[Poll] How Infestor could be changed? - Page 18
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ArcticMuse
Australia93 Posts
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BuddhaMonk
781 Posts
- Make fungal only root when units are on creep, and slow off creep - Reduce the model size of infestor so that they clump more | ||
SickeL
110 Posts
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Whitewing
United States7483 Posts
On November 09 2012 10:39 ArcticMuse wrote: I would like to see a nerf to fungals damage to armoured units, along with a slight buff to the bonus damage given by upgrades to mutas, coupled with a slight buff to hydras. This would result in changing the mass roach infestor meta game, buff mech in tvz (might need to change IT's along with this, along with allowing zerg to go for more diversity in the mid game (hydra, muta play is better). I dont think you can just go ahead and nerf infestors without buffing zer a bit somewhere else, or you will just cripple them somewhere else. I'm also opposed to chanving fungal to a projectile, banelings can offten be out microed, and without fungal how it is zerg will be demolished by mass marine along with a lot of protoss all-ins Do not buff mutas, Muta play in PvZ is strong enough as it is. | ||
knOxStarcraft
Canada422 Posts
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Zrana
United Kingdom698 Posts
Fungal is pretty much a crutch zerg leans on to deal with the mid to late gameT and P (and Z actually) tightly balled packs of units which would crush anything zerg has if not for fungal. Both zlings and infestors are used throughout every matchup (more or less) and so if you nerf infestors then zlings are a great candidate for buffing. Just make them last another second or two in the big battles and if fungal is changed to something like a slow instead of snare, then that probably would work out pretty well for balance. The only issue really is stuff like 6pools, but if spawning pool build time is increased it can make up the difference. | ||
Ruscour
5233 Posts
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Ethoex
United States164 Posts
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xAdra
Singapore1858 Posts
On November 09 2012 10:44 SickeL wrote: Fungal is already a projectile. No it isn't. No idea where you got this thought | ||
TelecoM
United States10647 Posts
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kinglemon
Germany199 Posts
way more interesting gameplay imo. | ||
FireBlast!
United Kingdom5251 Posts
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Sky_
Canada116 Posts
On November 09 2012 12:17 GGzerG wrote: I think they should nerf the infestor but also make it so it can move while burrowed, that would be awesome and would add more dynamic to the game. ![]() Wut, Infestors can already move while burrowed. | ||
President Dead
97 Posts
On November 09 2012 10:11 Rui.S wrote: emp doesn't do any damage to the infestors... 1 fungal on your ghosts and gg 12 ghosts. And why did you allow your Ghosts to be fungaled? PS, Is this thread an exception to balance discussion? Much of this thread is against the rules of TL. | ||
LavaLava
United States235 Posts
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Darpa
Canada4413 Posts
On November 09 2012 03:21 TheDwf wrote: You don't make Thors en masse to deal with BLs because high BLs counts easily win, especially with Queen support (Broodlings preventing some of the Thors from reaching BLs, Transfuse negating the slow damage coming from the Thors, etc.). Fighting high BLs/Corruptors/Infestors counts without Ravens is hopeless. Ive seen lucifron go mass thors in several games against zerg. It does work as long as you can pick an engagement where you are in range. | ||
Carnate
United States62 Posts
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moskonia
Israel1448 Posts
On November 09 2012 13:03 Sky_ wrote: Wut, Infestors can already move while burrowed. Since he has over 3k posts I think he was sarcastic... | ||
Existential
Australia2107 Posts
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TT1
Canada9987 Posts
On November 09 2012 03:46 MrBitter wrote: Posted this in the Blizz pro forums just yesterday: + Show Spoiler + Hi dudes, So the infestor has become the target of many people's whines recently. I'm not sure that this is the place to rant about it, but I wanted to get my opinions out there for people to see, and hopefully for Blizzard to comment on. While I can recognize that tournament results at the highest level have remained varied, I can't help but feel like late game Zerg play has become very face-roll and skill-less. This isn't to say that top level Zerg play isn't impressive - it is, but in certain matchups, on certain maps, and in certain cases, we see the game devolve to Zerg turtling behind spine crawlers and infestors, defending drops and harass, and slowly accumulating a critical mass of brood lord / infestor before pushing out to win the game. Yes, we were all very impressed when Rain dismantled DRG in the OSL finals, and I can recognize that it is possible for Protoss to win in the super late game against Zerg, but I can't help but to feel that Protoss has to work a lot harder at a certain point in the game to get those impressive wins. Like... a loooot harder. When we step back and look at the game, we see a lot of things that are, perhaps, too strong. Infestors. Brood lords. Spine crawlers. These things are all super powerful. As are Colossi, blink stalkers, mother ship, and tons of other Protoss stuff. The problem isn't overpowered stuff. The problem comes when you no longer have an answer to overpowered stuff. And I do feel that, at a point, infestor broodlord just snowballs out of control. I don't blame this on it being a far superior fighting army... We've seen Protoss players kill this composition in the past even without vortex. And I don't blame it on the fungal mechanic shutting down micro. I think it just boils down to points in the game where Protoss is disallowed from engaging certain aspects of the Zerg army. A zerg player has to make a mistake for Protoss to kill his infestors. A zerg player has to expose his broodlords for that army to be threatened. Incidentally, all of this also applies to Terran in some ways. Fundamentally, I think you can solve this problem with one small change to Protoss, and one small change to Terran... By buffing their anti-infestor casters. The high templar and the ghosts respectively. I think increasing the range on feedback and snipe would do wonders to bring stability, and MOBILITY back to the matchups, and I also think it would silence the masses that love to cry about the overpoweredness of certain Zerg army compositions. It's almost impossible for Protoss and Terran players to successfully feedback or snipe infestors without losing the units they commit to doing so. Often, we see Protoss players send 2-3 high templar forward to feedback, successfully kill 1-2 infestors, and lose their units, resulting in a cost-ineffective trade. I honestly feel like this happens purely because you can never reach infestors. I would like to see feedback range tested at something like range 12. Give them broodlord range, so that infestors have to be positioned underneath broods, and can be punished if left overly exposed. This will still preserve the strength of broodlord infestor, while giving Protoss a way to combat the strength of fungal. Obviously, if you're going to buff feedback, you have to buff snipe, but in this case, I think an equivalent range buff to ghosts would do wonders to ease Terran woes as well. (And for all the same reasons listed above) For me, as a player, I get very bored of the turtley games that we are continuing to see day in and day out. As a caster, I can put on a blindfold and talk an audience through a PvZ on Daybreak. And as a fan of the game, I long for mechanics that push players away from being static and immobile, and toward being aggressive and active. I would love to hear what other top players think of this change, and also to see what Blizz has to say on the matter. <3s and kudos. Thanks for reading. TLDR: Don't nerf infestor. Instead buff the range of feedback and snipe. buffing feedback wont help against a superlategame bl infestor army comp because the hightemplars cant reach the infestors in the first place(due to broodlings) and feedbacking a couple of infestors wont change the outcome of the fight. also it will most certainly create new problems for terrans in tvp due to collosus range + observers, protoss could just keep terran's army at bay while feedbacking all their ghosts.. | ||
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