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Beta Balance Update #10 - Page 59

Forum Index > StarCraft 2 HotS
1835 CommentsPost a Reply
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IcED Bk
Profile Joined December 2012
Canada245 Posts
December 20 2012 05:41 GMT
#1161
Nooooo blink was nerfed.. lameee but its understandable since now the need for an early observer is unneeded
Advanced Dota 2 player and HoTs Diamond player and HS Player (almost legend ;P)
NEEDZMOAR
Profile Blog Joined December 2011
Sweden1277 Posts
Last Edited: 2012-12-20 10:03:13
December 20 2012 05:46 GMT
#1162
If people think infestors were good enough after the previous patch, they are really REALLY clueless..

Im just saying; Thors shouldnt be able to dodge fungals :F
Infernal_dream
Profile Joined September 2011
United States2359 Posts
December 20 2012 05:57 GMT
#1163
On December 20 2012 14:46 NEEDZMOAR wrote:
If people think infestors were good enough after the previous patch, they are really REALLY clueless..


They were. They didn't exist. It's a good thing. Forcefield wouldn't exist in a well balanced sc2 game either.
Whitewing
Profile Joined October 2010
United States7483 Posts
December 20 2012 06:07 GMT
#1164
On December 20 2012 14:46 NEEDZMOAR wrote:
If people think infestors were good enough after the previous patch, they are really REALLY clueless..


People had 2 weeks to learn to use them. If after 2 months after release there weren't any zergs who had a fucking clue how to make use of them and zergs were losing everything I'd understand it.

So fungal was either a skill you used at close range to trap retreating units or something you cast during battles....

I don't see the problem. Fungal should be hard to cast because once it's out, you can chain it.

This new fungal is undodgeable and has too long a range.
Strategy"You know I fucking hate the way you play, right?" ~SC2John
larse
Profile Blog Joined March 2012
1611 Posts
Last Edited: 2012-12-20 06:12:17
December 20 2012 06:11 GMT
#1165
On December 20 2012 14:46 NEEDZMOAR wrote:
If people think infestors were good enough after the previous patch, they are really REALLY clueless..


You have no clue how ridiculous this buffed fungal is. It's almost as fast as instant and the range is more powerful than WOL fungal in many many situations (For example, against ground-supported viking).
Bagi
Profile Joined August 2010
Germany6799 Posts
December 20 2012 06:12 GMT
#1166
On December 20 2012 14:46 NEEDZMOAR wrote:
If people think infestors were good enough after the previous patch, they are really REALLY clueless..

I dunno, about as clueless as those who think this change is fine and massing infestors is what zerg should be doing.

It's ridiculous, we were going towards new styles and now every TvZ is mass infestor into ultras or BLs again. Why was this necessary?
blade55555
Profile Blog Joined March 2009
United States17423 Posts
December 20 2012 06:17 GMT
#1167
On December 20 2012 15:12 Bagi wrote:
Show nested quote +
On December 20 2012 14:46 NEEDZMOAR wrote:
If people think infestors were good enough after the previous patch, they are really REALLY clueless..

I dunno, about as clueless as those who think this change is fine and massing infestors is what zerg should be doing.

It's ridiculous, we were going towards new styles and now every TvZ is mass infestor into ultras or BLs again. Why was this necessary?


Yeah who knows hopefully blizzard reverts this change or something soon... If they don't within the next week I lose all faith in blizzard.
When I think of something else, something will go here
Sc2Null
Profile Joined April 2011
United States3754 Posts
December 20 2012 06:17 GMT
#1168
Why do people make assumptions about how the game will be played before they even play it. The projectile on the infestor is just a stupid idea as it doesn't fit with the other instant cast spellcasters (templar and ghost), i'm pretty sure once hots comes out people will start complaining about mass swarmhost and "nerf too strong"..its a common occurence in the sc2 community; complain first, play later.
The great Spaghetti vs Screwdriver debacle of June '12" - Porcelina
larse
Profile Blog Joined March 2012
1611 Posts
Last Edited: 2012-12-20 06:27:29
December 20 2012 06:22 GMT
#1169
To those how say the buffed fungal is fine. Here is the range-10 fungal in action.

Rabiator
Profile Joined March 2010
Germany3948 Posts
Last Edited: 2012-12-20 06:37:41
December 20 2012 06:32 GMT
#1170
On December 20 2012 05:49 Big J wrote:
Show nested quote +
On December 20 2012 05:40 Wen_Jie wrote:
On December 20 2012 05:31 Big J wrote:
On December 20 2012 05:23 Wen_Jie wrote:
On December 20 2012 05:14 Big J wrote:
On December 20 2012 05:09 Wen_Jie wrote:
On December 20 2012 05:02 Big J wrote:
On December 20 2012 04:52 awesomoecalypse wrote:
On December 20 2012 04:47 Big J wrote:
On December 20 2012 04:37 awesomoecalypse wrote:
[quote]

I disagree. Making the projectile dodgable tests at least one player's skill. It turns Fungal from an ability which makes countermicro impossible into an ability which heavily incentivizes countermicro. Like Marines vs. Banelings, it brings in higher potential for "wow" moments--and just like with banelings, fungal being dodgable ensures you never want to be relying solely on fungal, but rather using it to support other compositions. Banelings are one-sided too--perfect marine micro is not something pure banelings can counter with any amount of good control. That doesn't mean we should alter the cool marine-baneling dynamic into one where random chance decides what happens.

Random crapshoot determining whether the opponent's army is rendered utterly incapable of micro is not a good thing.,


It just means that it is useless in highlevel play. I cannot see someone like MKP, Life or Parting ever getting hit by a projectile that is designed to be dodgeable. Hence, the ability won't get used for such purposes.

"Random crapshoot" at least means that it is going to be useful. It also means that you can just walk away from a unit with such a power upon seeing them, like you do with Tanklines. And I haven't heard that tanklines are badly designed.



Banelings are dodgable. Storms are dodgable, if not in their entirety, than to an extent that vastly reduces their damage output. Both are still used consistently in even pro level matches. The reality is, positioning is important. An ability that is powerful if it hits, but dodgable, still has an important use in forcing your opponent out of position, and in punishing them if they insist on trying to hold their current one. It is also true that even for pros, once army sizes get large enough, simultaneously perfectly controlling every unit becomes impossible--more banelings land, and more storms hit, as players have more and more to control. The same would be true of Fungal, with the additional change that once one Fungal hits, they all hit, since you can chain fungal.

The idea that the previous iteration of Fungal would never be used in pro matches is absurd. What is true, is that it would not be the core backbone of the Zerg army upon which everything else relies--but that is imo very much a feature, not a bug.


No. Neither of them are completly dodgeable. You can mitigate their damage, hence let banelings explode on fewer units, storms go off on fewer units on less duration. But when they go off they will do damage to something.

I'm also not talking about whether this speed change is good or not. That's something only GSL/Proleague etc can show us. I'm against the notion that everything should be dodgeable. Out of all the ways to do damage in SC2, there are like 2 that are completly dodgeable (HSM, Yamato... and only very fast units can do that). All the other splash abilities (including any form of fungal) can be mitigated by preemtive spreading, and in the case of storm even reactionary. That's it. You can't spread after a tank or colossus hits you. You are prespread or not.


Fungal growth would never be *completely* dodgeable. The problem is, in the current form it's *completely* undodgeable. It might as well not be a projectile. Making it into a projectile should have put it into a middle ground where you can get some of your units out of the radius, but not completely ignore it. But right now, nothing is different. If you think this is fine, you can say it, but most people think that fungal growth in it's current form is a problem.


A lot of people were under the impression that it was too dodgeable with 10speed. With 15 speed it's still probably only like 75% of EMP speed.


I can't tell you which values are correct. That's what the beta is for. The range buff to 10 however is stupid. Probably.


At 10 speed, it's really hard to hit faster units like phoenixes or mutalisks. But if you're using it against marines, you'll still more than likely get at least half of them. The problem is that there's no way for fungal growth to be in the anti-air/anti-harass role without being so fast that it's completely undodgeable in normal battles.


And that's good. Countering small units like marines is exactly the designed purpose of fungal. I'm all for making it skilldependend to which degree, but if one player makes the strategical choice to run marines into infestors, than the Infestor player should be in the better position. Not so much if the Terran brings siege tanks (because they should be a superior choice to infestors - and hopefully are now with the IT changes)


It's not just marines, but everything. Fungal growth counters *everything* and is completely undodgeable. Winning automatically because you chose to build infestors is wrong. Having unit compositions hard-counter each other without any regard for in-battle micro or any level of skill at all is, at least in my opinion, bad.

Look at the other marine 'counter' psi-storm. Terran players can dodge *most* of the storm if they're good enough, but it's still enough to put the Protoss player in a better position. Not the case with fungal growth. Unless you're completely horrible at the game (which is usually a tenuous assumption), your fungal growths will land on everything, everything, everything.


I disagree. ITs used to be good vs Tanks and Thors and Archons and Immortals. Fungal isn't really costefficient against those. It's not even that great against some medium sized units like roaches or marauders (obviously great against stalkers, because it prevents blink). That's why you see Zergs throwing mass ITs in ZvZ. 3 ITs>1Fungal in WoL, when you fight roach/hydra. (and also that's why you see hydras in ZvZ, as once you have a good infestor count to fungal everything and spam a lot of ITs, it's more costefficient to have some hydras than more infestors; though infestors are more supplyefficient)

Also, if you get like 2 full hits of psi storms on a mostly marine based army, even the best reactions won't safe you. So no, the counter to psi storm is not dodgin them, but to build less marines and more marauders and ghosts and preventing to get hit in the first place.

Fungals are not used to kill tanks, BUT they are used to kill the Marines which guard tanks and after that Zerglings can swarm all over those tanks and eliminate them easily ... so essentially Fungal IS good against tanks ... indirectly.


On December 20 2012 04:52 Zelniq wrote:
TL;DR: IMO, Infestors are actually more fun to watch/use and versatile than some other zerg options like roach/hydra/corruptor/swarm host/broodlord
+ Show Spoiler [disagree? my thoughts] +
On December 20 2012 05:10 Zelniq wrote:
Show nested quote +
On December 20 2012 05:06 Going4Gold wrote:
IMO, Infestors are actually more fun to watch/use and versatile than some other zerg options...


Hahahahahahahahahaha! Fun to use but definately not fun to watch.SC2 Tournaments barely get 40K viewers these days.



putting aside infestor/broodlord.. is mass roach/hydra/corruptor a-move blobs more fun to watch than games involving infestors? if you think so, then you either forgot those days or weren't here I think. That's my point. it's more dull. many zvt games for example involving key infestor usage are very exciting and loved. it's not the infestor that's the problem, it's more the other issues I underlined in my post (ZvP mostly)


, and are too vital for zerg especially for anti-air to nerf to oblivion like some seem to want, and buffing other zerg units isn't some easy solution to fix that issue, because of things like the colossus, force field, etc. And actually a lot of the other zerg units like hydras that people keep asking to be buffed are I think going to make for very boring a move blob games due to their design.

Its not really the Fungal that is the problem, but rather the MASSIVE NUMBER of Infestors you can get after securing map supremacy and lots of bases with a huge economy. Then the "critical number" is reached and you basically have "unlimited" Fungals since 10++ Infestors have a really high regeneration rate of energy. Just a handful of Infestors arent that bad and risky and exciting, but once they appear in large numbers its terribly boring.

Soooo ... the logical conclusion is that the problem does NOT lie with Fungal but with the ability to get massive numbers of Infestors and we are back at one of my pet peeves ... prodcution speed boosts. Remove all of them from the game and you dont need Forcefield to protect tough Stalkers from just a few Zerglings or Roaches. Remove all of them from the game and your Siege Tank (and mech in general) will have a chance to survive an assault, because Zerg cant swarm you with "unlimited" numbers of Zerglings which cross the 13 range within one shot cycle. Remove all of them (plus the MULE) and you probably wont be swamped by dozens of Marines in the early game as Zerg. It simply adds up to "Remove all of them and critical numbers of units will be harder to reach" and "Remove all of them and the game will change into a more unit-focused game where you dont throw away your units as easily because you cant reproduce them as easily".

In such an environment with 3-4 Infestors you actually can live with Fungal Growth since the Infestors arent guaranteed an auto-win against anything they can fungal, simply because in such low numbers they will run out of energy sometimes. The game would have sooo many advantages without any production speed boosts in it that it is sad Blizzard doesnt see this.


On December 20 2012 05:59 Utukka wrote:
Anyone else feel the real problem here is that blizzard has a fear that they might have something stay the same as it was in broodwar? I don't get why game companies fear building upon foundations. It's just scrap everything we did previously and redo it all. They fear it so much that we just get rehashed versions of everything including bnet regardless of if it's better for the game or not.

They arent "afraid" ... they are in the "arrogance mode" of "we have to show that we can do it better and more flashy than they did" and thus they introduced the "mass production mode" for the units and their slick and streamlined "go as a clump in a straight line for the enemy and never ever dodge sideways" movement system. It is arrogance and unwillingness to learn from the past.


On December 20 2012 06:07 HollowLord wrote:
Show nested quote +
On December 20 2012 05:59 Utukka wrote:
Anyone else feel the real problem here is that blizzard has a fear that they might have something stay the same as it was in broodwar? I don't get why game companies fear building upon foundations. It's just scrap everything we did previously and redo it all. They fear it so much that we just get rehashed versions of everything including bnet regardless of if it's better for the game or not.


I would much prefer Blizzard made something new than just an updated Brood War. As much as I love Reavers and Lurkers do you really want to pay 100+ dollars for Brood War: Shiny Graphics Edition? If they're gonna make something new, make something new.

"Something new" is just another stupid expression which says that you are very very young and have zero experience in life. Humanitys evolution is based upon stealing an idea an improving upon it and not upon coming up with something "totally new" every time.

If you think about it there is only a limited number of characteristics for a unit and thus a limited number of possible unit types available. Due to the racial characteristics this gets narrowed down even more for each race. So please stop using this useless phrase and start thinking. Here is a starter:

There are only two ways in which damage can be dealt: instantly or over time
There are several ways in which damage can be delivered: melee, ranged-instant, ranged-missile
There are two forms of damage delivery: single-target, AoE/multi-target

I hope you see where this is going. The possibilities are LIMITED and since some of the most sensible designs were in BW (like the Goliath) their "new incarnations" are pretty bad.

On December 20 2012 07:27 summerloud wrote:
Show nested quote +
On December 20 2012 07:19 Big J wrote:
On December 20 2012 07:06 Utukka wrote:
On December 20 2012 06:07 HollowLord wrote:
On December 20 2012 05:59 Utukka wrote:
Anyone else feel the real problem here is that blizzard has a fear that they might have something stay the same as it was in broodwar? I don't get why game companies fear building upon foundations. It's just scrap everything we did previously and redo it all. They fear it so much that we just get rehashed versions of everything including bnet regardless of if it's better for the game or not.


I would much prefer Blizzard made something new than just an updated Brood War. As much as I love Reavers and Lurkers do you really want to pay 100+ dollars for Brood War: Shiny Graphics Edition? If they're gonna make something new, make something new.


I'm not saying I just wanted broodwar with shiny new graphics. Here's an example of what I mean.

Terran: Marine, add Marauder, Medic, Firebat, add reaper, tank, vulture, remove wraith(add viking/banshee), BC, dropship(add upgrade to medivac), add thor, goliath, add orbital/planetary, ghost, add raven, science vessel.

Zerg: Zergling, add baneling, add roach, hydra, lurker, add WoL queen and turn old queen into an upgrade for WoL queen that has inject/broodling/ensnare/tumor, ultra, defiler, add viper(change blinding cloud to something else), muta, devourer, guardian, scourge.

Protoss: Zealot(keep speed instead of charge), dragoon(add blink), add sentry(something besides FF), templar, archon, darkarchon, darktemplar, add MS core(change recall to something else), remove scout, add voidray, corsair(add graviton beam as an upgrade instead of disruption web?) , add tempest, carrier, arbiter, add oracle, reaver, obs, have warp gate mechanic BUT have it be tied to warpin AT NEXUS and have warp prism be an upgrade for shuttle, add immortal.

I don't know about you, but the mixture of broodwar + WoL units and the modification of a few things look far more interesting and micro intensive than what we currently have in place. There's still plenty of "fresh" new units and abilities while maintaining many of the things that made BW great. It's called building upon the foundation, you know, remove the bad, add more, and improve what's in place.

Balance of it is a whole different debate and sorry for getting slightly off topic from the beta changes.


Dustin Browder explained that extremly well in this video. (it's a really interesting watch)
The core idea behind SC2 was, to make it work without many overlaps, so that (nearly) any unit would have a very unique place. Obviously things like hellion+firebat, medivac+medic, all have the potential for a lot of overlapping.
Also on the stalker. The stalker has nearly all stats of the dragoon. But because it doesn't have trademark weird pathing and it got blink, it got renamed/remodeled to be a new unit.


stalker has same stats as dragoon? are you high?

dragoons were extremely high-hp high-power units that could take on pretty much everything

stalkers are the weakest staple unit in the game due to having to balance also being a harass/allin unit with blink

not saying i liked dragoon better, pretty much the contrary, but claiming its the same unit is just silly

Part of the "Dragoon toughness" was converted into "niftyness" in the form of Blink and Forcefield, which are necessary due to the huge masses of infantry which can be clumped up and easily kill the Stalkers. They are still tough ... for the first few minutes while the numbers are low enough and the enemy doesnt have Stimpack/Zergling speed/Concussive shell yet to chase the few Stalkers and kill them. It is a shame Blizzard doesnt acknowledge this problem in their game design, because it makes withdrawing from a fight for some shield regeneration (= micro) rather useless; nooo ... you NEED to have Blink for that.

On December 20 2012 10:48 Shakattak wrote:
Show nested quote +
On December 20 2012 10:40 ultratorr wrote:
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,

Oh I dont know ... you might want to send in your Banes via OVERLORD DROP instead (or fake that). Last I head tanks dont shoot air, but I could be wrong.

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 .

The work required is ALL put on the Terran side and nothing is required of Protoss or Zerg other than "build Infestors and learn to aim". This is terrible game design ... and "like you're supposed to" is a rather arrogant comment who disregards the people who simply play for fun.

----

tl;dr
Blizzard keeps on making stupid changes instead of looking at the WHOLE GAME for the imbalancing mechanics and changing them. If they did that most of these patches would be unnecessary.
If you cant say what you're meaning, you can never mean what you're saying.
Shield
Profile Blog Joined August 2009
Bulgaria4824 Posts
December 20 2012 06:40 GMT
#1171
On December 19 2012 06:18 Lukeeze[zR] wrote:
Fungal + bliding cloud is gonna be fun.

fungal: 1 step behind, 2 steps forward. I like how they they went from 9 to 8 only to make it 10 now. lolololol.


This. Blizzard aren't stable with changes. They just don't know what to do. I guess I'll just stick with WoL even after March.
Dodgin
Profile Blog Joined July 2011
Canada39254 Posts
December 20 2012 06:41 GMT
#1172
Well after playing since the patch Zergs seem to have realized how good the new infestors are and are building them every game again. This patch has pretty much killed my passion for playing HOTS beta. I stopped playing WOL because of Infestors being made in every game and now It's back again, except now I can choose to turtle myself and have a more effective sky protoss army. It doesn't help that most of my games are vZ, I've only played 2 PvT's out of my last 20 games.

Probably won't be laddering any more until the next balance patch.
KookyMonster
Profile Joined January 2012
United States311 Posts
December 20 2012 07:09 GMT
#1173
Glad to see the widow mine nerf. The blink nerf I didn't see coming.
Paper is Imba. Scissors is fine. -Rock
Yoshi Kirishima
Profile Blog Joined July 2009
United States10324 Posts
December 20 2012 07:21 GMT
#1174
I totally forgot, this projectile thing isn't a pure nerf, it helps in situations where their army is advancing for example, and you shoot fungals to where they're heading, so that you can shoot more safely. So it does seem like 10 range is too strong. Or maybe it's just because chain stunning something in starcraft doesn't feel right.

Instead of turning it into a slow though, maybe turn it into a purge kind of slow? where its ms is set to 0 then goes back to normal. That way, it's still sort of like a root at the start, while being unique from just a normal flat slow
Mid-master streaming MECH ONLY + commentary www.twitch.tv/yoshikirishima +++ "If all-in fails, all-in again."
PanzerElite
Profile Joined May 2012
540 Posts
December 20 2012 07:33 GMT
#1175
On December 20 2012 15:22 larse wrote:
To those how say the buffed fungal is fine. Here is the range-10 fungal in action.

http://youtu.be/w6Tdl6oMYXE?t=16m24s


Holy, if HOTS is like this on release I'm sticking to WoL.
[F_]aths
Profile Blog Joined February 2010
Germany3947 Posts
December 20 2012 07:35 GMT
#1176
On December 20 2012 15:17 blade55555 wrote:
Show nested quote +
On December 20 2012 15:12 Bagi wrote:
On December 20 2012 14:46 NEEDZMOAR wrote:
If people think infestors were good enough after the previous patch, they are really REALLY clueless..

I dunno, about as clueless as those who think this change is fine and massing infestors is what zerg should be doing.

It's ridiculous, we were going towards new styles and now every TvZ is mass infestor into ultras or BLs again. Why was this necessary?


Yeah who knows hopefully blizzard reverts this change or something soon... If they don't within the next week I lose all faith in blizzard.

Such statement by you, blade?
You don't choose to play zerg. The zerg choose you.
larse
Profile Blog Joined March 2012
1611 Posts
December 20 2012 07:41 GMT
#1177
they never revert changes.
Travin
Profile Blog Joined June 2004
Sweden672 Posts
December 20 2012 07:48 GMT
#1178
On December 20 2012 16:41 larse wrote:
they never revert changes.

Except bunker changes > <
Bagi
Profile Joined August 2010
Germany6799 Posts
December 20 2012 08:06 GMT
#1179
On December 20 2012 16:41 larse wrote:
they never revert changes.

They did revert raven speed and creep nerfs, because apparently terran was already so good.
Yoshi Kirishima
Profile Blog Joined July 2009
United States10324 Posts
December 20 2012 08:07 GMT
#1180
On December 20 2012 16:48 Travin wrote:
Show nested quote +
On December 20 2012 16:41 larse wrote:
they never revert changes.

Except bunker changes > <


and barracks

and other things like thor energy
Mid-master streaming MECH ONLY + commentary www.twitch.tv/yoshikirishima +++ "If all-in fails, all-in again."
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