PS.
I love the way you guys discuss this topic.Its completely different then idiot fest on Blizz forums.
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Liman
Serbia681 Posts
PS. I love the way you guys discuss this topic.Its completely different then idiot fest on Blizz forums. | ||
orBitual
United States96 Posts
On November 09 2012 01:35 NeonFox wrote: Show nested quote + On November 09 2012 01:27 Zdrastochye wrote: On November 09 2012 01:21 NeonFox wrote: On November 09 2012 01:13 Zdrastochye wrote: Eh, keep fungal as is, remove IT and NP. Problem solved. Not sure if trolling, but that is the complete opposite of what needs to be adressed. Point being what people find discouraging about Infestors has changed with every passing month. Wait a bit longer and my post will be exactly what people are in line with fixing. At the end of the day Browder couldn't have been any clearer about waiting out the shit storm at least until HotS, no matter how many TL threads are made. People have bitched about fungal for a while, and now it's pretty clear why, and justified. Broodlord infestor is stupid, players win games they shouldn't because of it, terrans and protoss have no answer lategame unless they do a huge amount of damage in the midgame or the zerg screws up. The biggest mess of all is PvZ and vortex. I can't stand watching any PvZ games anymore because everyone knows what's going to happen before the game even starts, I would have even stopped playing altogether if I didn't find out about Symbols Ultralisk ZvP style. In sc2 comebacks should be about outplaying your opponent and pulling crazy tricks, not hold until you have enough broodlord infestors and win. Pros are complaining, random scrubs are complaining, spectators are complaining, even zergs are complaining about the mess that is fungal, something needs to be adressed fast. All that will change then, is that Protoss will be the ones holding off until they have their deathball that zergs can't handle, instead of vice versa. Just like it was before they buffed infestors to deal with this exact problem. The problem is a design problem that they never fixed. | ||
Lonyo
United Kingdom3884 Posts
Then you can't mass infestor as much, and you won't WANT to mass infestor as much. If zerg has some viable anti air and anti other units which ISN'T infestors, then they won't need to build infestors. Given that zergs aren't winning everything all the time, the infestor clearly isn't "too strong" in terms of making zerg as a whole overpowered, but it is too strong relative to other zerg units, which makes almost any other playstyle either pointless (e.g. hydra army) or just generally stupid (e.g. mutalisk) because they aren't as effective. But you can't just take away infestors or make them significantly worse without giving some way to replace them, because that would just kill balance anyway in the other direction. 3 food infestors would held reduce the lategame which is imbalanced, and might not need any significant other changes, since then you can't build mass infestors and broodlords and have mass drones and other units. It also wouldn't hit the midgame too hard, because you often have some free food by the imfestor time. | ||
Fuzer
Finland266 Posts
On November 09 2012 00:55 PiQLiQ wrote: Show nested quote + 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 =) egg has 100 hp, if you deal 20 dmg during egg (80/100 = 80% left) marine will spawn with 40 hp (50*0.8=40) | ||
NeonFox
2373 Posts
On November 09 2012 01:40 orBitual wrote: Show nested quote + On November 09 2012 01:35 NeonFox wrote: On November 09 2012 01:27 Zdrastochye wrote: On November 09 2012 01:21 NeonFox wrote: On November 09 2012 01:13 Zdrastochye wrote: Eh, keep fungal as is, remove IT and NP. Problem solved. Not sure if trolling, but that is the complete opposite of what needs to be adressed. Point being what people find discouraging about Infestors has changed with every passing month. Wait a bit longer and my post will be exactly what people are in line with fixing. At the end of the day Browder couldn't have been any clearer about waiting out the shit storm at least until HotS, no matter how many TL threads are made. People have bitched about fungal for a while, and now it's pretty clear why, and justified. Broodlord infestor is stupid, players win games they shouldn't because of it, terrans and protoss have no answer lategame unless they do a huge amount of damage in the midgame or the zerg screws up. The biggest mess of all is PvZ and vortex. I can't stand watching any PvZ games anymore because everyone knows what's going to happen before the game even starts, I would have even stopped playing altogether if I didn't find out about Symbols Ultralisk ZvP style. In sc2 comebacks should be about outplaying your opponent and pulling crazy tricks, not hold until you have enough broodlord infestors and win. Pros are complaining, random scrubs are complaining, spectators are complaining, even zergs are complaining about the mess that is fungal, something needs to be adressed fast. All that will change then, is that Protoss will be the ones holding off until they have their deathball that zergs can't handle, instead of vice versa. Just like it was before they buffed infestors to deal with this exact problem. The problem is a design problem that they never fixed. A balance needs to be found, they don't have to nerf the infestor to the ground. I'd rather have the infestor nerfed so that vortex isn't needed anymore to have a chance against broodlord infestor and the mothership removed altogether. This won't happen, but imagine if fungal slowed instead and infestor cost 3 supply. You would have less infestors, and stalkers on the edges of fungal could escape or try and snipe infestors. I think it's at least worth trying out. edit : On November 09 2012 01:46 PauseBreak wrote: Whereas most of the forums play Zerg its not surprising to see a lot of good changes being voted down. It's the opposite actually, the good suggestions are being massively upvoted. If all those changes where applied at once you might as well remove the infestor and zerg. | ||
PauseBreak
United States270 Posts
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Narw
Poland884 Posts
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Carnate
United States62 Posts
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PauseBreak
United States270 Posts
On November 09 2012 01:48 Narw wrote: If infestors are changed (those big impact nerfs) without significant buffs to zerg tier 2 to compensate you might as well remove Zerg race from game. Zerg units are NOT weak. I'm not sure how this crap got spread around. Last time I checked, Ling/Bane/Muta was ripping games apart. Those aren't even T3 units. | ||
Kznn
Brazil9072 Posts
On November 09 2012 01:48 Narw wrote: If infestors are changed (those big impact nerfs) without significant buffs to zerg tier 2 to compensate you might as well remove Zerg race from game. tell that to life and leenock. | ||
Noobity
United States871 Posts
If fungal doesn't root (my favorite change) it also needs to do more damage If fungal can't kill units, it should do more damage, or have a wider AoE If you reduce the AoE, infestors need to have more survivability If you reduce the mana upgrade, you need to reduce the cost of the pit itself, we're balanced on a knife's edge I feel as for how fast infestors can get out to fungal. If neural parasite can't be used on massive units, then vortex needs to be completely changed (I think this is probably a good point in general) If you make infestors more supply, they need to have more survivability, or be mildly more potent I think infested terran egg change is 100% valid and wouldn't require any buff to compensate Fungal becoming a projectile would need to make it more effective if it hit. If the projectile was too fast the change would be meaningless. If it was too slow then it would be too difficult to hit with for it's current effect. Fungal affecting your own units could very well destroy the ling/infestor style of play, and I feel is a bad idea. In general I agree, there needs to be a change. But I think it needs to be understood that this one overpowered unit is what makes Zerg viable. To simply nerf it could reset the meta to square 1. Obviously this is the view of a non-pro, but the basic idea of balance is that as one thing gets harder to use or less efficient, to not tip the scales you need something else to be changed to compensate. | ||
NEEDZMOAR
Sweden1277 Posts
On November 09 2012 01:52 Kznn wrote: Show nested quote + On November 09 2012 01:48 Narw wrote: If infestors are changed (those big impact nerfs) without significant buffs to zerg tier 2 to compensate you might as well remove Zerg race from game. tell that to life and leenock. Life is a heavy user of infestors, also based on your logic theres nothing wrong with infestors because MVP and TAEJA wins games anyway. | ||
Incomplet
United Kingdom1419 Posts
On November 09 2012 01:28 Incomplet wrote: Anyone got that vod of Leenock doing the 3 infester Burrow fungal? Ah, found it ![]() | ||
TheMooseHeed
United Kingdom535 Posts
On November 08 2012 23:06 Mouzone wrote: Show nested quote + On November 08 2012 22:32 TheMooseHeed wrote: Any nerf but the supply increase pleeeease. Zerg hardly feels like a swarm anymore with so many 2+ supply units. Infestors are too strong yeah but some of these ideas arent well thought out and would have massive implications. You think infestors walking around in a big, passive, non-attacking ball of spell casting feels like a swarm though? Hence why I would accept any other realistic nerf to them to prevent this. | ||
oZe
Sweden492 Posts
I've never had problems against fungal. I have however had serious problems vs storm. I mean the dmg of fungal is laughable. Plz don't micro for one minute while I tickle you to death ^^ If you are getting neuraled you may want to stop watching streams and pleasuring yourself while you play. | ||
JMDj
United States454 Posts
ex 10%-20%-30%-40% slow each second, or whatever is balanced It would also kind of make sense as the fungal would be 'growing' | ||
NEEDZMOAR
Sweden1277 Posts
On November 09 2012 02:04 Swagasaurus wrote: Maybe instead of completely snaring units fungal could slow units and the longer the duration is on for the stronger the slow gets. This would create a pretty cool mechanic where people would try to micro their units before the fungal took full effect. ex 10%-20%-30%-40% slow each second, or whatever is balanced It would also kind of make sense as the fungal would be 'growing' I like this idea alot, mostly because IT would look cool but also because it would still force quite a lot of extra apm, although if u want to slowdown pushes with fungals, u'd have to cast quite a lot of them | ||
D4V3Z02
Germany693 Posts
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TT1
Canada9987 Posts
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Tsuki.eu
Portugal1049 Posts
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