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On November 09 2012 00:27 RockIronrod wrote:Show nested quote +On November 09 2012 00:24 KOtical wrote:On November 09 2012 00:23 Carnate wrote: Where's the option to make other races use their casters more? in TvZ its the problem that ghosts emp radius is to small to hit enough infestors, or infestors are too big... however you wanna see it. but by increasing the radius would lead to an imbalanced tvp... Snipe 2 hits Infestors from a longer range. The nerf didn't affect it's use against psionic units (I think it's actually stronger against them than previously). No. It doesn't.
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On November 09 2012 00:27 RockIronrod wrote:Show nested quote +On November 09 2012 00:24 KOtical wrote:On November 09 2012 00:23 Carnate wrote: Where's the option to make other races use their casters more? in TvZ its the problem that ghosts emp radius is to small to hit enough infestors, or infestors are too big... however you wanna see it. but by increasing the radius would lead to an imbalanced tvp... Snipe 2 hits Infestors from a longer range. The nerf didn't affect it's use against psionic units (I think it's actually stronger against them than previously).
well that only works when u got enough energy for cloaking and sniping than, coz without the cloak u cant get near the infestors coz of the brutelings from the brutelords.... idk i felt kinda sad seeing last time gsl final, when mvp was making 1 simple small mistake and ends up loosing while zerg can make some mistakes without taking to much effect...
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On November 09 2012 00:30 Jermstuddog wrote: Not exactly a fan of the Infestor myself, but so many of these suggestions here are outright terrible ><
Adding any supply to IT at all sounds incredibly narrow-minded and specific. If IT costs supply, I don't see why other summon abilities/free units shouldn't be the same. Force Fields, Broodlings, Auto-turrets, hallucinations, hell, maybe we should make buildings cost supply too! Quite simply, it makes the skill stupid and pointless, who would ever think that is fun and interesting in the slightest?
Increasing infestor supply is more of the same supply inflation bullshit that makes units like the siege tank, roach, and hydra so weak, and I honestly can't see Zerg affording it at all. That would basically kill the units viability at all points of the game, and the Zerg race as a whole.
Any suggestion that targets NP is, again, horrible. The ability is costly (both in energy and research), short range, and typically used against exactly 1 unit in the entirety of the game. Any balance problems NP presents are MS problems and nothing else. You want to make NP useless again? Remove the mothership.
Really, ANY suggestion to adjust IT is rather baseless. IT is a good spell, it has uses, it is strong, cheap, and offers one of the only viable harass methods the Zerg army possess. IT is NOT good for peppering a few eggs into a standing army. ITs fall quickly to AoE damage, ITs need lots of casts to be useful in general. The ability has positives and negatives, it's fucking balanced, stop crying about it.
Fungal is where the problem lies, and Fungal is what needs to be changed, for the good of the game. I have all but quit logging in to SC2 at this point because, lets face it, the game has become stagnant and boring, and Blizzard doesn't seem to be interested in fixing anything until HotS comes out.
If Blizzard wants to keep people playing, we need some quality changes like a fungal nerf, FF nerf, Vortex nerf, etc. There are too many things that just feel fucking wrong in SC2, Fungal is one of them, IT is not. Fix the problem, not the byproduct.
Terrible suggestions... It's not balanced. If you don't like to polls, don't vote, or vote "No".
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On November 09 2012 00:30 Jermstuddog wrote: If Blizzard wants to keep people playing, we need some quality changes like a fungal nerf, FF nerf, Vortex nerf, etc. There are too many things that just feel fucking wrong in SC2, Fungal is one of them, IT is not. Fix the problem, not the byproduct.
Terrible suggestions... Your whole post reads like you knew the answer to everything but I'm not so sure about this. I saw quite some games where P died to IT because they didn't had AOE in time.
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On November 09 2012 00:31 DidYuhim wrote:Show nested quote +On November 09 2012 00:27 RockIronrod wrote:On November 09 2012 00:24 KOtical wrote:On November 09 2012 00:23 Carnate wrote: Where's the option to make other races use their casters more? in TvZ its the problem that ghosts emp radius is to small to hit enough infestors, or infestors are too big... however you wanna see it. but by increasing the radius would lead to an imbalanced tvp... Snipe 2 hits Infestors from a longer range. The nerf didn't affect it's use against psionic units (I think it's actually stronger against them than previously). No. It doesn't. Snipe does 50 damage to Infestors. Infestors have 90 HP. It does.
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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?
- 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. what is neural currently used on anyway? Mothership and sometimes extremely rarely thors
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This is quiete simple... Fungal should be nerfed... it should work a different way fewer dmg and just slowing units. On the other hand i feel that infested terran when throwen down before the engagement vs non splash armys are looking silly strong. But make them cost supply is a stupid idea
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On November 09 2012 00:36 Hryul wrote:Show nested quote +On November 09 2012 00:30 Jermstuddog wrote: If Blizzard wants to keep people playing, we need some quality changes like a fungal nerf, FF nerf, Vortex nerf, etc. There are too many things that just feel fucking wrong in SC2, Fungal is one of them, IT is not. Fix the problem, not the byproduct.
Terrible suggestions... Your whole post reads like you knew the answer to everything but I'm not so sure about this. I saw quite some games where P died to IT because they didn't had AOE in time.
And I have seen 100x more games where Zerg dies to Colossi because they don't have flying units in time/not enough flying units/too many flying units/xyz.
Anecdotal evidence like that can be found ANYWHERE in the game because it's SUPPOSED to happen that you cannot prepare for everything all the time.
Show me a prepared Protoss losing to IT and not fungal and maybe I'll consider it, but that ability has gone unchanged longer than fungal, and it was never known for being OP in the slightest. The only reason it is even notable in the slightest NOW is because FUNGAL allows Zergs to continually add infestors throughout the game until they're in the 30s.
Yes, 100+ free units can be problematic, but IT is NOT the problem, it's the 30 infestors and the freedom/necessity of having so many that is the problem, stop trying to fix the symptoms.
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On November 09 2012 00:31 DidYuhim wrote:Show nested quote +On November 09 2012 00:27 RockIronrod wrote:On November 09 2012 00:24 KOtical wrote:On November 09 2012 00:23 Carnate wrote: Where's the option to make other races use their casters more? in TvZ its the problem that ghosts emp radius is to small to hit enough infestors, or infestors are too big... however you wanna see it. but by increasing the radius would lead to an imbalanced tvp... Snipe 2 hits Infestors from a longer range. The nerf didn't affect it's use against psionic units (I think it's actually stronger against them than previously). No. It doesn't.
It does since they Nerfed snipe. It now does 25(+25 to psionic) compared to 45 flat before.
But you wont see sniped used anyways since Terrans already have so much to do lategame TvZ compared to Zergs.
Fungal should not root, IT eggs should have same prio as other targets and have the same HP as the Infested Terran they spawn. 3 Supply cost.
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On November 09 2012 00:23 KOtical wrote: the problem with make fungal just slow down units instead of stopping them, is that stalkers than are able to blink out than. and mass stalker builds with blink would destroy zerg than i think...
You can still have it that stalkers can't blink while they are fungaled.
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Perhaps Mothership should gain an ability that prevents it from being neuraled, similar to frenzied for Ultras. Of course then you have to do something about the Archon toilet...
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On November 09 2012 00:27 RockIronrod wrote:Show nested quote +On November 09 2012 00:24 KOtical wrote:On November 09 2012 00:23 Carnate wrote: Where's the option to make other races use their casters more? in TvZ its the problem that ghosts emp radius is to small to hit enough infestors, or infestors are too big... however you wanna see it. but by increasing the radius would lead to an imbalanced tvp... Snipe 2 hits Infestors from a longer range. The nerf didn't affect it's use against psionic units (I think it's actually stronger against them than previously). Snipe range: 10 Broodlord range: 9.5 Overseer detection range: 11
On November 09 2012 00:30 Jermstuddog wrote: Really, ANY suggestion to adjust IT is rather baseless. IT is a good spell, it has uses, it is strong, cheap, and offers one of the only viable harass methods the Zerg army possess. IT is NOT good for peppering a few eggs into a standing army. ITs fall quickly to AoE damage, ITs need lots of casts to be useful in general. The ability has positives and negatives, it's fucking balanced, stop crying about it. No it's not. Showering entire armies to the point they are surrounded by eggs and then just die to the massive, out of control DPS it provides is certainly not “balanced”. Because there are not only ITs, you know. Meanwhile, Broodlords are also summoning their own supply-free army. And even against air, how can you fail to realize how stupid it is that both BCs and Carriers-based armies, the most expensive fleets Terran and Protoss can build, die just to IT spam + a few Fungals if they try to retreat?
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On November 09 2012 00:36 Hryul wrote:Show nested quote +On November 09 2012 00:30 Jermstuddog wrote: If Blizzard wants to keep people playing, we need some quality changes like a fungal nerf, FF nerf, Vortex nerf, etc. There are too many things that just feel fucking wrong in SC2, Fungal is one of them, IT is not. Fix the problem, not the byproduct.
Terrible suggestions... Your whole post reads like you knew the answer to everything but I'm not so sure about this. I saw quite some games where P died to IT because they didn't had AOE in time.
I don't see many games lost to IT, and again it's IT coupled with the current fungal, infestor size/supply and all. Keep in mind nerfing fungal is also a nerf to IT since they share the same energy pool. A nerfed fungal means more fungals are needed than before and less energy is avalaible for ITs.
We want the infestor to be nerfed, not zerg not being able to win games anymore past the midgame.
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3-4 EMPs wrecks their army, add a couple Seekers afterwards and you are set. The few time I see a pro game where they actually build a similar number of caster units the fights usually favor the non zerg.
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I'd change fungal to a slow like chains of ice on WoW death knights. That is, it slows a lot at first but wears off. Something like 80% minus 20% each second. Make it so it doesn't cancel commands of the affected units.
If you really want to lock something down, you still can, but you have to pay for it in energy, otherwise, the units start to wiggle free as they regain speed. It might even be appropriate for the progression to be more steep, like 80->40->20->10% (halved reduction each second). In that case, you might make it 5 seconds and very slightly increase the damage (back to whatever it was when it was first changed or halfway between that and current damage).
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On November 09 2012 00:49 TheDwf wrote:Show nested quote +On November 09 2012 00:27 RockIronrod wrote:On November 09 2012 00:24 KOtical wrote:On November 09 2012 00:23 Carnate wrote: Where's the option to make other races use their casters more? in TvZ its the problem that ghosts emp radius is to small to hit enough infestors, or infestors are too big... however you wanna see it. but by increasing the radius would lead to an imbalanced tvp... Snipe 2 hits Infestors from a longer range. The nerf didn't affect it's use against psionic units (I think it's actually stronger against them than previously). Snipe range: 10 Broodlord range: 9.5 Overseer detection range: 11 Show nested quote +On November 09 2012 00:30 Jermstuddog wrote: Really, ANY suggestion to adjust IT is rather baseless. IT is a good spell, it has uses, it is strong, cheap, and offers one of the only viable harass methods the Zerg army possess. IT is NOT good for peppering a few eggs into a standing army. ITs fall quickly to AoE damage, ITs need lots of casts to be useful in general. The ability has positives and negatives, it's fucking balanced, stop crying about it. No it's not. Showering entire armies to the point they are surrounded by eggs and then just die to the massive, out of control DPS it provides is certainly not “balanced”. Because there are not only ITs, you know. Meanwhile, Broodlords are also summoning their own supply-free army. And even against air, how can you fail to realize how stupid it is that both BCs and Carriers-based armies, the most expensive fleets Terran and Protoss can build, die just to IT spam + a few Fungals if they try to retreat?
The same reason they die to stimmed marines if they try to retreat... and the same reason why broodlords die to stimmed marines or blink stalkers if they try to retreat. Because they're not invincible and zergs don't have t1 anti-air units like T and P.
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this is a delicate subject because overnerfing infestors would make zerg terrible o_o, tbh i think creep is as big of an issue if not even bigger than infestors currently are
1)infestors 3 supply (still not sure about this one) 2)0 armor infested terran eggs and have their hp carry over once they hatch (having their hp carry over might be too big of a nerf aswell, at the very least infested terran eggs should have 0 armor) 3)make interceptors immune to fungal (100%) 4)make the mothership immune to neural (100%)
both 3) and 4) are obviously pvz related , i think the biggest issue in tvz is that infested terrans are too cost efficient against mech and fungal is too cost efficient against bio.. balancing those 2 spells out while trying to maintain some sort of balance in zvp is going to be problematic =/
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On November 09 2012 00:46 Hypemeup wrote:Show nested quote +On November 09 2012 00:31 DidYuhim wrote:On November 09 2012 00:27 RockIronrod wrote:On November 09 2012 00:24 KOtical wrote:On November 09 2012 00:23 Carnate wrote: Where's the option to make other races use their casters more? in TvZ its the problem that ghosts emp radius is to small to hit enough infestors, or infestors are too big... however you wanna see it. but by increasing the radius would lead to an imbalanced tvp... Snipe 2 hits Infestors from a longer range. The nerf didn't affect it's use against psionic units (I think it's actually stronger against them than previously). No. It doesn't. It does since they Nerfed snipe. It now does 25(+25 to psionic) compared to 45 flat before. But you wont see sniped used anyways since Terrans already have so much to do lategame TvZ compared to Zergs. Fungal should not root, IT eggs should have same prio as other targets and have the same HP as the Infested Terran they spawn. 3 Supply cost. The comment was on range.
Fungal has same effective radius as snipe. BL attack has 0.5 range less than snipe. Again, the only thing zerg has to bother to do is put overseers slightly in front of his army.
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On November 09 2012 00:54 ROOTT1 wrote: this is a delicate subject because overnerfing infestors would make zerg terrible o_o, tbh i think creep is as big of an issue if not even bigger than infestors currently are
1)infestors 3 supply (still not sure about this one) 2)0 armor infested terran eggs and have their hp carry over once they hatch 3)make interceptors immune to fungal 4)make the mothership immune to neural
"do infested terrans regain their health back once they hatch from the eggs?" - TT1 =)
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