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[Poll] How Infestor could be changed?

Forum Index > SC2 General
Post a Reply
1 2 3 4 5 34 35 36 Next All
Jenia6109
Profile Blog Joined December 2008
Russian Federation1613 Posts
Last Edited: 2012-11-08 12:03:09
November 08 2012 09:28 GMT
#1
Here are some changes that could be done to Infestor to make it more balanced.

Choose what of these changes you like or don't like to find some way to balance Infestor.


Update: 4 polls were added



1st change:
Make Fungal Growth not immobilize units but slow their movement. Units will move 50-70% slower. Numbers can be changed.

Poll: Make Fungal Growth not immobilize units but slow their movement

Yes (2227)
 
80%

No (553)
 
20%

2780 total votes

Your vote: Make Fungal Growth not immobilize units but slow their movement

(Vote): Yes
(Vote): No





2nd change:
Make that Fungal Growth can't kill units but will damage them until 1 HP remains. It's like the Plague from Brood War but damage is the same as it is.

Poll: Make that Fungal Growth can't kill units

No (1576)
 
69%

Yes (720)
 
31%

2296 total votes

Your vote: Make that Fungal Growth can't kill units

(Vote): Yes
(Vote): No





3rd change:
Reduce Fungal Growth radius of effect. It's really simple change. It's similar to Ghost EMP nerf.

Poll: Reduce Fungal Growth radius of effect

No (1408)
 
65%

Yes (750)
 
35%

2158 total votes

Your vote: Reduce Fungal Growth radius of effect

(Vote): Yes
(Vote): No





4th change:
Remove mana upgrade from Infestor Pit. It's similar to High Templar Khaydarin Amulet nerf.

Poll: Remove mana upgrade from Infestor Pit

No (1401)
 
65%

Yes (757)
 
35%

2158 total votes

Your vote: Remove mana upgrade from Infestor Pit

(Vote): Yes
(Vote): No





5th change:
Neural Parasite cant be used on Massive units. This change is mainly for Mothership steal balancing.

Poll: Neural Parasite cant be used on Massive units

No (1446)
 
68%

Yes (674)
 
32%

2120 total votes

Your vote: Neural Parasite cant be used on Massive units

(Vote): Yes
(Vote): No





6th change:
Make infestor 3 supply instead of 2. So you cant make too many of them in 200/200 unit composition.

Poll: Make infestor 3 supply instead of 2

Yes (1991)
 
80%

No (503)
 
20%

2494 total votes

Your vote: Make infestor 3 supply instead of 2

(Vote): Yes
(Vote): No





7th change:
Give Infested Terran eggs the same amount of HP as Infested Terran itself. So it's actually usefull to focus eggs before they spawn.

Poll: Give Infested Terran eggs the same amount of HP as Infested Terran its

Yes (1653)
 
77%

No (498)
 
23%

2151 total votes

Your vote: Give Infested Terran eggs the same amount of HP as Infested Terran its

(Vote): Yes
(Vote): No





8th change:
The fungal becomes a projectile. So you can dodge it.

Poll: The fungal becomes a projectile

Yes (1387)
 
65%

No (758)
 
35%

2145 total votes

Your vote: The fungal becomes a projectile

(Vote): Yes
(Vote): No





9th change:
Fungal Growth can affect your own units like Psyonic Storm/Hunter Seeker Missle or Plague from BW. So you will target enemy units more accurate.

Poll: Fungal Growth can affect your own units

No (1205)
 
58%

Yes (890)
 
42%

2095 total votes

Your vote: Fungal Growth can affect your own units

(Vote): Yes
(Vote): No

INnoVation TY Maru | Classic Stats Dear sOs Zest herO | Rogue Dark soO
Valikyr
Profile Joined June 2010
Sweden2653 Posts
Last Edited: 2012-11-08 09:31:15
November 08 2012 09:29 GMT
#2
I think they should replace fungal with another spell. Give us some PLAGUUU or somethng, It just has to be a spell that you can avoid by in-battle micro and not just the way you engage.
superarmy
Profile Joined October 2010
New Zealand422 Posts
November 08 2012 09:33 GMT
#3
Make infested Terrans cost 1 supply, reduce damage of fungal growth, make it a slow, but make it similar to corruption making the unit take extra damage, even eliminate the damage of fungal growth and make it cause attacks received deal double damage? Makes infesters not as massable.
Thane421
Profile Joined April 2011
Netherlands40 Posts
November 08 2012 09:34 GMT
#4
Add infestor 3 supply please
Artline
Profile Joined September 2011
177 Posts
November 08 2012 09:38 GMT
#5
- Fungal should not work on air units.
- Fungal should be a projectile. EMP and Storm both make sense but fungal just occurs out of nowhere.
Basique
Profile Joined July 2011
Korea (South)40 Posts
November 08 2012 09:38 GMT
#6
Get rid of Fungal. Find something else. Hots is the occasion to redesign some things. The spell is interesting. In general I'm against anything that remove control from the player. That include Fungal, forcefield, concussive and else.
Keep it basique.
Liquid`Nazgul
Profile Blog Joined September 2002
22427 Posts
Last Edited: 2012-11-08 09:50:46
November 08 2012 09:38 GMT
#7
Infested terrans 0.5 supply, make fungal a slow and projectile, no neural parasiting massive units.
Administrator
Fuzer
Profile Blog Joined April 2009
Finland266 Posts
Last Edited: 2012-11-08 09:41:38
November 08 2012 09:40 GMT
#8
Change infested terran egg to light armor and give it same amount of hp as infested terran intself instead of 100, so its actually usefull to focus eggs before they spawn.

Make the infestor size smaller so I can emp / 8 of them with 1 EMP instead of 3.
Kupon3ss
Profile Joined May 2008
時の回廊10066 Posts
November 08 2012 09:42 GMT
#9
just make it so fungal can't be applied to targets already fungaled, so it takes a bit more skill and timing to use without drastically reducing its power
When in doubt, just believe in yourself and press buttons
Nisyax
Profile Blog Joined January 2012
Netherlands756 Posts
November 08 2012 09:43 GMT
#10
And what exactly would the purpose of neural be when you can't neural massive units anymore?

- I'd be in favor of the slow instead of the snare.
- Radius of effect, probably
- Can't kill units, how about can't kill mechanical units.
ArcticRaven
Profile Joined August 2011
France1406 Posts
Last Edited: 2012-11-08 09:46:18
November 08 2012 09:45 GMT
#11
On November 08 2012 18:42 Kupon3ss wrote:
just make it so fungal can't be applied to targets already fungaled, so it takes a bit more skill and timing to use without drastically reducing its power


Still changes nothing at pro level.

I wish Blizz'd bring back the idea they had to make FG projectile-based and thus dodgeable by micro/predicting the opponent's movement, giving a lot to do and think about to both sides.

Also this would buff Ravens - a unit in desperate need of that - indirectly, by making PDD counter FG.

Edit : also, maybe bring back NP 9 range but not on Massive/air/mechanical/whatever ?
[Govie] Wierd shit, on a 6 game AP winning streak with KOTL in the trench. I searched gandalf quotes and spammed them all game long, trenchwarfare247, whateva it takes!
Liquid`Nazgul
Profile Blog Joined September 2002
22427 Posts
Last Edited: 2012-11-08 09:48:51
November 08 2012 09:45 GMT
#12
On November 08 2012 18:43 Nisyax wrote:
And what exactly would the purpose of neural be when you can't neural massive units anymore?

Raven, siege tank, high templar, immortal.

It would be more accurate to say no more neural on mothership, but it's not like neural on the above four mentioned units would be useless.
Administrator
Gladiator6
Profile Joined June 2010
Sweden7024 Posts
November 08 2012 09:46 GMT
#13
I didn't see this option but I would like to see fungal be a projectile, instead of instant it might require some skill. Also along with 50-70% slow instead of immobilize on units.
Flying, sOs, free, Light, Soulkey & ZerO
Insoleet
Profile Joined May 2012
France1806 Posts
November 08 2012 09:47 GMT
#14
In your poll you forgot : 3 supply infestor ! So that we cant mass them as currently.

ArcticRaven
Profile Joined August 2011
France1406 Posts
November 08 2012 09:47 GMT
#15
On November 08 2012 18:45 Liquid`Nazgul wrote:
Show nested quote +
On November 08 2012 18:43 Nisyax wrote:
And what exactly would the purpose of neural be when you can't neural massive units anymore?

Raven, siege tank, high templar, immortal.


Indeed, that and 9 range makes it castable on way more interesting units than M-ships, and not as game-changing and broken than on massive units.
[Govie] Wierd shit, on a 6 game AP winning streak with KOTL in the trench. I searched gandalf quotes and spammed them all game long, trenchwarfare247, whateva it takes!
GolemMadness
Profile Blog Joined September 2010
Canada11044 Posts
November 08 2012 09:48 GMT
#16
Remove infested terrans, replace them with some other spell.
http://na.op.gg/summoner/userName=FLABREZU
SirPinky
Profile Joined February 2011
United States525 Posts
Last Edited: 2012-11-08 10:01:46
November 08 2012 09:50 GMT
#17
On November 08 2012 18:38 Liquid`Nazgul wrote:
Infested terrans 0.5 supply, make fungal a slow, no neural parasiting massive units.


I actually really like the idea of IT having .5 supply. I just lost a game 200/200 where I just got destroyed to BL mass infestor where IT massed the screen (high masters vs high masters). My ending comments in the game was, "gee, how do you win 300 supply vs 200 supply...you can't." Although be it quasi bm, it is the truth. They carry upgrades and they are not supply....only expense to Zerg is energy. Quite unfair if you ask me...

But in my opinion the amount of infestors should be reduced. Don't reduce the supply but make them more costly to make and reduce abilities. You dont see people making mass ravens because they cost 100/200. Same should apply to zerg... why not cost the same as a ghost? What do people use ghosts other than emp (rarely is snipe used except some in TvP? Yet ghost costs far more than infestors and die much easier b/c they cant root.
How much better to get wisdom than gold; to get insight rather than silver!
Nisyax
Profile Blog Joined January 2012
Netherlands756 Posts
November 08 2012 09:51 GMT
#18
On November 08 2012 18:45 Liquid`Nazgul wrote:
Show nested quote +
On November 08 2012 18:43 Nisyax wrote:
And what exactly would the purpose of neural be when you can't neural massive units anymore?

Raven, siege tank, high templar, immortal.


Yes true, but I really doubt on how many people are actually going to get neural if those are the options.

- Safer to fungal Ravens / HT. Neural a storm isn't the best thing vs. Protoss (preventing one or feedback could)
- Immortals not enough value late game (for toss to have them), neural comes too late for early pushes
- Tanks, barely see any of them neural parasited, the moment you can get in range of them the army will most likely be cleaned up already + most people will focus target infestors with their tanks. Seems too high risk too low reward to invest in that.

It will be one of those rarely seen things if I theorize about it, I could be wrong however.
bGr.MetHiX
Profile Joined February 2011
Bulgaria511 Posts
November 08 2012 09:53 GMT
#19
Infested Terran eggs are an equal attack priority as other units.

Infested Terrans cost 40 energy to cast.


VOALA
Top50 GM EU Protoss from Bulgaria. Streaming with commentary : www.twitch.tv/hwbgmethix
YyapSsap
Profile Joined September 2010
New Zealand1511 Posts
November 08 2012 09:56 GMT
#20
Basically..

-The fungal becomes a projectile
-Affect ground units only
-Deals no damage but roots/-armor
-Deals damage but slows
-Fungals can affect your own units i.e. just like plague from BW
-Infestors are slow
-Unit size decreased
-Cant burrow move or requires research for burrow move
-Higher energy cost for fungal or Infested Terrans
-Infested Terrans dont share same upgrade or cost supply
-Fungal range or aoe nerf.

Pick and choose the best combination(s).
1 2 3 4 5 34 35 36 Next All
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