• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 03:50
CEST 09:50
KST 16:50
  • 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
[ASL21] Ro16 Preview Pt2: All Star10Team Liquid Map Contest #22 - The Finalists16[ASL21] Ro16 Preview Pt1: Fresh Flow9[ASL21] Ro24 Preview Pt2: News Flash10[ASL21] Ro24 Preview Pt1: New Chaos0
Community News
2026 GSL Season 1 Qualifiers13Maestros of the Game 2 announced72026 GSL Tour plans announced14Weekly Cups (April 6-12): herO doubles, "Villains" prevail1MaNa leaves Team Liquid24
StarCraft 2
General
Maestros of the Game 2 announced Team Liquid Map Contest #22 - The Finalists MaNa leaves Team Liquid 2026 GSL Tour plans announced Blizzard Classic Cup @ BlizzCon 2026 - $100k prize pool
Tourneys
2026 GSL Season 1 Qualifiers GSL CK: More events planned pending crowdfunding RSL Revival: Season 5 - Qualifiers and Main Event Sparkling Tuna Cup - Weekly Open Tournament Master Swan Open (Global Bronze-Master 2)
Strategy
Custom Maps
[D]RTS in all its shapes and glory <3 [A] Nemrods 1/4 players [M] (2) Frigid Storage
External Content
Mutation # 522 Flip My Base The PondCast: SC2 News & Results Mutation # 521 Memorable Boss Mutation # 520 Moving Fees
Brood War
General
ASL21 General Discussion BGH Auto Balance -> http://bghmmr.eu/ Data needed Any progamer "explanation" videos like this one? ASL21 Strategy, Pimpest Plays Discussions
Tourneys
[ASL21] Ro16 Group D [ASL21] Ro16 Group C [ASL21] Ro16 Group B [Megathread] Daily Proleagues
Strategy
Simple Questions, Simple Answers What's the deal with APM & what's its true value Any training maps people recommend? Fighting Spirit mining rates
Other Games
General Games
Dawn of War IV Nintendo Switch Thread Starcraft Tabletop Miniature Game General RTS Discussion Thread Battle Aces/David Kim RTS Megathread
Dota 2
The Story of Wings Gaming
League of Legends
G2 just beat GenG in First stand
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Deck construction bug Heroes of StarCraft mini-set
TL Mafia
Vanilla Mini Mafia Mafia Game Mode Feedback/Ideas TL Mafia Community Thread Five o'clock TL Mafia
Community
General
US Politics Mega-thread Canadian Politics Mega-thread Things Aren’t Peaceful in Palestine Russo-Ukrainian War Thread YouTube Thread
Fan Clubs
The IdrA Fan Club
Media & Entertainment
Anime Discussion Thread [Manga] One Piece [Req][Books] Good Fantasy/SciFi books Movie Discussion!
Sports
2024 - 2026 Football Thread Formula 1 Discussion McBoner: A hockey love story Cricket [SPORT]
World Cup 2022
Tech Support
[G] How to Block Livestream Ads
TL Community
The Automated Ban List
Blogs
Sexual Health Of Gamers
TrAiDoS
lurker extra damage testi…
StaticNine
Broowar part 2
qwaykee
Funny Nicknames
LUCKY_NOOB
Iranian anarchists: organize…
XenOsky
Customize Sidebar...

Website Feedback

Closed Threads



Active: 2031 users

Another Neural Parasite Change. - Page 46

Forum Index > SC2 General
Post a Reply
Prev 1 44 45 46 47 48 59 Next
Ganseng
Profile Joined July 2011
Russian Federation473 Posts
September 16 2011 07:50 GMT
#901
On September 16 2011 16:46 neoghaleon55 wrote:
I really don't understand why they're going with this change live without even testing it in PTR...
What's the point of the PTR then?!
It seems to me like they were going to do this 9-->7 range change anyway, but posted a more severe nerf on PTR to start an angry mob, which they can semi-appease now with the original intended change.

Stupid stupid stupid blizzard.
Frustrating fans every day.

i have the same feeling. mr. kim trolled us like a boss.
Proof.
Profile Joined August 2011
535 Posts
September 16 2011 07:51 GMT
#902
This is more of a question than qq, but I don't really understand how this will promote better infestor positioning vs colossus. With the reduced range, no matter how well we position them, they'd get sniped wouldn't they? Now here's the qq: Why oh why couldn't they settle on just 8 range
He who has a why to live can bear almost any how
ZaaaaaM
Profile Joined March 2010
Netherlands1828 Posts
September 16 2011 07:56 GMT
#903
I'm not sure whats worse, no massive or a measly 7 range...
Any idea when 1.4 will come live? Gotta ladder a lot before that day
no dude, the question
emc
Profile Joined September 2010
United States3088 Posts
September 16 2011 07:57 GMT
#904
I feel like rather than nerfing the infestor to hell they need to buff the HT. Right now the infestor is actually making ZvT balanced, I am afraid that 7 range will severely hurt infestors against a mech terran. NP was never a problem in ZvP as I've said and will always say, it's fungal and infested terrans.

They should just increase feedback range of HT because ghosts are a problem in PvT as well and they have an AOE that can effect all HT where HT can only effect one unit at a time. This would help PvT as well as PvZ with infestors.

I think it's silly that blizzards thinking is "unit X is too powerful, we should weaken X" but I think instead they should be buffing other units to compensate because it's just not fun when everything is nerfed to hell. I mean, they seriously nerfed protoss with KA and warp gate research time, maybe they should just bring those things back.
BirdKiller
Profile Joined January 2011
United States428 Posts
September 16 2011 07:59 GMT
#905
Although I believe this is a better change, I wish they gave players some time to test the change out. I don't expect this to break the Infestor, but if it does, player will have to wait for some time for Blizzard to believe Infestor must be changed again and roll out another update.
Herculix
Profile Joined May 2010
United States946 Posts
Last Edited: 2011-09-16 08:07:41
September 16 2011 08:06 GMT
#906
this seems completely retarded when stalkers have 6 range and colossi now outrange them. this still makes neural parasite fuckin terrible, just in a different way. you have to have downs or have bad obs control or something to not be able to split your units enough so that you can't get a few stalkers in range of at least one of the infestors when they'll only be 1 range out of reach (even if fungal is 9 range, colossi won't be in front of stalkers, so the infestors will have to move up), and if you can unleash one of the NPed colossi it's a slippery slope from there.

GG non-PTR patch changes to pander to bads. it's funny because people will still cry since what people mainly cry about is fungal stunning and locking people out of any ability to respond. i don't understand what's so hard, as a zerg player, about making it slow to 0% speed for a second before letting it recover the speed as it wears off fungal or something of that nature, and since it's only slowed you can still use all your abilities and make a response of some degree. chain fungalling is what makes infestors stupid, not NP
BirdKiller
Profile Joined January 2011
United States428 Posts
September 16 2011 08:06 GMT
#907
On September 16 2011 16:57 emc wrote:
I feel like rather than nerfing the infestor to hell they need to buff the HT. Right now the infestor is actually making ZvT balanced, I am afraid that 7 range will severely hurt infestors against a mech terran. NP was never a problem in ZvP as I've said and will always say, it's fungal and infested terrans.

They should just increase feedback range of HT because ghosts are a problem in PvT as well and they have an AOE that can effect all HT where HT can only effect one unit at a time. This would help PvT as well as PvZ with infestors.

I think it's silly that blizzards thinking is "unit X is too powerful, we should weaken X" but I think instead they should be buffing other units to compensate because it's just not fun when everything is nerfed to hell. I mean, they seriously nerfed protoss with KA and warp gate research time, maybe they should just bring those things back.


No, Blizzard is right in their thinking. It's better to change one unit to achieve a balance shift or change than to change several units as the latter could lead to more unforeseen consequences than the former. Furthermore, having to change more units would mean Blizzard would have to put more time in thinking and testing each changes out than just focusing on one.

One of Blizzard's employee that's responsible for World of Warcraft's class balance explained this well:

http://us.battle.net/wow/en/blog/3435893/Dev_Watercooler_-_Rate_of_Change-9_8_2011#blog

Players would typically rather we buff everyone but their spec rather than nerf their spec, even if the outcome is the same...

Also keep in mind that when we make class adjustments via hotfix, we want to make the simplest fix possible that addresses the problem so we minimize the risk of us breaking something else and minimize how much testing we need to do before we can deploy the change. This is the main reason we are more likely to nerf via hotfix than to buff everyone else, because it’s just fewer changes. (Remember, that if we buffed everyone up to the DPS of the outlier, that we might very well have to buff creatures as well to keep you from trivializing content, which adds a lot more overhead to the change.)
Truedot
Profile Joined August 2011
444 Posts
September 16 2011 08:20 GMT
#908
On September 16 2011 16:46 SirAnnihilate wrote:
This change is much better than the removal of massive neural. Thor all-in's would become too powerful and Protoss death balls would be... well, death balls again.

This should promote better unit positioning and control, it will of course make Collosus much more powerful in the PvZ matchup, but perhaps not uncontrollably so. This will make Infestor micro much more important in big engagements.

Not the perfect Infestor change by far, but Blizzard obviously feels the unit needs reworking and this is just one of many ways to do it. Sadly, making the change live before the PTR is unwise and my post may be invalidated once we see the change in action - this post is nothing but preliminary thoughts and theory-crafting because Blizzard has decided to make it impossible to evaluate anything else.



I had someone thor all in me earlier today. I dealt with it with about 80 burrowed lings and roaches and hydralisks, with 4 infestors to pick off the SCVs and hellions. No neural. destroyed all but 4 thors. spammed lings and won.

thors are a problem?

I've also had a game on the same map vs another terran (both of these are on ladder), where he thor rushed and used medivacs to drop them on my expos and main, and basically play whack a mole. he lost too.
I used to spend my time not caring about people's language in chat. Until I got hit by blizz. Now I spend my time instigating people to verbal abusive levels, so I can ban them in turn. The circle of life.
ceaRshaf
Profile Joined August 2009
Romania4926 Posts
September 16 2011 08:27 GMT
#909
This infestor problem is talked way too much. Waaaaaay to much.

And people are making such a fuss about NP but at high level pros don't even depend on it at all.
Mess with the best, die like the rest.
VictuM
Profile Joined May 2011
United Arab Emirates4 Posts
September 16 2011 08:37 GMT
#910
This is another disappointing patch, NP is going to work decently against chargelot archon. NP collosus get killed by other collosus target fire, NP thors get killd by other thor target fire/tank.
emc
Profile Joined September 2010
United States3088 Posts
Last Edited: 2011-09-16 08:50:02
September 16 2011 08:46 GMT
#911
On September 16 2011 17:06 BirdKiller wrote:
Show nested quote +
On September 16 2011 16:57 emc wrote:
I feel like rather than nerfing the infestor to hell they need to buff the HT. Right now the infestor is actually making ZvT balanced, I am afraid that 7 range will severely hurt infestors against a mech terran. NP was never a problem in ZvP as I've said and will always say, it's fungal and infested terrans.

They should just increase feedback range of HT because ghosts are a problem in PvT as well and they have an AOE that can effect all HT where HT can only effect one unit at a time. This would help PvT as well as PvZ with infestors.

I think it's silly that blizzards thinking is "unit X is too powerful, we should weaken X" but I think instead they should be buffing other units to compensate because it's just not fun when everything is nerfed to hell. I mean, they seriously nerfed protoss with KA and warp gate research time, maybe they should just bring those things back.


No, Blizzard is right in their thinking. It's better to change one unit to achieve a balance shift or change than to change several units as the latter could lead to more unforeseen consequences than the former. Furthermore, having to change more units would mean Blizzard would have to put more time in thinking and testing each changes out than just focusing on one.

One of Blizzard's employee that's responsible for World of Warcraft's class balance explained this well:

http://us.battle.net/wow/en/blog/3435893/Dev_Watercooler_-_Rate_of_Change-9_8_2011#blog

Show nested quote +
Players would typically rather we buff everyone but their spec rather than nerf their spec, even if the outcome is the same...

Also keep in mind that when we make class adjustments via hotfix, we want to make the simplest fix possible that addresses the problem so we minimize the risk of us breaking something else and minimize how much testing we need to do before we can deploy the change. This is the main reason we are more likely to nerf via hotfix than to buff everyone else, because it’s just fewer changes. (Remember, that if we buffed everyone up to the DPS of the outlier, that we might very well have to buff creatures as well to keep you from trivializing content, which adds a lot more overhead to the change.)


yeah.. but I'm not suggesting they change 4 different things, I think they should keep the infestor the same and just buff the HT, that's all I'm saying. I was merely suggesting that the reason why protoss isn't doing so well is because of the KA nerf and the warp gate nerf have combined into a big protoss slump.

I don't think they should necessarily bring those things back, I think it would be better to leave the infestor alone because it's so essential in ZvT in it's current state that I think changing Fungal and changing NP in one patch is exactly what you said blizzard doesn't do. And it's not just that, they are changing a TON of things including rax build time, an immortal buff... How can you say all of those things are simple changes? Those are all major changes that probably will have unforeseen consequences. What if it turns out 6 pool is now too strong against terran? is that 5 extra seconds really going to matter? You said it yourself mate, unforeseen consequences.

And there is a lot more being changed than balance changes, there are bug fixes that will be changing the game as well. Some bug fixes include NP'd units now retain their upgrades, banelings being dropped has changed and even zealots with charge has changed. It's like you didn't even read the patch notes, look at them again and see for yourself how much is changing and whether you still believe in blizzards philosophy.
Demonace34
Profile Blog Joined January 2011
United States2493 Posts
September 16 2011 08:50 GMT
#912
Yeah I also like the thought of buffing other aspects than nerfing a unit unless it is fundamentally broken. I guess some people could argue that point, but buffing seems to give more options instead of limiting by nerfing certain aspects of a unit.
NaNiwa|IdrA|HuK|iNcontroL|Jinro|NonY|Day[9]|PuMa|HerO|MMA|NesTea|NaDa|Boxer|Ryung|
Shousan
Profile Joined March 2011
Mexico92 Posts
September 16 2011 08:53 GMT
#913
I as a Zerg player actually like this change. Let's be honest, 9 range was very powerful with a decent force of roaches and lings pushing, even considering the low health of the infestor it wasn't that hard to NP a bunch of Collosi at least for a couple of valuable seconds, it almost seemed too simple to abuse the spell under the right circumstances.

The new change makes it a very tactical and situational ability, where you actually need to position your infestors perfectly to hit Collosi, which I think it's fair considering the power of NPing 3-4 units.

I'm glad to see it still works with Archons, they're a pain to deal with sometimes.

Seems a little arbitrary to go all the way to 7, but maybe it's not that bad, I wish people start experimenting with it instead of complaining, the infestor has great abilities to complement NP, not all of them need to be viable in every situation, it is a very powerful unit and I'm not against making it require more precise control in order to use it 100%.
arbitrageur
Profile Joined December 2010
Australia1202 Posts
Last Edited: 2011-09-16 09:19:36
September 16 2011 09:11 GMT
#914
On September 16 2011 16:57 emc wrote:
They should just increase feedback range of HT because ghosts are a problem in PvT as well and they have an AOE that can effect all HT where HT can only effect one unit at a time. This would help PvT as well as PvZ with infestors..


This has to be the best post I've ever read anywhere. You make so much sense, good sir!

If infestor still has 9 range but HT has larger range, the importance of collosus micro is preserved. With 7 micro, not so much. This will also mean roach infestor is still viable, which is far less boring than roach (hydra) corruptor. Also HT micro becomes even more important, as it won't be impossible to FB festors behind 1a army. Then another element will come into play with infestors, draining energy such that you almost die but not quite when they feedback during NP, which is not really important atm.

And terrans have been rickrolling protoss (60% win in KR gm) and in korean and NA stats (look last 4 months tourney aggregates). So maybe HT should get a 1 range buff and infestors should be left at 9 range.. you can't overdo the HT buff though because pro-level TvP might break. But then again unequal range may increase the skill needed by terrans, zooming in and out and EMP->snipe observer in any tense army to army situation, as you may need cloak to emp b4 feedback if HT get a range buff.
arbitrageur
Profile Joined December 2010
Australia1202 Posts
Last Edited: 2011-09-16 09:14:19
September 16 2011 09:12 GMT
#915
On September 16 2011 17:37 VictuM wrote:
This is another disappointing patch, NP is going to work decently against chargelot archon. NP collosus get killed by other collosus target fire, NP thors get killd by other thor target fire/tank.


This is another good post. Collosus play is by far the most boring but this patch increases its E(winrate) w.r.t. the archon/zealot counterpart.
Tuczniak
Profile Joined September 2010
1561 Posts
September 16 2011 09:12 GMT
#916
The problem is that infestor was only other unit except corruptor that you could use to fight colossus. Now it wont work against half decent player who don't mess up positioning horribly.

TL;DR: P makes colossus -> Z makes corruptors. end.
Kreig
Profile Joined March 2011
Germany79 Posts
September 16 2011 09:21 GMT
#917
On September 16 2011 17:53 Shousan wrote:
I as a Zerg player actually like this change. Let's be honest, 9 range was very powerful with a decent force of roaches and lings pushing, even considering the low health of the infestor it wasn't that hard to NP a bunch of Collosi at least for a couple of valuable seconds, it almost seemed too simple to abuse the spell under the right circumstances.


I always felt that even with range 9, infestors need to be microed to make an impact with NP. When P keeps his Collosi behind his Stalkers (as it should be) and you dont micro your Infestors around your roach army they won't get in range and bumble around stupidly until enough roaches die, the Infestor takes the spot in the front line, casts his NP and gets killed immediately by Stalker/Collosi fire.

Reducing the range to 7 will make an effective use of NP harder but it doesnt break the ability. If you position your Infestors properly it will still have devastating effects but it will be way easier for P to kill Infestors that NP.

I think the nerf is somewhat ok (as Zerg I'm not too excited ofc ), reducing its effectiveness but keeping its potential (compared to what the no-massive-unit nerf wouldve done)
Loading...
aRESx
Profile Joined September 2011
Norway7 Posts
September 16 2011 09:25 GMT
#918
Even if I do have major problems against NP as protoss, I do generally believe that it should have 9 range, however it should not be able to be used on motherships. With some good HT micro&position even at 9 range those infestors can be sniped relatively fast without NP dealing to much damage to the protoss army.

Also having 7 range the risk vs. the reward might be too risk dominated, putting your infestor in a frontal offensive position using most of it's energy to possibly be fast sniped by long ranged units and blink stalkers.

But it is still interesting and good that blizzard is trying out different approaches on how to balance the unit, and that they dare to go back on PTR changes.
- "Yes, that's my opinion."
MassacrisM
Profile Joined November 2010
United Kingdom149 Posts
September 16 2011 09:26 GMT
#919
Might as well remove Infestors. Like you can ever NP any massive units at 7 range safely without getting sniped easily.
" One of the painful things about our time is that those who feel certainty are stupid, and those with any imagination and understanding are filled with doubt and indecision " - Bertrand Russell
Pugnae
Profile Joined March 2011
United States24 Posts
September 16 2011 09:34 GMT
#920
If your parents don't want to buy you a cat, ask a tiger first, and you will get the cat...
Blizzard did the same. The NP nerf would have been so huge, that they can now easily nerf the range without beeing flamed to hard...
Prev 1 44 45 46 47 48 59 Next
Please log in or register to reply.
Live Events Refresh
PiGosaur Cup
00:00
#78
Liquipedia
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
Nina 122
StarCraft: Brood War
Dewaltoss 63
sSak 47
ggaemo 28
yabsab 19
NotJumperer 14
Bale 11
Dota 2
XaKoH 63
Counter-Strike
shoxiejesuss962
Stewie2K910
Super Smash Bros
Mew2King205
Other Games
summit1g8318
WinterStarcraft492
ceh9484
Happy208
Trikslyr127
Organizations
Dota 2
PGL Dota 2 - Main Stream8417
Other Games
gamesdonequick864
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 16 non-featured ]
StarCraft 2
• Berry_CruncH269
• 3DClanTV 45
• LUISG 27
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• Stunt517
• TFBlade417
• Jankos107
Upcoming Events
RSL Revival
2h 10m
Replay Cast
16h 10m
The PondCast
1d 2h
KCM Race Survival
1d 2h
WardiTV Map Contest Tou…
1d 3h
Gerald vs TBD
Clem vs TBD
ByuN vs TBD
Rogue vs MaxPax
ShoWTimE vs TBD
OSC
1d 7h
CranKy Ducklings
1d 16h
Escore
2 days
RSL Revival
2 days
Replay Cast
2 days
[ Show More ]
WardiTV Map Contest Tou…
3 days
Universe Titan Cup
3 days
Rogue vs Percival
Ladder Legends
3 days
uThermal 2v2 Circuit
3 days
BSL
3 days
Sparkling Tuna Cup
4 days
WardiTV Map Contest Tou…
4 days
Ladder Legends
4 days
BSL
4 days
Replay Cast
4 days
Replay Cast
5 days
Wardi Open
5 days
Afreeca Starleague
5 days
Soma vs TBD
Monday Night Weeklies
5 days
Replay Cast
5 days
Afreeca Starleague
6 days
TBD vs YSC
Liquipedia Results

Completed

Proleague 2026-04-20
RSL Revival: Season 4
NationLESS Cup

Ongoing

BSL Season 22
ASL Season 21
CSL 2026 SPRING (S20)
IPSL Spring 2026
KCM Race Survival 2026 Season 2
StarCraft2 Community Team League 2026 Spring
WardiTV TLMC #16
Nations Cup 2026
IEM Rio 2026
PGL Bucharest 2026
Stake Ranked Episode 1
BLAST Open Spring 2026
ESL Pro League S23 Finals
ESL Pro League S23 Stage 1&2
PGL Cluj-Napoca 2026
IEM Kraków 2026

Upcoming

Escore Tournament S2: W4
Acropolis #4
BSL 22 Non-Korean Championship
CSLAN 4
Kung Fu Cup 2026 Grand Finals
HSC XXIX
uThermal 2v2 2026 Main Event
Maestros of the Game 2
2026 GSL S2
RSL Revival: Season 5
2026 GSL S1
XSE Pro League 2026
IEM Cologne Major 2026
Stake Ranked Episode 2
CS Asia Championships 2026
IEM Atlanta 2026
Asian Champions League 2026
PGL Astana 2026
BLAST Rivals Spring 2026
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 © 2026 TLnet. All Rights Reserved.