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Beta Balance Update #10 - Page 8

Forum Index > StarCraft 2 HotS
1835 CommentsPost a Reply
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DzIcetea
Profile Joined November 2011
France3 Posts
December 18 2012 22:02 GMT
#141
"-1 rang because fungal is too strong"

2 weeks later..... ok fungal is bad + 2 range

Can someone explain to me, I m just too dumb to understand ^^
ReachTheSky
Profile Joined April 2010
United States3294 Posts
December 18 2012 22:02 GMT
#142
That range 10 fungal rofl. Seems pretty good.
TL+ Member
EliteSK
Profile Joined April 2010
Korea (South)251 Posts
December 18 2012 22:02 GMT
#143
so....vikings range 9. fungal range 10... how do I snipe/emp infestors that basically don't need to be even close to a fight to fungal... Fungal becoming a total siege/artillery spell better than 13 range tanks...

Do infestors even have 10 vision?
knOxStarcraft
Profile Joined March 2012
Canada422 Posts
December 18 2012 22:02 GMT
#144
On December 19 2012 07:00 KrazyTrumpet wrote:
Show nested quote +
On December 19 2012 06:57 knOxStarcraft wrote:
On December 19 2012 06:54 KrazyTrumpet wrote:
On December 19 2012 06:50 knOxStarcraft wrote:
Omg you people, I posted this earlier but I'll say again - fungal is still a projectile and INFESTED TERRANS STILL SUCK. They didn't buff infestors to where they were before, they just made them a viable option, which is good considering how strong bio is now. It also starts to fix the muta only play in zvz. As for broodlord infestor now; in zvp roach hydra viper seems like a better composition from the mid to late game anyways and toss has tempest now which counters broodlords, not to mention carriers are amazing now. In zvt, the medivac buffs will allow for better multiprong attacking (MMA and Polt omgggggg) against broodlord infestor, and when going mech there will already be a buff to air armor so thor/air combos will be very good I think.


Fungal still fucking freezes units. I will not be happy with the infestor, ever, until this changes.

Infested Terrans are now exactly where they should be. Tank shot fodder, and good economy harass. They should never have been "mass infestors and spawn free army anywhere you feel like"

Good for you... I'm saying why this happened and giving reasons why you shouldn't be freaking out about the change, unless you're just mad about how the spell works and not about the balance of it.


I have never been happy about the spell works, and every time I see Blizzard is changing fungal, I get let down when it's not a change to the freeze. Every other change is 100% pointless until that is addressed.

I don't even really know what to say to this... so infestors are completely imbalanced in your eyes until fungal isn't a freeze? lol
Oukka
Profile Blog Joined September 2012
Finland1683 Posts
December 18 2012 22:03 GMT
#145
On December 19 2012 06:41 droken wrote:
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. : /


There is not only delay in dodging the fungal, but also in launching it. Your average ladder Joe cannot time his fungals so that they'd hit the moving units as he wants, either he'll be late and miss the front row or he'll evaluate the unit movement speed wrong and hit too far ahead of the enemy units. The point is that fungal is not instantaneous for the caster either. I could see a problem somewhere in masters, where maybe the APM doesn't quite allow to dodge the projectile and simultaneously the players (especially the zerg one in this case) know their units and their speeds so that it is easier to aim fungals to place where the units will be instead of where they were.

At pro-level this means that fast splitting is now worth it when the units still have time to spread out. This rewards micro for both sides as it should. Now casters yelling "beautiful fungals!" should mean that zerg player has been able to evaluate the pathings and still send the fungal in time. Way better than it used to be, "beautiful fungals!" meant just that zerg has gotten their infestors ready.
I play children's card games and watch a lot of dota, CS and HS
Advantageous
Profile Blog Joined May 2012
China1350 Posts
December 18 2012 22:03 GMT
#146
WOW Wtf blizzard. why buff fungal so much... 10 range? Cmon David Kim... put it back to 8 like how everyone likes it and take away the stupid root effect...and i concur with rest of the guys who are going "wtf why nerf blink".
"Because I am BossToss" -MC ヽ༼ຈل͜ຈ༽ノ raise your dongers ヽ༼ຈل͜ຈ༽ノ I'm sure that all of my fellow class mates viewed me as the Adonis of the Class of 2015 already. -Xenocider, EG, ieF 2013 Champion.
blade55555
Profile Blog Joined March 2009
United States17423 Posts
December 18 2012 22:03 GMT
#147
... This patch is dumb.

Infestor buff? Why. Why do you buff the infestor!? 10 range? 15 speed instead of 10 (idk how much of a difference that will be). Seriously blizzard you guys were doing so good until this patch...

Widow mine nerf? The attack nerf is dumb if they are to strong vs units like banshees REMOVE THEIR AA and make them 1 supply to compensate for that removal, then there is a more direct counter to mines anyway so 1 supply shouldn't be that big of a deal.

Blink nerf was random though lol.
When I think of something else, something will go here
Prog455
Profile Joined April 2012
Denmark970 Posts
December 18 2012 22:03 GMT
#148
On December 19 2012 07:02 EliteSK wrote:
so....vikings range 9. fungal range 10... how do I snipe/emp infestors that basically don't need to be even close to a fight to fungal... Fungal becoming a total siege/artillery spell better than 13 range tanks...

Do infestors even have 10 vision?


It has 10 sight range
http://wiki.teamliquid.net/starcraft2/Infestor
KrazyTrumpet
Profile Joined April 2010
United States2520 Posts
December 18 2012 22:03 GMT
#149
On December 19 2012 07:02 knOxStarcraft wrote:
Show nested quote +
On December 19 2012 07:00 KrazyTrumpet wrote:
On December 19 2012 06:57 knOxStarcraft wrote:
On December 19 2012 06:54 KrazyTrumpet wrote:
On December 19 2012 06:50 knOxStarcraft wrote:
Omg you people, I posted this earlier but I'll say again - fungal is still a projectile and INFESTED TERRANS STILL SUCK. They didn't buff infestors to where they were before, they just made them a viable option, which is good considering how strong bio is now. It also starts to fix the muta only play in zvz. As for broodlord infestor now; in zvp roach hydra viper seems like a better composition from the mid to late game anyways and toss has tempest now which counters broodlords, not to mention carriers are amazing now. In zvt, the medivac buffs will allow for better multiprong attacking (MMA and Polt omgggggg) against broodlord infestor, and when going mech there will already be a buff to air armor so thor/air combos will be very good I think.


Fungal still fucking freezes units. I will not be happy with the infestor, ever, until this changes.

Infested Terrans are now exactly where they should be. Tank shot fodder, and good economy harass. They should never have been "mass infestors and spawn free army anywhere you feel like"

Good for you... I'm saying why this happened and giving reasons why you shouldn't be freaking out about the change, unless you're just mad about how the spell works and not about the balance of it.


I have never been happy about the spell works, and every time I see Blizzard is changing fungal, I get let down when it's not a change to the freeze. Every other change is 100% pointless until that is addressed.

I don't even really know what to say to this... so infestors are completely imbalanced in your eyes until fungal isn't a freeze? lol


The freezing of units is BY FAR the biggest issue, and the biggest complaint about fungal. Have you been living under a rock for the past 6+ months?
www.twitch.tv/krazy Best Stream Quality NA @KClarkSC2
Dodgin
Profile Blog Joined July 2011
Canada39254 Posts
December 18 2012 22:03 GMT
#150
Why are they nerfing Blink? I don't get it =/
Thezzy
Profile Joined October 2010
Netherlands2117 Posts
December 18 2012 22:04 GMT
#151
This is just weird.
First claim that Fungal Growth will be dealt with only to buff it beyond WoL by giving it more range.
Vikings and Ghosts are just going to get hit even easier now.
Playing Terran is like flying down a MULE drop in a marine suit, firing a Gauss Rifle
MrMatt
Profile Joined August 2010
Canada225 Posts
December 18 2012 22:04 GMT
#152
maybe they are bracketing with fungal? the last patch made noone use them so now they will make them OP to see so people deal with the projectile then they can play around with other things. I donno. Whoever wrote that it seems to all stem from the widowmine is my thinking too.

I hope they can find a place for infestors to be used as a support unit where zerg would have maybe a few but not 1 million like in wings. Seems like they are pretty deadset on not trying a slow though so maybe the projectile will help.
Prome7heus
Profile Joined June 2012
7 Posts
December 18 2012 22:04 GMT
#153
I don't like the fungal buff in the slightest! Fungal was too strong before at 9 range, with 10 its even worse than ever. So what it's a projectile? The speed of the fungal is quick enough to make that not matter all too much. I never got why it had to be a projectile with the range nerf either. Why not just keep it at 8 and make it instant cast? That seems a much more logical step towards balance, rather than radical nonsense like this.

The other changes are fine, though I think the blink nerf is a bit heavy handed.
kollin
Profile Blog Joined March 2011
United Kingdom8380 Posts
December 18 2012 22:04 GMT
#154
On December 19 2012 07:00 iEchoic wrote:
I'm really confused as to why David Kim won't let go of fungal growth. Nobody likes it, it's not fun to use, not fun to play against, not fun to watch. The spell is poorly designed, and despite community consensus that the ability sucks, we're going to give it 10 range and make it move 50% faster? Why can't we let this awful spell die or get re-designed?


The current blizzard seem to have a problem where they cling desperately to everything in their game. They don't want to admit they're wrong and the community is right, ever. Think how ridiculously long some fucking stupid things have been in the game. Think of the awful maps still in the ladder map pool. It's actually really, really hurting their game.
marcjpb
Profile Joined September 2010
Canada64 Posts
December 18 2012 22:05 GMT
#155

I like how people freak out and QQ and say stuff like : I know its beta but its in is last stage, so should be balance. WoL wasnt even balance at launch, yet you expect an expansion pack most pro dont spend time on to be balance few months before release ? In what eutopia do you live.

Blizzard doing change like this to promote a certain composition and they do it more drastically because its a beta. People need to chill out, play game and check what are the actual impact.

And you know what else grinds my gears? You America! Fuck you! - Peter Griffin
kollin
Profile Blog Joined March 2011
United Kingdom8380 Posts
December 18 2012 22:05 GMT
#156
On December 19 2012 07:04 MrMatt wrote:
maybe they are bracketing with fungal? the last patch made noone use them so now they will make them OP to see so people deal with the projectile then they can play around with other things. I donno. Whoever wrote that it seems to all stem from the widowmine is my thinking too.

I hope they can find a place for infestors to be used as a support unit where zerg would have maybe a few but not 1 million like in wings. Seems like they are pretty deadset on not trying a slow though so maybe the projectile will help.


The trouble being that now the projectile is so fast you can't avoid it, unless you have the most godly reaction times anyone has seen in this world. Oh and it also has 10 range now...
Vortun
Profile Joined May 2012
42 Posts
December 18 2012 22:06 GMT
#157
Let's just hope they come to their senses and re-nerf fungal again before release. I was looking forward to not having to make infestors ever again. It's a terribly designed unit in every sense, it's boring to use, boring to watch and so essential you cannot play lategame without it no matter matchup unless you feel like playing from a huge disadvantage.
sjperera
Profile Blog Joined April 2011
Canada349 Posts
December 18 2012 22:07 GMT
#158
I'm sorry Blink rush? seriously? Why is Blizzard actually trying to destroy a unit that is already fragile and requires good micro to use effective in a few specific situations...
Stormbringer!!!
Jacmert
Profile Blog Joined October 2011
Canada1709 Posts
December 18 2012 22:07 GMT
#159
On December 19 2012 07:01 Prog455 wrote:
Show nested quote +
On December 19 2012 06:55 Hider wrote:
On December 19 2012 06:53 HollowLord wrote:
On December 19 2012 06:49 ref4 wrote:Maybe they should revert the mutas back to their WoL self.


Don't even joke about that.


Its actually funny. Becuase they didn't want widow mines to be too similar to mines in BW they make them hit air --> unforutnately that has some uintended consequences as it makes mutas too weak --> they chose to buff mutas --> unintended consequences as mutas now dominate zvz --> they buff the infestor --> soon to be unintended consequence as the infestor gets too strong again.

God I am so tired of the incompetency of Blizzard right now. They could just have chosen to remove widow mine AA and buff it vs ground.


I honestly doubt that it is every going to change. Spells such as Force Fields and Fungal Growth is making it so god damn hard to balance the game, because these two spells have been designed so poorly that they are either mind blowingly OP, or alternatively as crappy as Fungal Growth is right now (Update #9)

At least with Forcefields, you still have options against them. You can try and bait them out, or maintain a decent position in an open area, or if you're Terran you can emergency pickup away or if you're Protoss, you can potentially blink your stalkers out. Or crush them with massive units (archons, colossus, ultras, thors).

Really, with forcefields, you rarely see an ACTUAL lock-in (i.e. units are trapped) with forcefields unless it's on a ramp. And when a player DOES manage to get a full lock in on a semi-open or completely open area, it's very exciting to watch as a spectator (because it's so hard and rare).

With fungals, it's auto-freeze. And it's frustrating either way - if the fungal isn't enough to swing the battle in the Zerg's favor, then it's frustrating to see the units frozen for a bit, and then continue on as the opposing army crushes the Zerg. Imagine watching the Zerg you're cheering on get some emergency fungals off, but the medivacs just heal away or the other Protoss units just walk around their frozen comrades and continue the push.

And if the fungal IS enough to break the opposing army, it's frustrating, too, because you see their army just frozen in place, and there's nothing they can do about it as their units slowly lose HP.

I am sick of fungal, whether it's helping the player I'm cheering for or hurting that player. It's now an annoying mechanic to me.

Also, that was a pretty sick pun (oops, I did it again)
Plat Support Main #believe
logikly
Profile Joined February 2009
United States329 Posts
December 18 2012 22:07 GMT
#160
maybe this patch will mix up the SH viper hydra queen play a bit. Still wondering about the infestor play though.
함은정,류화영,남규리
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