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Aside from this generally making NP suck (which IMO it already did), it's not going to actually do much vs colossus, because as people said, even currently they have the same range, and can quite easily kill infestors.
The issue is when the protoss is swarmed by lets say zerglings with some roaches, an then infestors run in to NP (which by the way takes a LOT more control and strategy to properly do than one might think). That's what zergs have to to 90% of the time in high level games. The other 10% is due to mis-micro by the other side, or flat-out blunder.
I find it especially odd to lower the range of a skill which takes time to activate an is channeled. NP is fast, but before it can hit a target the infestor can get sniped. Even after a NP they can get sniped.
At least the 7 range change is much less ass-backwards-retarded-stupid than it was with no controlling massive units.
On September 16 2011 20:03 decaf wrote:Show nested quote +On September 16 2011 20:00 hugman wrote: Fungal is a lot like FF. If you get caught by it there's fuck all you can do. They're not fun mechanics and I think the game would be better without them. I second that! Remove FFs and fungal from the game. The fungal duration change to 4 seconds was already an action that quite reasonably mended the issue. People didn't complain about lockdown or maelstrom being overpowered now did they? Force fields have long overdue needed to be neutral destructibles. I don't know why this change wasn't implemented in the beta. It won't change much, it will just change 1 force field blocking a 100 supply army from defending their base, or attacking a base. Sure there's "defenders advantage" or special offensive tactics... but abusing the ramp so that huge armys can't get by is pretty dumb.
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It's not as 1 dimensional as you say. Zerg can also show some proper control by for example flanking Collosus from behind thus easily NP'ing it anyway if the Gateway army is way in front of it. Also, keeping Collosus so far away from your Gateway army also allows Ling to just run in & surround them. As a Zerg you should know they actually die fairly quickly when your Lings get the surface area.
If the zerg use flanking ability successfuly while the protoss dont the protoss deserve to loose, this has nothing do to with neural parasite. Colossus being at max range can be vulnerable to ling "runby", but it's pretty hard to not be near a cliff in this game, colossus can abuse that
Proper control do not "easily stop 2rax" you're comparing a micro battle of 2 unit with 9 both range VS ranged against melee battle, pulled out drone are just here to give the zerg enough time to survive, no control is gonna allow you to defend a 2rax with only drone, i dont even see why you're making this comparaison
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Blizzard have been patching Starcraft and now Starcraft 2 since 1997. Pretty sure they know what they are doing. Imho SC and SC2 remain the most balanced games I have ever played.
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On September 16 2011 20:28 [GoT]Zeta wrote: zerg whining again changed patchnotes, and now they still whine ?_?
You expect us to be happy that Blizzard has changed it's mind on how to screw us?
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On September 16 2011 20:35 Robstickle wrote:Show nested quote +On September 16 2011 20:28 [GoT]Zeta wrote: zerg whining again changed patchnotes, and now they still whine ?_? You expect us to be happy that Blizzard has changed it's mind on how to screw us? They're only really screwing you in a matchup you're dominating. Such is life.
Let us unite against our common enemy, the Terrans!
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On September 16 2011 20:33 Protosnake wrote:Show nested quote + It's not as 1 dimensional as you say. Zerg can also show some proper control by for example flanking Collosus from behind thus easily NP'ing it anyway if the Gateway army is way in front of it. Also, keeping Collosus so far away from your Gateway army also allows Ling to just run in & surround them. As a Zerg you should know they actually die fairly quickly when your Lings get the surface area.
If the zerg use flanking ability successfuly while the protoss dont the protoss deserve to loose, this has nothing do to with neural parasite. Colossus being at max range can be vulnerable to ling "runby", but it's pretty hard to not be near a cliff in this game, colossus can abuse that Proper control do not "easily stop 2rax" you're comparing a micro battle of 2 unit with 9 both range VS ranged against melee battle, pulled out drone are just here to give the zerg enough time to survive, no control is gonna allow you to defend a 2rax with only drone, i dont even see why you're making this comparaison Let's just agree to disagree ❤
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On September 16 2011 20:34 VaMp wrote: Blizzard have been patching Starcraft and now Starcraft 2 since 1997. Pretty sure they know what they are doing. Imho SC and SC2 remain the most balanced games I have ever played.
They know what they are doing? Man, all year NP was 9 range and everything was ok, now suddenly after the game is released for 14 months they decided to make a huge nerf to NP, because apparently it looked very imbalanced in PTR. I don't even understand what happened in PTR so they decided to nerf it lol..
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They're only really screwing you in a matchup you're dominating. Such is life.
Let us unite against our common enemy, the Terrans!
They're lowering the general skillcap of the game by no longer punishing colossi bad control + Hardcore buffing Mechplay TvZ, 7 range NP against 13 range tank is gonna be so balanced, i cant wait
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On September 16 2011 20:34 VaMp wrote: Blizzard have been patching Starcraft and now Starcraft 2 since 1997. Pretty sure they know what they are doing. Imho SC and SC2 remain the most balanced games I have ever played. I disagree with the statement that they know what they're doing is always right. (obviously one knows what they are doing unless they were mentally disabled) Sure they've made a bunch of smart moves, but many have been a bit late, many not optimal, or many not done.
I will also point out that the Blizzard tat made Starcraft is not the same Blizzard that made Starcraft 2. You cannot talk about them as if they are the same, when most of them (if not all the balance designers [I haven't checked]) left to other things.
On September 16 2011 20:38 Alpina wrote: They know what they are doing? Man, all year NP was 9 range and everything was ok, now suddenly after the game is released for 14 months they decided to make a huge nerf to NP, because apparently it looked very imbalanced in PTR. I don't even understand what happened in PTR so they decided to nerf it lol.. Blizzard has been flip-flopping with NP a lot since the alpha. I guess the infestor in general too. That said, it still doesn't make much sense that they decide to change it so late after other changes.
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Why not just increase energy cost of the spell...Or just do nothing and wait for Protoss to work out that you can have your army on multiple control groups. Infestors are strong, but not really that much stronger than the units they mind control. I just find it hilarious that Protoss whine about Zerg imbalance when Z has to use Protoss units to beat their composition. :D I'm only half joking.
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On September 16 2011 20:45 KissKiss wrote: Why not just increase energy cost of the spell...Or just do nothing and wait for Protoss to work out that you can have your army on multiple control groups. Infestors are strong, but not really that much stronger than the units they mind control. I just find it hilarious that Protoss whine about Zerg imbalance when Z has to use Protoss units to beat their composition. :D I'm only half joking.
I'm not sure how splitting your units into multiple control groups (which most people already do) would help against being neuraled from 9 range away.
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On September 16 2011 20:39 Protosnake wrote:Show nested quote + They're only really screwing you in a matchup you're dominating. Such is life.
Let us unite against our common enemy, the Terrans!
They're lowering the general skillcap of the game by no longer punishing colossi bad control + Hardcore buffing Mechplay TvZ, 7 range NP against 13 range tank is gonna be so balanced, i cant wait Or you could say they're punishing sloppy infestor control more. Or maybe they don't want infestors to counter colossi.
Buffing mech is good so TvZ isn't 100% marine/tank.
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Remove infestor Add Defiler
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Or you could say they're punishing sloppy infestor control more. Or maybe they don't want infestors to counter colossi.
Buffing mech is good so TvZ isn't 100% marine/tank.
How does it punish bad infestor control ? Infestor will neural from 7 range, get sniped, die, no control is ever gonna change that.
TvZ was never 100% marine tank, mech TvZ has always been insanely strong and will be even more this patch
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On September 16 2011 20:37 Yaotzin wrote:Show nested quote +On September 16 2011 20:35 Robstickle wrote:On September 16 2011 20:28 [GoT]Zeta wrote: zerg whining again changed patchnotes, and now they still whine ?_? You expect us to be happy that Blizzard has changed it's mind on how to screw us? They're only really screwing you in a matchup you're dominating. Such is life. Let us unite against our common enemy, the Terrans!
*Turns head slowly towards an unsuspecting terran player*
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To be honest, I always thought the infestor was ok really. Not impossible to deal with as long as you didn't let them get out of hand. The ghost on the other hand is ridiculous - they're the ones that need a massive nerf. Snipe countering everything lategame tvz and emp annihilating everything pvt all game long. No noticeable cooldowns on anything and only 100 gas (putting the mineral cost up and gas down was ridiculous for a race that finds it easier to get lots of minerals very fast) makes them way too cheap imo.
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On September 16 2011 20:49 VaMp wrote:Remove infestor Add Defiler 
But then you'd need irradiating ghosts to counter the dark swarm.. I can't imagine all the zerg whine that addition would cause
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On September 16 2011 21:04 s4life wrote:But then you'd need irradiating ghosts to counter the dark swarm.. I can't imagine all the zerg whine that addition would cause Snipe would still work, as well as HSM and tank splash and helions
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Patch 9 (version 0.11.0.15097) - Neural Parasite range increased from 7 to 9.
I think blizzard forgot about this patch lol
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On September 16 2011 22:02 SoFool wrote:Patch 9 (version 0.11.0.15097) - Neural Parasite range increased from 7 to 9. I think blizzard forgot about this patch lol
whell fungal was buffed in the meantime so they want to balance it out...
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