Lately voices have been raised about the direction of BNet 2.0 this was a good effort that may have had an impact we are yet to see materialize. but i think its clear we've gone as far as we can with that for the moment.
lets make one thing clear: outlining the general states of units in the game is a big part of the beta test; not talking about specific stats, but more in general terms, what they can do and what they cant do: long or short range, high or low tech requirement, splash or flat damage - and probably most importantly at this point - what abilities they posses and how those work! these are things that will be hard to change after release!
TLDR: lets make it a priority to discuss what would make infestors frenzy and corruptors corruption good abilities, or what kind of abilities could replace them. - I have two suggestions.
.. so its rather obvious that some unit abilities are in really rough shape compared to others. i think it should be a clear priority for the community to keep on brainstorming about how to best solve these issues: the developers are clearly not doing too well on this end by themselves, while still just as clearly being aware of the general problems - most notably with zerg needing some spicier gameplay.
they have poked around with The infestor and corruptor; Infested terran and Contaminate (previously known as corruption) - these were OK abilities but (arguably) not good enough fits on these units, they were moved to the overseer.. that was arguably a good move.
but what replaced them?
frenzy and a new corruption. both one target abilities with very flat impacts. they are barely used, and when they are, its not to great effect. and lets be clear: these abilities couldnt become more dynamic & feel more interesting to use by simply revamping their stats. its what the abilities do and / or how they are targeted that make them icky. you know im right.
on a lesser level of concern is Thors strike cannons; its not good for much otehr than picking off key buildings or rarely target utlras - even more rarely, target colossi. is this enough?? are there any good alternatives (something far fetched 'd be to replace stun with AoE slow. but that would mess with the marauder. maybe AoE slowed atk spd?)
So lets try to focus our nerdy energies on something that might actually matter: to have a nuanced discussion on alternatives to revamp or replace these abilities - and possibly others that are deemed unfit. (i cant think of much more past far-fetched funky mothershit suggestions, which feels so out of reach by now)
i made a BNet thread on this today, including my previous suggestion to revamp frenzy and a similarly branded suggestion to revamp Corruption - to make it spread as units were killed.
My Personal perceptions of these specific abilities, and suggestions on how to "fix" them:
Corruption. its a one-target ability that increases damage taken by 20% .. i would be a fool to call that useless. but lets look closer at what supposedly makes this ability interesting to use; when do you use it? to enable you to kill an important unit more quickly. why cast it on unit A over unit B ? Unit A has more Hit points. (arguably, massive units can be more favoured too due to corrupters dmg bonus, but massive have more HP anyway!) The only alternative use is to "spam it to spend energy" ; maybe on ground targets.. You could say that youll want to target the units that are most important to kill, first but the game is fast and corrupters slow: it rarely quite works like that; your targeting doesnt feel like a choice.
This ability costs not only energy but valuable time for the player and the unit to cast; if i bother to get into a position to cast some corruption on a pack of colossi before i attack them, i might slightly misjudge and end up having several corruptors taken down by stalkers before they can get off enough shots to make that casting count in terms of damage dealt, let alone in terms of attention spent on micromanagement! .. ofcourse you can fail getting a worthwhile EMP or PSI storm off too, but those can also pay off immensely if they are used just right. - not saying corruption should be able to have that great effect, but it clearly needs more potential impact value!
... that said, im not trying to conceal the fact that there surely are situations when this ability is straightforwardly useful, but lets get something clear: situational usefulness doesn't make Corruption a worthy interesting ability - its still a bland and flat ability; at best it makes one unit 20% easier to kill - the choice of unit is clearly a no-brainer and the energy cant be otherwise used so for the most part its only a matter of time-management for the player " is this action worth it?" .... sc2 is a really tight fast game. when you spend time on micromanagement, you want to know that it can pay off in a grand way. Use of this ability cant pay off in a grand way, at least not due to crisp execution. soy ourre probably better off spending that time and attention on more careful macro or general unit-positioning.
...In my opinion though, Corruption isnt conceptually useless. it just needs some spice. i havnt spent much time actually pondering this, but just as an example, what if the corruption effect could spread between enemy units as you killed them? this would empathize micromanagement around those units for both sides; if killed while under the effect, one or a few nearby units could become corrupted in turn. This would also make it viable to cast it on smaller units, even zerglings or marines, knowing that when killed, it would make other units more vulnerable!
Frenzy its the same basic deal here really. only its even more situationally useful; Infestor energy is actually valuable. this makes the ability not good for much else than casting on ultralisks, which obviously is very restricted; the zerg clearly needs more flexibility in the potential use of their core spell-caster.
and it might encourage some irrational unit movement; bunching up units in one ctrl group before battle just to enable casting frenzy on them all. (this reminds me of the hopelessness of using healing spray effectively in battle, in warcraft 3)
what has generally been spontaneously proposed is to just make Frenzy target as an area of effect spell. this would probably make it better and feel like a more rational use of time and infestor energy in general, but i think the spell would still feel quite bland.
also i think it would be near impossible to target it in rational ways on swarming melee units when battle and / or tactical movement had already started: we wouldnt want such an AoE buffing ability to promote generic clustering of allied units for the mere purpose of getting as many of them frenzied in one casting as possible! (think of the hoplesness of using healingspray in wc3; it brings this unwelcome gimmick "if i just cluster my units here i can use the ability 100% effectively" which has practically nothing to do with tactical spacing towards your opponent)
Like Corruption, Frenzy isnt bad as a general concept for an ability. I think we should all consider the idea behind it; though feeling like its plastered on to fix something, it does potentially fix something significant; NP & Thor canons are potentially quite nice abilities that has some sort of fit in the state of the game, but as it was, the very threat of them ever coming into play made ultralisks a very bold choice in these matchups.
... so how about we just change some of the abilities inner workings:
instead of making the ability standard friendly-buffing AoE, what if we made it spread when the frenzied unit ("the frenzee") participated in killing an enemy unit?
the effect shouldnt spread too aggressively, maybe not AoE but to at most2-3 nearby allied units per enemy killed?
what about AoE attacks that kill more than one unit in a hit? should this multiply the spread? maybe not. maybe there could be a cooldown of one second or something on the spread-effect. i dont know.
Finally, its debatable to what extent the timer of the spell should be able to get renewed by further unit-by unit spread; this would most likely require a significant cut of duration, which in turn would make frenzy necessary to cast "in battle"
... to paint a picture of one of many possible directions this suggestion can go:
When a unit is frenzied, it will spread the frenzy to 2 nearby units any time it participates in killing a unit (if attacked unit dies within 1 second?)
the spread frenzy inherits the remaining duration on the initial frenzee.
This rewards focus-fire micromanagement in that such attention maximizes the utility you can get out each frenzy cast. However, even without that attention the effect will still spread, especially if you compensate with more castings of frenzy.
with duration begin inherited, it still retains that predictable factor of when it wears off, for you and your enemy. this keeps things rational and can have tactical implications.
You can cast it on one or two units in a pack of mutas just as they fly in to harass a worker line. Depending on how many castings you use, and if you target fire initially, it will take more or less kills (=time) for the effect to spread to all of the mutalisks in the pack.
if you rank up enough kills fast enough, you will have the effect spread through the pack giving +25% damage which can be very deadly, and even make the enemy hesitate about engaging the pack before the effect wears off (the duration isnt affected, so he/she can estimate when it wears off by estimating when you cast it)
Maybe you can even extend the power of such aggression by recasting the frenzy with perfect timing; retaining a position when you use the last of the damage boost on the pack to rank up even more kills, - which sets up for spreading the recast frenzy more easily (maybe more recently cast frenzy can allow "rewrite"; spreading to already frenzied units to increase the remaining duration on them)
... remember, these suggestions aim to make the abilities interesting, not to make them "more effective" ; the sheer potnetial effectivness is tweaked by stats; maybe 25% damge boost is too high with such spread; mabe the durations are too high.. but thats easiyl adjustable. the core mechanics of the abilities are not easily adjustable after release
If there is interest and it would help in illustrating my suggestions, i think i'd be able to make a custom map featuring the changed abilities, that people could try using "test map" in their own editors.