On November 11 2012 03:40 peidongyang wrote: they should make infestors more skilled and thus infestors no longer disable dropping from medivacs/warp prisms allowing templar drops/ghost drops to be more viable
I don't see how fungal shouldn't affect it's own units... storm does so why shouldn't Fungal? That way you can't spam fungal on your own units just like you can't spam storms on your own zealot lines.
On November 11 2012 06:00 NeMeSiS3 wrote: I don't see how fungal shouldn't affect it's own units... storm does so why shouldn't Fungal? That way you can't spam fungal on your own units just like you can't spam storms on your own zealot lines.
The problem is that most zerg units are meelee. so you kill of your own army before you kill of theirs. What does Protoss have meelee? Zealot and that is that and they have more hp then most zerg units.
On November 11 2012 06:00 NeMeSiS3 wrote: I don't see how fungal shouldn't affect it's own units... storm does so why shouldn't Fungal? That way you can't spam fungal on your own units just like you can't spam storms on your own zealot lines.
The problem is that most zerg units are meelee. so you kill of your own army before you kill of theirs. What does Protoss have meelee? Zealot and that is that and they have more hp then most zerg units.
Actually, apart from Zerglings, Banelings and Ultralisk (which can't be slowed, snared, stunned atm), all zerg units are ranged, Roaches, Hydras, Corrupters, ITs, BLs etc. More accurate would have been to say, most zerg units are short ranged, and again, I believe its a design flaw that zerg is so reliant on their short range units, and their longer range unit, Hydra, really sucks in most situation. Hydras should be strengthened so as to be a bigger part of zerg's mid game.
Anyway, fungal hitting your own units sounds like a change that would put them in line with other casters, and might differentiate the casters and their roles a bit. Infestors would go great with ranged units like roaches and hydras, because fungal won't hit those units, while viper would be better with lings and ultralisks. It would breed different compositions and doctrines, it would be a good thing to have more diversity, rather then have infestors in all compositions and against all compositions.
-> Decrease size then they'll be more vulnerable to EMP/storm (or at least people will need skill to split them) -> Decrease fungal damages against light units and increase against armored or at least decrease the "snare" time -> Increase control range by one -> Same life for eggs and marines
-> UP raven's energy pool to allow two cast of HSM
Nerf fungal to be like BW Queen Ensnare and slow Infestors down a bit. To help with late game and mid game comps more increase Hydralisk to 100 hp. But have Hydralisk range upgrade to be Hive tech. This will help with any Hydralisk pushes versus Protoss before they can get Colossus out.
Buff Void ray speed a bit so they don't get own by 5 range Hydras or decrease build time, to make Voidrays still viable.
On November 11 2012 15:45 734pot wrote: I wouldn't mind seeing the infestor being nerfed in exchange for the hydra being buffed.
I agree, I think that's the best way to balance Zerg and make SC2 much more fun to watch and play. Hydras could become that core unit of all matchups like they were in broodwar pretty much, and give Zerg the boost in early/mid-game while making late game far more even in PvZ and TvZ.
The only problem is that Colossus would have to be seriously tweaked because they counter Hydras much harder than any other AOE, especially in comparison to Brood War. If it were up to me Colossus would be removed already, that unit creates way too many problems like Infestor.
The design of Colossus seems simple but they are pretty weak without force fields and gateway units. Storm is too weak versus Roaches, so the Colossus is needed. Totally changing it will change all match ups which may be to hard. Colossus force Terran to go Vikings. Colossus wars hopefully will be solved with Tempest in PvP. The Viper will cause problems to Colossus imo.
Hadn't they tested projectile fungal before, and it sucked? And not Neuralling massive units makes the spell close to useless I think. Immortals and tanks will be neuralled then, I guess. The rest could all be decent options.