerg players have been having trouble winning games with only infestors, and have been forced to make other units; something we believe is very problematic. We are going to put forward the following changes and look forward to your feedback.

Zerg:
Fungal growth range increased to 15
Projectile speed is now 50

Now just to clarify siege tanks already have 13 range and its not that far. Also 50 speed is not that fast for a spell.

Terran:
Bunker build time increased by 5 seconds
Terran removed from the game


lol

Thread winner imo.


If its not fun I dont want it.
Prev 1 56 57 58 59 60 92 Next
Please log in or register to reply.
Live Events Refresh
HomeStory Cup
11:00
XXVII: Day 1
TaKeTV 3521
ComeBackTV 985
IndyStarCraft 487
CranKy Ducklings304
3DClanTV 116
Liquipedia
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
IndyStarCraft 487
mouzHeroMarine 225
UpATreeSC 81
ProTech71
MindelVK 38
StarCraft: Brood War
Britney 28028
Calm 2522
Rain 1872
Horang2 707
Aegong 23
yabsab 16
LancerX 5
Dota 2
capcasts155
League of Legends
Grubby2213
JimRising 254
Counter-Strike
summit1g5178
flusha421
Super Smash Bros
Mew2King149
Heroes of the Storm
Liquid`Hasu433
Khaldor202
Other Games
fl0m1320
FrodaN792
Beastyqt714
KnowMe324
QueenE62
Trikslyr52
ZombieGrub18
Organizations
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 19 non-featured ]
StarCraft 2
• intothetv
• sooper7s
• Migwel
• LaughNgamezSOOP
• IndyKCrew
• AfreecaTV YouTube
• Kozan
StarCraft: Brood War
• blackmanpl 29
• 80smullet 18
• STPLYoutube
• ZZZeroYoutube
• BSLYoutube
Dota 2
• WagamamaTV792
League of Legends
• Jankos2499
• Doublelift1606
• TFBlade1281
Other Games
• imaqtpie810
• Scarra554
• Shiphtur359
Upcoming Events
HomeStory Cup
15h 42m
CSO Cup
20h 42m
BSL: ProLeague
22h 42m
SOOP
1d 13h
SHIN vs ByuN
HomeStory Cup
1d 16h
BSL: ProLeague
1d 22h
Replay Cast
3 days
Replay Cast
3 days
WardiTV European League
3 days
The PondCast
4 days
[ Show More ]
RSL Revival
5 days
WardiTV European League
5 days
RSL Revival
6 days
Liquipedia Results

Completed

Rose Open S1
2025 GSL S2
Heroes 10 EU

Ongoing

JPL Season 2
BSL 2v2 Season 3
BSL Season 20
Acropolis #3
KCM Race Survival 2025 Season 2
CSL 17: 2025 SUMMER
Copa Latinoamericana 4
Championship of Russia 2025
RSL Revival: Season 1
HSC XXVII
Murky Cup #2
BLAST.tv Austin Major 2025
ESL Impact League Season 7
IEM Dallas 2025
PGL Astana 2025
Asian Champions League '25
BLAST Rivals Spring 2025
MESA Nomadic Masters
CCT Season 2 Global Finals
IEM Melbourne 2025
YaLLa Compass Qatar 2025

Upcoming

CSLPRO Last Chance 2025
CSLPRO Chat StarLAN 3
K-Championship
uThermal 2v2 Main Event
SEL Season 2 Championship
FEL Cracov 2025
Esports World Cup 2025
FISSURE Playground #2
BLAST Open Fall 2025
BLAST Open Fall Qual
Esports World Cup 2025
BLAST Bounty Fall 2025
BLAST Bounty Fall Qual
IEM Cologne 2025
FISSURE Playground #1
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2025 TLnet. All Rights Reserved.