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[Poll] How Infestor could be changed? - Page 12

Forum Index > SC2 General
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Prev 1 10 11 12 13 14 36 Next All
Liman
Profile Joined July 2012
Serbia681 Posts
November 08 2012 16:38 GMT
#221
I dont know how infestor should be changed but i know it needs to be done.There are many good suggestions here.

PS.
I love the way you guys discuss this topic.Its completely different then idiot fest on Blizz forums.
Freelancer veteran
orBitual
Profile Joined January 2011
United States96 Posts
November 08 2012 16:40 GMT
#222
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
Profile Blog Joined December 2009
United Kingdom3884 Posts
November 08 2012 16:41 GMT
#223
Make hydras better, and make infestors take more supply.
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.
HOLY CHECK!
Fuzer
Profile Blog Joined April 2009
Finland266 Posts
November 08 2012 16:43 GMT
#224
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
Profile Joined January 2011
2373 Posts
Last Edited: 2012-11-08 16:48:15
November 08 2012 16:44 GMT
#225
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
Profile Blog Joined April 2011
United States270 Posts
November 08 2012 16:46 GMT
#226
Whereas most of the forums play Zerg its not surprising to see a lot of good changes being voted down.
Narw
Profile Joined February 2011
Poland884 Posts
November 08 2012 16:48 GMT
#227
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.
Carnate
Profile Joined September 2010
United States62 Posts
November 08 2012 16:48 GMT
#228
With HoTS on the way why are people still wanting to nerf something without testing the new game? Especially since the win loss rates are balanced.
PauseBreak
Profile Blog Joined April 2011
United States270 Posts
November 08 2012 16:50 GMT
#229
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
Profile Joined March 2011
Brazil9072 Posts
November 08 2012 16:52 GMT
#230
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
Profile Blog Joined February 2011
United States871 Posts
November 08 2012 16:54 GMT
#231
The problem is all of these are blanket nerfs. Late-game ZvX requires infestors. To simply nerf the unit you'll lose a considerable amount of balance that is currently in the game.

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.
My name is Mike, and statistically, yours is not.
NEEDZMOAR
Profile Blog Joined December 2011
Sweden1277 Posts
November 08 2012 16:55 GMT
#232
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
Profile Blog Joined September 2011
United Kingdom1419 Posts
Last Edited: 2012-11-08 17:06:50
November 08 2012 16:58 GMT
#233
On November 09 2012 01:28 Incomplet wrote:
Anyone got that vod of Leenock doing the 3 infester Burrow fungal?


Ah, found it

Bow down to the sons of Aiur...SKT1_Rain, CreatorPrime, ST_Parting, Liquid_Hero.
TheMooseHeed
Profile Joined July 2010
United Kingdom535 Posts
November 08 2012 17:03 GMT
#234
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.
''Swarm hosts are the worst thing in the world, I mean terrorism is pretty bad but swarmhosts are worse'' IdrA on ZvZ
oZe
Profile Joined January 2011
Sweden492 Posts
November 08 2012 17:03 GMT
#235
Any nerf to infestors requires a significant nerf of all terran and protoss units or a significant buff to all other zerg units. I mean compared to storm fungal is like a slight tickle. Cannot think anyone would rather have infestors with 0 energy than templars with 0 energy either.

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.

The worst kinds of organized crime are religion & government.
JMDj
Profile Joined September 2010
United States454 Posts
Last Edited: 2012-11-08 17:05:44
November 08 2012 17:04 GMT
#236
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'
NEEDZMOAR
Profile Blog Joined December 2011
Sweden1277 Posts
November 08 2012 17:09 GMT
#237
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
Profile Joined April 2011
Germany693 Posts
Last Edited: 2012-11-08 17:13:34
November 08 2012 17:10 GMT
#238
Infestor is fine. When u want to "change" him you have also to make something stronger. You can remove the snare but you ll have to make it deal more dmg. You can make the infestor itself weaker, but then youll have to make every zerg unit stronger. Choose your Destiny.
http://www.twitch.tv/d4v3z02 all your base are belong to overlord
TT1
Profile Blog Joined December 2008
Canada10104 Posts
Last Edited: 2012-11-08 17:25:56
November 08 2012 17:12 GMT
#239
@ OP - can you please add a detailed summary section in your OP and update it w/ posts from progamers & other good suggestions? makes it easier to follow
ab = tl(i) + tl(pc), the grand answer to every tl.net debate
Tsuki.eu
Profile Joined May 2011
Portugal1049 Posts
November 08 2012 17:15 GMT
#240
where is the, fungal cant hit air option tt
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