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[Poll] How Infestor could be changed? - Page 3

Forum Index > SC2 General
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Pyre
Profile Joined July 2010
United States1940 Posts
November 08 2012 10:48 GMT
#41
What I would like to see:

Infested Terran - maybe 30 energy, 2 secs longer in egg and all damage in egg form is still their when they spawn. This spell really really shouldn't be this effective in combat.

Fungal Growth - Slow projectile if still hits air, fast if it hits only ground, slow or stun but diminishing returns on each cast

Neural Parasite - +1 to 2 range, no longer massive. This could maybe be the anti caster spell
Proseat
Profile Blog Joined February 2012
Germany5113 Posts
November 08 2012 10:49 GMT
#42
Maybe Neural should just not target unique units such as Mothership.
The Rise and Fall of SlayerS -- a timeline: http://www.teamliquid.net/blogs/viewblog.php?id=378097
Tsubbi
Profile Joined September 2010
Germany7996 Posts
November 08 2012 10:49 GMT
#43
On November 08 2012 19:47 Mandalor wrote:
Show nested quote +
On November 08 2012 19:44 Tsubbi wrote:
On November 08 2012 19:35 Lukeeze[zR] wrote:
On November 08 2012 19:30 Tsubbi wrote:
why was balance talk like this always frowned upon, but now that zerg is doing better for the first time in wol lifetime even mods jump in on every thread and support things like this?

also lr threads are just insane lately, so much balance whine and almost no bans

korean winrates are still pretty close to 50% and its nowhere near as bad as terran domination in the last 2 years


So far in GSL, TvZ is 32.6% (14W / 29L), but then again it's a small sample.


ofc its lopsided this season, but then again its the first season EVER that zerg has the most players in ro16 and the second time ever that zerg is not the least represented race in ro16

also last month korean tlpd shows a 60% winrate favoring terran in tvz

it just seems that especially terrans are so used to dominating especially in korea that being below 50% for even just a month is unacceptable

pvz whine especially is just crazy, protoss had higher pvz winrates in korea in every month so far of 2012 except april


Look at HOW those PvZ were won. You'll see a ton of 2-base-allins and veeeery few lategame wins. Protoss basically HAS to allin to really have a good shot.


thats just not true

also balance is about winrates, your complaining about design

basically your saying protoss wins more but their wins should also be prettier
Godwrath
Profile Joined August 2012
Spain10163 Posts
November 08 2012 10:50 GMT
#44
On November 08 2012 18:38 Liquid`Nazgul wrote:
Infested terrans 0.5 supply, make fungal a slow and projectile, no neural parasiting massive units.


So 1 Egg = 1 supply = 2 infested terrans and energy cost 50 ? Could work.
robih
Profile Joined September 2010
Austria1086 Posts
November 08 2012 10:50 GMT
#45
as OP as i consider infestors, you guys would be nerfing them into oblivion
00Visor
Profile Blog Joined February 2011
4337 Posts
November 08 2012 10:53 GMT
#46
Why is most of this about fungal growth?

Didnt the last months especially show how OP the infested terrans are?
IMPrime
Profile Joined September 2011
United States715 Posts
November 08 2012 10:53 GMT
#47
nerfing infestors is tricky because of how crappy/linear the majority of other zerg units are.

I don't think nerfing infestors will work unless zerg gets buffs to other units. The hydra would probably be the best bet as they're already terrible and this buff could allow them to fill an actually useful niche (instead of being really slow anti-air and "good against gateway only units").
Exoteric
Profile Joined January 2011
Australia2330 Posts
Last Edited: 2012-11-08 10:55:53
November 08 2012 10:53 GMT
#48
I think infestor changes should be:

- fungal growth changed to slow, with the exception of blink stalkers (i guess silence would also be acceptable) and air units
- infested terran eggs changed to same hp as infested terrans themselves

and go from there.
hell is other people
Pinna
Profile Joined April 2011
Finland152 Posts
Last Edited: 2012-11-08 10:55:24
November 08 2012 10:54 GMT
#49
On November 08 2012 19:50 robih wrote:
as OP as i consider infestors, you guys would be nerfing them into oblivion

It's TL, it's full of retards, what do you except? The people in the "Designated Balance Whine" thread don't even play this game, they have no idea whats going on most of the time.

One year ago, balancewhining would get you banned, or even perma-banned. Nowadays, it's really fucking OK and everythings cool.. lol

User was banned for this post.
School..
HaXXspetten
Profile Blog Joined October 2009
Sweden15718 Posts
Last Edited: 2012-11-08 10:58:30
November 08 2012 10:57 GMT
#50
Stun changed to extreme slow and 3 supply instead of 2 are sensible nerfs imo, the rest I'd rather not see

regardless, the only thing I think really should be changed is some sort of casting cooldown on ITs, doesnt have to be long, but even 1 second would be a big difference
Kreb
Profile Joined September 2010
4834 Posts
Last Edited: 2012-11-08 11:03:25
November 08 2012 10:57 GMT
#51
Just change ITs. I dont mind fungal (that is not to say making it a slow would be a bad change, but the core problem isnt that its a root). Wrote this in the other thread:
On November 08 2012 09:59 Kreb wrote:
I dont really get why the focus of the infestor-whine seem to be fungal. Fungal is fine if you ask me. People say its anti-micro, and while that holds some truth i think fungal still creates very interesting scenarios vs terran bio and maybe also to a lesser extent vs blink stalkers and vs roaches in roach/infestor battles.

The only problem I see with the infestor is that its too versatile, and thereby pretty much impossible to overmake. If a T makes 100 marines he'll lose to colossi or fungal/banelings. If a Z makes 50 roaches he'll lose to immortals, marauders and tanks. Etc. The problem is Infestors can both be the support and the core part of your army. Or, the infestors arent the core, the infested Terrans are. ITs are the damage soakers, the anti air (vs spread anti air at least, fungal vs clumped), high damage dealers and also shield the important units (infestors + BLs) from being attacked. And you cant make too many of them. If you have 30 infestors, adding another 5 will always be useful because it means more ITs.

And thats the problem. To me, a nerf to Infested Terrans seems to be much more reasonable than fungal. Fungal should still have its uses, but you cant make 30 infestors for the purpose of fungaling. And while its fine infestors can use up spare energy to something useful (ravens have turrets, ghosts snipe, templars become archons when they've used their energy) the infested terrans are just too good of an energy dump. Making them cost more energy and/or deal less dmg and/or die faster and/or something else is to me the best step to put infestors back where they should be: a useful support spell caster unit. Not a core army unit.


Edit: As for the suggestions in the OP. I'd like to see fungal tried as a slow, probably quite a strong one.

The change I'd really like to see though is that loss of Infested Egg HP should count towards ITs HP when they spawn (an egg on 10% spawns a Terran on 10%).

Possible addition to that, should that not be enough: Make the egg take more damage, possibly as much as the IT itself to make it easier to burn through a wall of IT eggs, forcing a Z to make "real" units to protect BL/infestors instead of just spamming out 30 eggs and then sit safely behind them.
Flummie
Profile Joined August 2010
Netherlands417 Posts
November 08 2012 10:57 GMT
#52
If you would make it so that it slows units wouldnt it be exactly the same as time warp? Hoping for something better and more exciting than to just copy spells from other races

Fungal nerf radius smaller
interceptors immune to FG

would that solve it? (DB said that)
ผมพยายามหาคำตอบอยู่ตลอดเวลา
y0su
Profile Blog Joined September 2011
Finland7871 Posts
Last Edited: 2012-11-08 11:00:25
November 08 2012 10:59 GMT
#53
Fungal no longer roots AIR units (still does damage/reveal to air).
NP cannot target massive units (but can be used while burrowed - becomes more of an anti-caster spell).
Hive upgrade requires one of the other Lair tech structures instead of infestation pit.
IT egg HP reduction.
Hiea
Profile Joined March 2012
Denmark1538 Posts
Last Edited: 2012-11-08 11:02:04
November 08 2012 11:01 GMT
#54
What about a adding a Poll for -

What if every fungal growth gave immunity to the next for 0,5 / 1 / 1,5 / 2 seconds?


I think this makes it not just instant lose if you get caught once, you take hefty damage, but don't straight up lose.

Think of it like how the Mothership vortex was changed to give immunity to all damge for 1 second.
IMPrime
Profile Joined September 2011
United States715 Posts
November 08 2012 11:02 GMT
#55
On November 08 2012 19:57 Kreb wrote:
Just change ITs. I dont mind fungal (that is not to say making it a slow would be a bad change, but the core problem isnt that its a root). Wrote this in the other thread:
Show nested quote +
On November 08 2012 09:59 Kreb wrote:
I dont really get why the focus of the infestor-whine seem to be fungal. Fungal is fine if you ask me. People say its anti-micro, and while that holds some truth i think fungal still creates very interesting scenarios vs terran bio and maybe also to a lesser extent vs blink stalkers and vs roaches in roach/infestor battles.

The only problem I see with the infestor is that its too versatile, and thereby pretty much impossible to overmake. If a T makes 100 marines he'll lose to colossi or fungal/banelings. If a Z makes 50 roaches he'll lose to immortals, marauders and tanks. Etc. The problem is Infestors can both be the support and the core part of your army. Or, the infestors arent the core, the infested Terrans are. ITs are the damage soakers, the anti air (vs spread anti air at least, fungal vs clumped), high damage dealers and also shield the important units (infestors + BLs) from being attacked. And you cant make too many of them. If you have 30 infestors, adding another 5 will always be useful because it means more ITs.

And thats the problem. To me, a nerf to Infested Terrans seems to be much more reasonable than fungal. Fungal should still have its uses, but you cant make 30 infestors for the purpose of fungaling. And while its fine infestors can use up spare energy to something useful (ravens have turrets, ghosts snipe, templars become archons when they've used their energy) the infested terrans are just too good of an energy dump. Making them cost more energy and/or deal less dmg and/or die faster and/or something else is to me the best step to put infestors back where they should be: a useful support spell caster unit. Not a core army unit.


funal shouldn't root because it allows more micromanagement.

You have a good point about the ITs though. I think maybe just having a cooldown on spawning the ITs could help, so a full energy infestor can't suddenly cough up 8 ITs at once.
GreenAndOrangeTurtle
Profile Joined February 2011
Australia193 Posts
November 08 2012 11:02 GMT
#56
I see the easiest change is to increase infestor supply from 2 to 3. This doesn't impact the midgame but decreases the power of the zerg endgame army. Some of the other changes like decreasing the radius of fungal will impact the zerg midgame and consequently make 2 base all ins in pvz even harder to hold.
Only two things are infinite, the universe and human stupidity, and I'm not sure about the former - Albert Einstein
Diavlo
Profile Joined July 2011
Belgium2915 Posts
Last Edited: 2012-11-08 11:07:16
November 08 2012 11:03 GMT
#57
I voted for the 3 supply, slow and projectile.
I'm against the possibility of neural on the mothership (as well as against the mothership ) but i would like the range of neural increased to its previous value (though its role might overlap with the viper ability to snatch units...)


I don't really think IT is a problem once you have taken out the possibility of having a million of them against rooted units.

On November 08 2012 19:59 y0su wrote:
Fungal no longer roots AIR units (still does damage/reveal to air).
NP cannot target massive units (but can be used while burrowed - becomes more of an anti-caster spell).
Hive upgrade requires one of the other Lair tech structures instead of infestation pit.
IT egg HP reduction.


Fungal no longer working against air units was tried in the past, it was reverted almost instantly.
You can't deal with banshee with anything other than mutas (which is incredibly restricting in the mid game) including in the late game since corruptors can't chase banshees.
And you can't deal with phoenixes at all.

"I don't know how many years on this Earth I got left. I'm gonna get real weird with it."
Roth
Profile Joined March 2012
Germany165 Posts
November 08 2012 11:03 GMT
#58
On November 08 2012 19:50 robih wrote:
as OP as i consider infestors, you guys would be nerfing them into oblivion



Yes and the Zerg all over the world will suffer very hard because there is no viable alternative.
Day[9] - "That stupid ice cream truck representing happiness!"
Yrr
Profile Joined June 2012
Germany805 Posts
November 08 2012 11:03 GMT
#59
In my opinion the only change that makes sense is slow instead of immobilize. With 50-70% slow split is still possible but the targeted units are slow enough that kiting vs zerg is not possible anymore.
MMR decay is bad, m'kay? | Personal Hero: TerranHwaiting
Kreb
Profile Joined September 2010
4834 Posts
Last Edited: 2012-11-08 11:05:42
November 08 2012 11:05 GMT
#60
On November 08 2012 20:02 IMPrime wrote:
Show nested quote +
On November 08 2012 19:57 Kreb wrote:
Just change ITs. I dont mind fungal (that is not to say making it a slow would be a bad change, but the core problem isnt that its a root). Wrote this in the other thread:
On November 08 2012 09:59 Kreb wrote:
I dont really get why the focus of the infestor-whine seem to be fungal. Fungal is fine if you ask me. People say its anti-micro, and while that holds some truth i think fungal still creates very interesting scenarios vs terran bio and maybe also to a lesser extent vs blink stalkers and vs roaches in roach/infestor battles.

The only problem I see with the infestor is that its too versatile, and thereby pretty much impossible to overmake. If a T makes 100 marines he'll lose to colossi or fungal/banelings. If a Z makes 50 roaches he'll lose to immortals, marauders and tanks. Etc. The problem is Infestors can both be the support and the core part of your army. Or, the infestors arent the core, the infested Terrans are. ITs are the damage soakers, the anti air (vs spread anti air at least, fungal vs clumped), high damage dealers and also shield the important units (infestors + BLs) from being attacked. And you cant make too many of them. If you have 30 infestors, adding another 5 will always be useful because it means more ITs.

And thats the problem. To me, a nerf to Infested Terrans seems to be much more reasonable than fungal. Fungal should still have its uses, but you cant make 30 infestors for the purpose of fungaling. And while its fine infestors can use up spare energy to something useful (ravens have turrets, ghosts snipe, templars become archons when they've used their energy) the infested terrans are just too good of an energy dump. Making them cost more energy and/or deal less dmg and/or die faster and/or something else is to me the best step to put infestors back where they should be: a useful support spell caster unit. Not a core army unit.


funal shouldn't root because it allows more micromanagement.

You have a good point about the ITs though. I think maybe just having a cooldown on spawning the ITs could help, so a full energy infestor can't suddenly cough up 8 ITs at once.

Yea removing the root could be a good addition too. But that alone wouldnt discourage people from making 30 infestors, some change to ITs are needed aswell (or instead).
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