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[Poll] How Infestor could be changed? - Page 13

Forum Index > SC2 General
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Ballistixz
Profile Joined January 2010
United States1269 Posts
November 08 2012 17:16 GMT
#241
they cant nerf infestors without compensation. if they nerf festors they would have to nerf Force fields to.
Narw
Profile Joined February 2011
Poland884 Posts
November 08 2012 17:17 GMT
#242
On November 09 2012 02:15 Tsuki.eu wrote:
where is the, fungal cant hit air option tt


ZvZ would need to be changed to MvM.
1st_Panzer_Div.
Profile Joined November 2010
United States621 Posts
November 08 2012 17:17 GMT
#243
Give protoss the Oracle which can cast a 'shield' on protoss units that blocks fungal or clears it after it's used. Oh wai...
Manager, Team RIP ZeeZ
Zenbrez
Profile Joined June 2012
Canada5973 Posts
Last Edited: 2012-11-08 17:19:17
November 08 2012 17:18 GMT
#244
On November 09 2012 01:38 Liman wrote:
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.

The blizz forums is where discussion goes to die.

How about changing the IT cost is an odd number (blizz likes to stick with multiples of 25). 50 might be too much for a IT, so why not try somewhere inbetween, 35, 40? It's not huge but it would make a difference. Say when all your energy is drained and your opponent is being very aggressive, you have to wait longer before having the energy to drop another IT.

Also here are 2 things I've been thinking about for the IT. It currently received +2 attack for each attack upgrade, change it to 1. And it has the same attack speed as a marine (0.86?), bump it up a little bit. Even up to 1.0 makes a difference, especially when you spit out 30-40 of them at a time in the lategame.
Refer to my post.
D4V3Z02
Profile Joined April 2011
Germany693 Posts
Last Edited: 2012-11-08 17:22:48
November 08 2012 17:21 GMT
#245
On November 09 2012 01:50 PauseBreak 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.



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.


200 supply ling bane muta cant even kill 200 supply bio mech, so what would happen to protoss deathball? You dont want to change fungal you want to remove zerg from the game.
http://www.twitch.tv/d4v3z02 all your base are belong to overlord
Albinoswordfish
Profile Blog Joined October 2012
United States108 Posts
November 08 2012 17:21 GMT
#246
I feel right now that the Infestor is too critical to a Zerg hive tech army too make any significant nerfs to it and for Zergs to still be competitive in the late game. The issue isn't fungal growth or even infested terrans, it's the fact that by the time the late game comes around a Zerg can amass 20-30 infestors (add Broodlords) which then becomes a composition that can kill pretty much any army in the game.

The reason it's so easy to mass Infestors is because with proper micro you can kill mid game armies from all three races by just trading energy. Over the course of the game the Infestor count is just going to spiral out of control.

There is a major design flaw of the Infestor in terms of it's tech level. It is a LAIR TECH unit! No Lair tech unit no matter how much should be able to defeat a maxed Tier 3 army from any race. The Infestor is a very powerful unit, which is fine I love watching very powerful units. However I think it's way to powerful to be a Lair tech and should be moved to Hive.

There is no mid game anymore for Zerg players, because why would you when you have the Infestor that kills everything. By moving Infestor's to Hive tech this will force Zerg players to spend minerals/gas instead of energy to fight in the mid game (thus reducing their strength of their Hive tech army). As of right now Lair tech units are way too weak to combat Terran and Protoss in the mid game.

Alright so change Hydras to be Tier 1. Hydra's are terrible in the mid game because by the time you can get them the opponent will already have Siege Tanks/Collosus out. Move Roaches to Lair tech, increase their cost but also increase their hp/armor to be able withstand Siege Tanks and Collosus volleys. Right now Roaches are useful in the beginning of the game but once the opponent gets one of these two units they suddenly become awful. Moving Hydras to Tier 1 will allow Zerg get a high hydra count in the mid game to deal with 2-base immortal/sentry allins from Protoss.

Basically I think a slight nerf to the Infestor won't really change the game significantly. And if you overnerf them Zerg will have no answer in the late game. But they're way to powerful to be used in the mid game.
Ameisenmann
Profile Joined April 2012
Albania296 Posts
Last Edited: 2012-11-08 17:23:34
November 08 2012 17:21 GMT
#247
I'm kind of liking the idea of fungal not immobilizing units, because it would allow for more micro and make chain fungaling stuff more difficult. so if a big marine pack gets hit, it's still very damaging, but it's not like "oh I guess I can just forget about those units now and watch them die". Instead you could try splitting those marines to make them use more energy or whatever. When it comes to protoss I'm really unsure how it will play out tho. I guess it would make air more viable since it wouldnt immobilize interceptors or voids completely... Not sure about stalkers.

Edit: And of course the big question is, how it would affect overall performance of zergs. Changing such a vital unit might have a pretty dramatic effect after all.
KamikazeDurrrp
Profile Joined January 2012
United States95 Posts
November 08 2012 17:21 GMT
#248
Whatever ideas for keeping fungal as a slow or a root just have to stop. As long as fungal is still a mass aoe stun/slow that does damage it doesn't matter what we do to it zerg will still mass fungal and broodlord infestor would still be broken. I recommend that instead of a root/slow, fungal should create and area where all units in that area would get a status effect that have their attack speed slowed by half for four seconds, essentially decreasing the dps of those units by half. This sort of fungal would also disable all abilities like blink for 4 seconds. You could still have the dot damage, but that wouldn't matter that much. Thus the utility of fungal would still be unchanged and it would still be useful to zerg offensively and defensively. The only difference would be that instead of being able to counter every unit, infestors would be able to support against fighting every unit. This sort of change would also create a more dynamic game AND discourage the use of deathballs since having units clumped in a deathball would decrease their overall dps by half. Afterwards, we could look at other units in the zerg army (ie hydras) to find ways to make them more viable. Just by making fungal a slow would not work. Fungal just has to be change completely, simple as that.
JKM
Profile Joined November 2011
Denmark419 Posts
November 08 2012 17:22 GMT
#249
On November 09 2012 02:03 oZe wrote:
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.


You're being silly. Don't be overdramatic about it.
Looking at pure dps storm is better, but you can micro against storm why the full damage of a storm is never realized. In comparison fungal roots the enemy to the ground and is not hard to chain. Furthermore late game you got the combination of blords long range bombardement while locking units down to the ground.


I don't understand people saying that zerg is too weak mid-game with infestors nerfed. Zerg has several strong timings they can use against both protoss and terran to wreck damage midgame and with hots coming in the foreseeable future zerg gets a fairly strong midgame blord. Furthermore, nerfing infestors might allow buffing hydras which I think everybody would like to see happen (outside of zerg nydus hydra allin vs protoss maybe becoming too strong).
1338, one upping 1337
nojok
Profile Joined May 2011
France15845 Posts
November 08 2012 17:23 GMT
#250
I'd like to see how a 3 supply infestor would change the game. It would reduce the power of infestors/bl lategame without being a massive nerf. I'd also like to see their size reduce a bit so they suffer more of EMP if they're clumped, which would also make the ghost better.
Also make the ghost 150/150 or even 150/175 as terrans are more mineral starved than gas starved.

"Back then teams that won were credited, now it's called throw. I think it's sad." - Kuroky - Flap Flap Wings!
HeavenResign
Profile Joined April 2011
United States702 Posts
November 08 2012 17:23 GMT
#251
I voted for:

projectile
slow, not root
eggs same HP and infested terrans
make it 3 supply instead of two.
This wasn't an option but I think no neural on mothership. It's ridiculous that ultras can't be neuraled but mothership can.

All of those things combined are pretty huge nerfs to be honest. All of those things combined should probably result in a buff somewhere.

MachinimaToasty
Profile Joined July 2012
Canada27 Posts
November 08 2012 17:31 GMT
#252
Dont worry about this. There will always be race whining no matter what changes are made. If blizzards wants to make a change they will.
You're not doing well, unless your being hated on.
D4V3Z02
Profile Joined April 2011
Germany693 Posts
Last Edited: 2012-11-08 17:32:54
November 08 2012 17:32 GMT
#253
On November 09 2012 02:22 JKM wrote:
Show nested quote +
On November 09 2012 02:03 oZe wrote:
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.


You're being silly. Don't be overdramatic about it.
Looking at pure dps storm is better, but you can micro against storm why the full damage of a storm is never realized. In comparison fungal roots the enemy to the ground and is not hard to chain. Furthermore late game you got the combination of blords long range bombardement while locking units down to the ground.


I don't understand people saying that zerg is too weak mid-game with infestors nerfed. Zerg has several strong timings they can use against both protoss and terran to wreck damage midgame and with hots coming in the foreseeable future zerg gets a fairly strong midgame blord. Furthermore, nerfing infestors might allow buffing hydras which I think everybody would like to see happen (outside of zerg nydus hydra allin vs protoss maybe becoming too strong).


Didnt he say the same as you? (You need to change more than just the infestor when you change the infestor?)
http://www.twitch.tv/d4v3z02 all your base are belong to overlord
TheDwf
Profile Joined November 2011
France19747 Posts
November 08 2012 17:35 GMT
#254
On November 09 2012 02:23 nojok wrote:
I'd like to see how a 3 supply infestor would change the game. It would reduce the power of infestors/bl lategame without being a massive nerf. I'd also like to see their size reduce a bit so they suffer more of EMP if they're clumped, which would also make the ghost better.
Also make the ghost 150/150 or even 150/175 as terrans are more mineral starved than gas starved.

No thanks. Mass Ghosts is the only tiny hope in TvP lategame, don't take it from us.
Belha
Profile Joined December 2010
Italy2850 Posts
Last Edited: 2012-11-08 17:40:39
November 08 2012 17:38 GMT
#255
I would like to see less fungal range.

Is pretty annoying to see the impunity of the infestor ball roaming the map without any other unit supporting them (fungal with slow will allow that impunity too).

TO THE OP: Please, please add a poll about if people prefer a huge balance change on infestor for hots, based on removing the "all around" status from them, but with a rework on other Z units, or a small balance change for WoL.

Thanks!
Chicken gank op
JKM
Profile Joined November 2011
Denmark419 Posts
Last Edited: 2012-11-08 17:42:31
November 08 2012 17:40 GMT
#256
On November 09 2012 02:32 D4V3Z02 wrote:
Show nested quote +
On November 09 2012 02:22 JKM wrote:
On November 09 2012 02:03 oZe wrote:
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.


You're being silly. Don't be overdramatic about it.
Looking at pure dps storm is better, but you can micro against storm why the full damage of a storm is never realized. In comparison fungal roots the enemy to the ground and is not hard to chain. Furthermore late game you got the combination of blords long range bombardement while locking units down to the ground.


I don't understand people saying that zerg is too weak mid-game with infestors nerfed. Zerg has several strong timings they can use against both protoss and terran to wreck damage midgame and with hots coming in the foreseeable future zerg gets a fairly strong midgame blord. Furthermore, nerfing infestors might allow buffing hydras which I think everybody would like to see happen (outside of zerg nydus hydra allin vs protoss maybe becoming too strong).


Didnt he say the same as you? (You need to change more than just the infestor when you change the infestor?)


It's in the wording, he downplays how powerful infestors are with poor comparisons to storm (that stuff terrans has learned to deal fairly well with snipe/EMP and micro) and 0 energy HTs. Furthermore he comes into this assuming that protoss and terran has to receive a big counternerf if the infestors are nerfed. I refer to hots providing new units that might fill the gap a infestor nerf might leave and suggest making hydras more useful midgame, perhaps with a pre-hive speedboost.
1338, one upping 1337
tMomiji
Profile Blog Joined July 2011
United States1115 Posts
November 08 2012 17:40 GMT
#257
Eh, I think infested Terran damage should be cut down and fungal damage should be cut WAY down...it already freezes you in an unfavorable position, is doing damage really necessary?

Or just screw the whole thing and bring back PLAYGU as so many are suggesting.
"I wonder if there is a league below copper? If so, I would like to inhabit it." -TotalBiscuit "In the event of a sudden change in cabin pressure, ROOF FLIES OFF!" -George Carlin <3 HerO <3 Kiwikaki <3 MKP
Whitewing
Profile Joined October 2010
United States7483 Posts
November 08 2012 17:45 GMT
#258
On November 09 2012 02:23 nojok wrote:
I'd like to see how a 3 supply infestor would change the game. It would reduce the power of infestors/bl lategame without being a massive nerf. I'd also like to see their size reduce a bit so they suffer more of EMP if they're clumped, which would also make the ghost better.
Also make the ghost 150/150 or even 150/175 as terrans are more mineral starved than gas starved.



That would be a flat out mech nerf, and ghosts function super well with mech.
Strategy"You know I fucking hate the way you play, right?" ~SC2John
PauseBreak
Profile Blog Joined April 2011
United States270 Posts
November 08 2012 17:45 GMT
#259
On November 09 2012 02:21 D4V3Z02 wrote:
Show nested quote +
On November 09 2012 01:50 PauseBreak wrote:
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.


200 supply ling bane muta cant even kill 200 supply bio mech, so what would happen to protoss deathball? You dont want to change fungal you want to remove zerg from the game.


This is false and is an opinion. Please show us all facts on your statement.
CajunMan
Profile Joined July 2010
United States823 Posts
Last Edited: 2012-11-08 17:56:46
November 08 2012 17:55 GMT
#260
Only viable change would be change from stop to slow. If you change anything else the ability is basically useless. For all you guys saying they want Plague instead of fungal you must not have played BW because toss would cry buckets. These days 1 plague would hit an entire death ball and put all the units so low the fight wouldn't be close. I'll take plague in a heart beat.

On November 09 2012 02:45 PauseBreak wrote:
Show nested quote +
On November 09 2012 02:21 D4V3Z02 wrote:
On November 09 2012 01:50 PauseBreak wrote:
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.


200 supply ling bane muta cant even kill 200 supply bio mech, so what would happen to protoss deathball? You dont want to change fungal you want to remove zerg from the game.


This is false and is an opinion. Please show us all facts on your statement.


No this is truth Muta ling bane past mid game is trash once marines are 3-3 and tanks 1 shot lings it is useless.
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