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Another Neural Parasite Change. - Page 2

Forum Index > SC2 General
Post a Reply
Prev 1 2 3 4 5 57 58 59 Next
Buubble
Profile Joined January 2009
United States191 Posts
September 15 2011 18:48 GMT
#21
Yeah thanks for pointing out the change, I actually missed that part. Not so bad now
R0YAL
Profile Blog Joined September 2009
United States1768 Posts
September 15 2011 18:49 GMT
#22
Better course of action. But wheres the "FG now slows units instead of eliminating all micro entirely" change?
Absence of evidence is not evidence of absence.
VassiliZaytsev
Profile Joined July 2010
Canada45 Posts
Last Edited: 2011-09-15 18:49:21
September 15 2011 18:49 GMT
#23
oops nvm
Big Mac
Shalaiyn
Profile Joined October 2010
Netherlands2735 Posts
September 15 2011 18:49 GMT
#24
So now you can't even nab immortals or siege tanks, fantastic.
tofubeans
Profile Joined January 2011
United States794 Posts
September 15 2011 18:49 GMT
#25
i play P and i think NP should stay range 9. 7 is just silly
Mrvoodoochild1
Profile Joined June 2011
United States1439 Posts
September 15 2011 18:50 GMT
#26
On September 16 2011 03:49 Shalaiyn wrote:
So now you can't even nab immortals or siege tanks, fantastic.

Immortals have 6 range, the new NP has 7 range. How can you not NP an immortal?
"let your freak flag fly"
Debarbie
Profile Joined May 2009
Sweden204 Posts
September 15 2011 18:50 GMT
#27
much better change, but still don't think its needed
DystopiaX
Profile Joined October 2010
United States16236 Posts
September 15 2011 18:51 GMT
#28
Not completely worthless now, but still nerfed too much IMO, don't really think that the NP change was needed.
lunchrush
Profile Joined March 2011
United States138 Posts
September 15 2011 18:51 GMT
#29
SO glad you can still NP massive units. This just means using the ability will be a lot riskier, and good micro can counter it. I say it's a good change, and a MUCH better change than before. Good to hear that Blizzard is listening to our feedback.
There is no order in the world around us, we must adapt ourselves to the requirements of chaos instead. -Kurt Vonnegut
babylon
Profile Blog Joined April 2011
8765 Posts
September 15 2011 18:52 GMT
#30
Sounds fair to me. Much better than their previous decision anyways, and you really should take what you can get from Blizzard.
Alejandrisha
Profile Blog Joined July 2010
United States6565 Posts
September 15 2011 18:52 GMT
#31
On September 16 2011 03:50 Mrvoodoochild1 wrote:
Show nested quote +
On September 16 2011 03:49 Shalaiyn wrote:
So now you can't even nab immortals or siege tanks, fantastic.

Immortals have 6 range, the new NP has 7 range. How can you not NP an immortal?


I think he means np'ing immortals when range colo are on the field. Good luck holding on to that immortal while colosi have 2 range over neural.. I think neural is going to have a completely different role.. if any role at all.
get rich or die mining
TL+ Member
ZAiNs
Profile Joined July 2010
United Kingdom6525 Posts
September 15 2011 18:53 GMT
#32
On September 16 2011 03:50 Mrvoodoochild1 wrote:
Show nested quote +
On September 16 2011 03:49 Shalaiyn wrote:
So now you can't even nab immortals or siege tanks, fantastic.

Immortals have 6 range, the new NP has 7 range. How can you not NP an immortal?

Hell, Colossi and the old NP both are 9 range, but people still NP Colossi...
Kimla
Profile Joined November 2010
Sweden400 Posts
September 15 2011 18:53 GMT
#33
Good change, not being able to NP massive was just dumb. but with 9 range it was kinda op.
no gg no skill
NormandyBoy
Profile Joined May 2010
France200 Posts
September 15 2011 18:53 GMT
#34
Let's not bash Blizz too easily, they're trying to fix infestors by a lateral approach : remember beta when mass sentries strat were popular and everyone asked for nerfing FF ? They nerfed sentries' DPS and mass sentries disappeared (I know 6 or 5 gates timings could be called mass sentries, but it is not a valid late-game composition).
The problem of the infestor is it's so good all-around, in any situation, in any match-up, I don't know is changing neural will be enough, but they understood quite well the infestor situation I think.
slam
Profile Joined May 2010
United States923 Posts
September 15 2011 18:54 GMT
#35
On September 16 2011 03:52 Alejandrisha wrote:
Show nested quote +
On September 16 2011 03:50 Mrvoodoochild1 wrote:
On September 16 2011 03:49 Shalaiyn wrote:
So now you can't even nab immortals or siege tanks, fantastic.

Immortals have 6 range, the new NP has 7 range. How can you not NP an immortal?


I think he means np'ing immortals when range colo are on the field. Good luck holding on to that immortal while colosi have 2 range over neural.. I think neural is going to have a completely different role.. if any role at all.

Still going to be very good against archons.
I get it.
Doodsmack
Profile Blog Joined August 2010
United States7224 Posts
September 15 2011 18:55 GMT
#36
Blizzard almost seems to respond to zerg QQ...are Terrans not QQing enough about the barracks nerf?
ZAiNs
Profile Joined July 2010
United Kingdom6525 Posts
September 15 2011 18:55 GMT
#37
We thank those of you who participated in the 1.4 PTR and appreciate your feedback regarding changes to the Infestor unit.

Funny thing is, the feedback responsible for this change hasn't been from people who played in the PTR.
ZaaaaaM
Profile Joined March 2010
Netherlands1828 Posts
September 15 2011 18:56 GMT
#38
Is this the new strategy of blizzard? Make an absolutely ridiculous change and then make it slightly less stupid so people buy it? I am disappoint.
no dude, the question
Tatari
Profile Blog Joined January 2011
United States1179 Posts
September 15 2011 18:56 GMT
#39
Eh, I guess this is better than the originally proposed nerf. Still doesn't change what I dislike so much about the Infestor.

Still wtb "Fungal no longer snares massive units" :'/
A fed jungler is no longer a jungler, but a terrorist.
achilless
Profile Joined July 2011
41 Posts
September 15 2011 18:56 GMT
#40
hmm its not final guys sc2 is still ongoing in terms of development whatever changes happen its just part of the game development
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