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[D] The raven buff does not address TvZ issues - Page 12

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If this thread can't remain civil then we'll have to close it. Thread will be moderated harshly from pg.3 onwards.
-JoKeR-
Profile Joined November 2011
Canada387 Posts
August 19 2012 08:45 GMT
#221
Zerg is usually behind in upgrades against P and against T, adding another upgrade they have to get on the evo chamber will just put them even further back.

Tritanis
Profile Joined November 2007
Poland344 Posts
Last Edited: 2012-08-19 08:49:03
August 19 2012 08:46 GMT
#222
Make fungals unstackable. So if infestors hit aready fungaled units with the spell again, it does absolutely nothing, not even refresh the spell duration. This, in my opinion, would make fungal require a little more skill/timing to use, as opposed to how easy is to cast right now (with its instant cast time and refreshable duration it takes little skill to perform chain fungals from safe range). Along with this nerf, a little duration buff could be implemented: from 4 to 5 or 6 seconds.
I live, I serve, I die for the Metal
gh0un
Profile Joined March 2011
601 Posts
Last Edited: 2012-08-19 08:50:53
August 19 2012 08:50 GMT
#223
I say make fungal even more powerful, bring back the projectile however and make it even slower than before.
Big J
Profile Joined March 2011
Austria16289 Posts
August 19 2012 08:51 GMT
#224
On August 19 2012 17:46 Tritanis wrote:
Make fungals unstackable. So if infestors hit aready fungaled units with the spell again, it does absolutely nothing, not even refresh the spell duration. This, in my opinion, would make fungal require a little more skill/timing to use, as opposed to how easy is to cast right now (with its instant cast time and refreshable duration it takes little skill to perform chain fungals from safe range). Along with this nerf, a little duration buff could be implemented: from 4 to 5 or 6 seconds.

problem with this is blink
Chr15t
Profile Joined March 2011
Denmark1103 Posts
August 19 2012 08:53 GMT
#225
On August 19 2012 17:45 -JoKeR- wrote:
Zerg is usually behind in upgrades against P and against T, adding another upgrade they have to get on the evo chamber will just put them even further back.



How about the Spawning pool then? - The point either way should be the following; Since Zergs in ZvZ are really happy with the queen buff, it should be easily accesable, all zergs get gas reasonable early so an upgrades for range on the pool would be possible,

In ZvP the queen range has had little effect, the upgrade argument is good tho, which is why it could be placed on the pool instead of tying up time on the evo.

In ZvT it would force zergs to get gas in the early game, which would reduce the econ powering potential. So make the upgrade 50mins/50gas and it should prevent the very very delayed gas, as a result u reduce the drone "explosion"
Insanity: doing the same thing over and over again and expecting different results.
graNite
Profile Blog Joined December 2010
Germany4434 Posts
August 19 2012 08:53 GMT
#226
On August 19 2012 17:51 Big J wrote:
Show nested quote +
On August 19 2012 17:46 Tritanis wrote:
Make fungals unstackable. So if infestors hit aready fungaled units with the spell again, it does absolutely nothing, not even refresh the spell duration. This, in my opinion, would make fungal require a little more skill/timing to use, as opposed to how easy is to cast right now (with its instant cast time and refreshable duration it takes little skill to perform chain fungals from safe range). Along with this nerf, a little duration buff could be implemented: from 4 to 5 or 6 seconds.

problem with this is blink


That is why the slowing fungal would be a better option in my opinion.
"Oink oink, bitches" - Tasteless on Pigbaby winning a map against Flash
ETisME
Profile Blog Joined April 2011
12631 Posts
August 19 2012 08:54 GMT
#227
On August 19 2012 16:56 BanditX wrote:
Two fungals killing 30 marines isn't right. For 150/150 (infestor) plus its full energy bar, it gets to kill 750 minerals worth of units? Sure High Templar can do it, but you can at least dodge storm.

you can also dodge fungal if you scan ahead and split

Or adding some mauarders to the mix like the korean terran does
其疾如风,其徐如林,侵掠如火,不动如山,难知如阴,动如雷震。
Vindicate
Profile Joined January 2011
United States169 Posts
August 19 2012 08:54 GMT
#228
On August 19 2012 16:18 Darkthorn wrote:
Show nested quote +
On August 19 2012 16:11 Yoshi Kirishima wrote:
On August 19 2012 16:08 leveller wrote:
I really think they just need to make toss and zerg harder somehow... Like with terrans there is a larger skill gap than between the other ones because they kept all the micro and interesting combinations of units that work but they patched out all the stupid stuff like mule on gold bases and 100% return on bunkers. Now maybe we should look at reverting some off the zerg and protoss buffs from the last patches or introduce something else. I honestly feel a little bad for terran sometimes on ladder (though not when they bully you with marauders ugh)


I feel like 2 things need to happen:

Terran needs to be buffed OR zerg and protoss nerfed

AND

Skill ceiling for zerg and protoss need to be higher (however you interpret this, whether it be high multitasking/micro like terran, or in their own unique ways). For terran, there is a lot of reward if you're skilled. And so recently, we've been seeing the game balanced around that, so that lower level players poorly (as seen in that ladder thread showing the MMR offset that exists for racial imbalances)

While terran might need to split/kite during fight...or how you put it micro more, although not 100% true...the other races already got other things...you can just let your energy go to max and then throw 4 mules...everything will be fine...well zerg can't inject on full energy and everything be fine...the same goes for chronoboost(although to a lesser extent), zerg also has to creep spread and during fight even if you consider it A move for zerg they do have to keep their infestors alive cast fungal and surround your units as much as possible...while the protosses have to forcefield, keep their colosi back from vikings, blink the stalkers...make sure their zealots aren't stuck in the back....while as terran you just stim/siege and split...I do think that all of them take equal fight micro while the other races even take more than terran for macro...just my 2 cents.


I bolded that part in the last paragraph because I think it is important. I'm only diamond, but I don't want to diminish the value of knowing when to siege, or when, how and how fast to split. I play primarily zerg but playing terran is extremely difficult when it comes to splitting marines and microing against heavy splash units like banelings. I'm not saying one is harder than the other, but "just stim and split" I think under-emphasizes how hard that action is.

The problem is that we're trying to balance a race that is inherently more abusive than others. At the highest levels Terran is more prone to abuse and certain strategies that make them seem overpowered, like bunkers shielding marines until completion or shoot-n-scoot. The problem i that nerfing those strategies penalizes the less skilled players who can't do that. When the infestor buffed happened I barely lost a game in almost two months.. but it was just "ctrl-group all infestors in one group, fungal the hell out of things and win game". Except for avoiding templar and emps, microing infestors has been 12387102938x as easy as microing a general terran army.

I'm no genius and I don't know how to balance this game, but I think moving the races towards a less abusive composition might be helpful.
Shebuha
Profile Blog Joined May 2011
Canada1335 Posts
August 19 2012 08:56 GMT
#229
On August 19 2012 17:46 Tritanis wrote:
Make fungals unstackable. So if infestors hit aready fungaled units with the spell again, it does absolutely nothing, not even refresh the spell duration. This, in my opinion, would make fungal require a little more skill/timing to use, as opposed to how easy is to cast right now (with its instant cast time and refreshable duration it takes little skill to perform chain fungals from safe range).

That sounds incredibly stupid because it would make fungal the only spell with that function (not refreshing the spell when stacked) and make it incredibly punishing to Zerg. That's not even a nerf or a balance fix, it's literally just to fuck over ONLY Zerg players.
Tritanis
Profile Joined November 2007
Poland344 Posts
August 19 2012 08:56 GMT
#230
On August 19 2012 17:51 Big J wrote:
Show nested quote +
On August 19 2012 17:46 Tritanis wrote:
Make fungals unstackable. So if infestors hit aready fungaled units with the spell again, it does absolutely nothing, not even refresh the spell duration. This, in my opinion, would make fungal require a little more skill/timing to use, as opposed to how easy is to cast right now (with its instant cast time and refreshable duration it takes little skill to perform chain fungals from safe range). Along with this nerf, a little duration buff could be implemented: from 4 to 5 or 6 seconds.

problem with this is blink

Still, I think current fungal is a bigger problem.
I live, I serve, I die for the Metal
courtpanda
Profile Blog Joined May 2011
866 Posts
August 19 2012 09:00 GMT
#231
raven speed buff wont fix tvz. its a usability fix.

by the way, does anyone know which units it was slower than before but faster than now?

nkr
Profile Blog Joined November 2010
Sweden5451 Posts
August 19 2012 09:03 GMT
#232
If other masters/gm/pro Terrans can leave their input in this thread, that would surely be appreciated by the entire community. I hope I at least put out some food for thought and that this will lead to discussion.


Why do you only want input from other terrans and not from the other side of the matchup by the zergs? Sounds to me like all you want is for people to agree with you.
ESPORTS ILLUMINATI
Tritanis
Profile Joined November 2007
Poland344 Posts
Last Edited: 2012-08-19 09:06:07
August 19 2012 09:03 GMT
#233
On August 19 2012 17:56 Shebuha wrote:
Show nested quote +
On August 19 2012 17:46 Tritanis wrote:
Make fungals unstackable. So if infestors hit aready fungaled units with the spell again, it does absolutely nothing, not even refresh the spell duration. This, in my opinion, would make fungal require a little more skill/timing to use, as opposed to how easy is to cast right now (with its instant cast time and refreshable duration it takes little skill to perform chain fungals from safe range).

That sounds incredibly stupid because it would make fungal the only spell with that function (not refreshing the spell when stacked) and make it incredibly punishing to Zerg. That's not even a nerf or a balance fix, it's literally just to fuck over ONLY Zerg players.

Let's see. There are a whole two(2) abilities in the game that do damage in an area over time (fungal and storm). And storm already doesn't stack (yes, it is 'refreshed' but you deserve to take the damage if you stay in one place for more than 4 seconds and ignore the shiny lightning storm).
So, I disagree. Changing one of the two similar spells to balance the game is not "fucking the zerg over".
I live, I serve, I die for the Metal
Topdoller
Profile Joined March 2011
United Kingdom3860 Posts
August 19 2012 09:04 GMT
#234
Until I start seeing Terrans mixing in Ghosts to deal with mass infestors then i don't see what Blizzard can do about it. While infestors are the best spell caster in the game, they cost 150 gas each so are a massive investment and also come with massive drawbacks( no attack , no utility dps and very large )

I am regularly seeing 10+ packs of these things running around and not seeing Terrans even attempt to EMP them

Without the Infestor the Zerg army including Broodlords is garbage. Muta play is completely negated these days by Terrans who have worked out how to shut it down. Its almost a guaranteed loss to go Muta \ Baneling so that leaves Zerg going for their own Deathball just like Protoss (which imho is in an even worse state than TvZ)

I would personally still like to see Ghost snipe buffed up to +35 and Queen range reduced to 4 and see how that pans out. HOTS is soon here so all of this is moot anyways
ZAiNs
Profile Joined July 2010
United Kingdom6525 Posts
August 19 2012 09:06 GMT
#235
On August 19 2012 17:56 Shebuha wrote:
Show nested quote +
On August 19 2012 17:46 Tritanis wrote:
Make fungals unstackable. So if infestors hit aready fungaled units with the spell again, it does absolutely nothing, not even refresh the spell duration. This, in my opinion, would make fungal require a little more skill/timing to use, as opposed to how easy is to cast right now (with its instant cast time and refreshable duration it takes little skill to perform chain fungals from safe range).

That sounds incredibly stupid because it would make fungal the only spell with that function (not refreshing the spell when stacked) and make it incredibly punishing to Zerg. That's not even a nerf or a balance fix, it's literally just to fuck over ONLY Zerg players.

What? Of course a single nerf is going to hurt only one race.
Shebuha
Profile Blog Joined May 2011
Canada1335 Posts
August 19 2012 09:10 GMT
#236
On August 19 2012 18:03 Tritanis wrote:
Show nested quote +
On August 19 2012 17:56 Shebuha wrote:
On August 19 2012 17:46 Tritanis wrote:
Make fungals unstackable. So if infestors hit aready fungaled units with the spell again, it does absolutely nothing, not even refresh the spell duration. This, in my opinion, would make fungal require a little more skill/timing to use, as opposed to how easy is to cast right now (with its instant cast time and refreshable duration it takes little skill to perform chain fungals from safe range).

That sounds incredibly stupid because it would make fungal the only spell with that function (not refreshing the spell when stacked) and make it incredibly punishing to Zerg. That's not even a nerf or a balance fix, it's literally just to fuck over ONLY Zerg players.

Let's see. There are a whole two(2) abilities in the game that do damage in an area over time (fungal and storm). And storm already doesn't stack (yes, it is 'refreshed' but you deserve to take the damage if you stay in one place for more than 4 seconds and ignore the shiny lightning storm).
So, I disagree.

Yeah, and I think you "deserve" to take the damage on more units and should be kept in place so they will actually die if you are incapable of splitting/positioning/sieging your units. The other problem with your idea is that it would mess with ZvP a bitsy... Blink would be pretty retarded strong. It's hard enough to defend immortal/sentry and big blink allins, but you mess up a fungal by .1 of a second and it's wasted whilst you only have 5-6 infestors with energy? If you don't fungal in time he blinks away and you have stalkers that lost ~1/2 of their shields?
Honestly, the guy who said fungal shouldn't snare and should instead slow by ~80% has a much better idea.
wangstra
Profile Joined March 2011
922 Posts
August 19 2012 09:11 GMT
#237
On August 19 2012 15:53 Incomplet wrote:
IEM in the past few days.
MVP vs Nestea - HSM into Nesteas Corrupter Broodlords. Nestea GG's
MVP vs Slivko - HSM into Slivko's infestors. Slivko GG's

How did he do it to avoid fungals on his ravens? He scanned in advance to see his exact opponents composition and location, spread out his ravens and approached in small groups from multiple angles. This is all without the speed increase, let alone when the patch comes through.

Yes it did take him ages to build up his group of ravens and then the energy. But he turtled hard and continuesly multi prong dropped to buy heaps of time.


I agree, he did buy time with his harass but context wise, your point is irrelevant. You are referring to a game that was over 20 min long and a terran who was able to amass an army based off 6 bases. Good luck trying amassing ravens on a map like Antigua.

MVP spread out his units - that's good tactical thinking. The other two zergs didn't, imagine if they did.

Finally people keep saying the speed buff will help but never address how? How will it help? Will it increase chances that fungals miss because they are so agile now? Will it make escaping easier? Will it make getting up close easier?

What actually happens right now, is that terrans tend to group their raven with the rest of the army and unlike zerg where you have melee zerglings and bigger roaches blocking the way of infestors, when a terran moves his army, what usually happens? The ranged units all attack from afar and then a few seconds later the raven flies overhead and right into the line of fire. A zerg sloppy with the way he controls his infestors doesn't suffer as much because the infestors being on the ground usually have to path around roaches, and zerglings first. When do you often see infestors dying? After the ground army has been moped up. Ravens in typical usage? Usually in the first few seconds of skirmishes.
zuperketla
Profile Joined September 2010
Norway212 Posts
August 19 2012 09:12 GMT
#238
so true.. (: guess we will just have to wait for hots - maybe then we can fight broodlord/infestor D:
heyho
Shebuha
Profile Blog Joined May 2011
Canada1335 Posts
August 19 2012 09:12 GMT
#239
On August 19 2012 18:06 ZAiNs wrote:
Show nested quote +
On August 19 2012 17:56 Shebuha wrote:
On August 19 2012 17:46 Tritanis wrote:
Make fungals unstackable. So if infestors hit aready fungaled units with the spell again, it does absolutely nothing, not even refresh the spell duration. This, in my opinion, would make fungal require a little more skill/timing to use, as opposed to how easy is to cast right now (with its instant cast time and refreshable duration it takes little skill to perform chain fungals from safe range).

That sounds incredibly stupid because it would make fungal the only spell with that function (not refreshing the spell when stacked) and make it incredibly punishing to Zerg. That's not even a nerf or a balance fix, it's literally just to fuck over ONLY Zerg players.

What? Of course a single nerf is going to hurt only one race.

Yeah, I know, I was just meaning to say that it's beyond changing something a bit, or fixing it for other races, it's just completely boning fungal (and most Zergs) in an unfair way. I also added the "ONLY" because the mechanic wouldn't affect storm.
ScienceNotBusiness
Profile Joined March 2012
United States91 Posts
August 19 2012 09:13 GMT
#240
oh i get it....a terran player who can barely beat low GM on NA is proposing a balance argument. LOL

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