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On November 12 2012 03:36 Snake.69 wrote: Dont change it; increase emp range on ghosts.
Remove vortex, add a AoE long range EMP to mothership. big aoe, as big as vortex or recall even.
Someone seems to have forgotten there's other matchups. That would fuck PvT so hard. No.
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How about a poll option to remove damage from fungal OR remove immibilize?
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No poll about nerfing the energy? Make it so 1/2 fungals at max (100 or 125 each, 200 cap) and 4-6 Terrans at max (30 or 50 energy each, 200 cap), bring it in line with seeker missile, altho its still 10x more useful than seeker is.
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Reduce the range infested terrans can be thrown. Right now ITs have a range of 14 (9+5). Right now, infestors lunch a boatload of ITs and still be entirely safe.
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Speaking of changing the infestor, please change fungal's name to plague, so korean comentators can again go "PLAGUUUUUUUUUUUUUUUUUUU"
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On November 12 2012 09:08 RockIronrod wrote:Show nested quote +On November 12 2012 07:31 Anomi wrote:Here is another idea as mentioned above. Its based on that going for a tech tree should make u weaker to another tech tree. Since zerg got spire, hydra den i don't see why infestors also should counter air even more effective then what the hydra tech or spire tech does. I love to see the old meta where protoss could force zerg make hydras with star gate tech . This also opens up that void rays,carriers,raven and vikings can be used more effectively against brodlord tech. Right now infested terrans are like mini hydras, isn't that enough anti air for the infestor tech . Poll: Fungal growth don't affect Air UnitsYes (10) 71% No (4) 29% 14 total votes Your vote: Fungal growth don't affect Air Units (Vote): Yes (Vote): No
Yes, if there's one thing Zerg has too much of, it's anti-air. Their compositions will totally not be absolute shit once they integrate hydras into them. Hint: They tried this before, and it didn't work for a reason. Not sure it didn't work, there was an organised outcry.. But this was back when zerg was regularly dying to unscouted air allins and the horribleness of tiny maps. Those aren't problems any more, souped up turbo-slowverlords, overseers and speedlings mean zerg has the most cost effective scouting options of all 3 races now. There have been a stack of void ray nerfs plus queens are more common now they can fight ground threats effectively. People have also realised IT's are actually strong so infestors are still pretty decent anti-air, they just dont guarentee free kills if within range when using IT's. Also the end game BLords means corruptors are never really a waste.
I think its worth at least considering. Anything to get rid of this "one spell to kill them all" fungal.
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I have thought a lot about how the infestor works and have a different approach. How about we give the infestor a snare without the damage and give the damagin aoe to the corrupter(has the name for a reason doesnt it)?
This would fix a lot of the issues concerning the current strategies. First of all it would make the "fungal effect" harder to pull off due to misclicks and positioning. Same as in broodwar basically... Secondly it would slow down the mass brood style because you'd lack serious damage without the new aoe of the corrupter. It's a tradeoff... do you want broods? well you have to cut down on aoe dmg then. Also it would make the corrupter an asset in your army instead of an a move unit.
I know that this would also raise some questions concerning curropters vs vikings and mutaharass with 1-3 corrupters in the mix but then again...muta timings are slimming as it is and good turret placement and marines/thors could deal with it.
In the lategame air Zerg could even be viable with mass muta then, depending on thorcount and marinesplits, even ravens this could get a lot more exciting then "broodwars" (pun intended).
The biggest thing is that it rewards better control and therefore the better player. If this is still to hard of a combo Blizzard could also make the corrupters current ability an aoe so instead of working like bloodbath your infestor corrupter combo would only enable lings and ultras to kill the marines...not instakill them.
Also infestors couldnt be used as your only tech option, not making them unuseful though. Snare then inf terrans would still be viable to kill drops or smaller forces.
As David Kim stated in his last interview, the current Infestor is just poor design and my change would make the game more interesting and give room for some new timings and strategies.
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On November 12 2012 14:13 Shinespark wrote: Speaking of changing the infestor, please change fungal's name to plague, so korean comentators can again go "PLAGUUUUUUUUUUUUUUUUUUU" Dude how many times are you going to write that
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On November 12 2012 10:01 Freeborn wrote: How about a poll option to remove damage from fungal OR remove immibilize?
Remove immobility? Well, then it becomes like storm.
Remove damange? Well, then it becomes like forcefield.
Really.
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On November 12 2012 14:38 mostevil wrote:Show nested quote +On November 12 2012 09:08 RockIronrod wrote:On November 12 2012 07:31 Anomi wrote:Here is another idea as mentioned above. Its based on that going for a tech tree should make u weaker to another tech tree. Since zerg got spire, hydra den i don't see why infestors also should counter air even more effective then what the hydra tech or spire tech does. I love to see the old meta where protoss could force zerg make hydras with star gate tech . This also opens up that void rays,carriers,raven and vikings can be used more effectively against brodlord tech. Right now infested terrans are like mini hydras, isn't that enough anti air for the infestor tech . Poll: Fungal growth don't affect Air UnitsYes (10) 71% No (4) 29% 14 total votes Your vote: Fungal growth don't affect Air Units (Vote): Yes (Vote): No
Yes, if there's one thing Zerg has too much of, it's anti-air. Their compositions will totally not be absolute shit once they integrate hydras into them. Hint: They tried this before, and it didn't work for a reason. Not sure it didn't work, there was an organised outcry.. But this was back when zerg was regularly dying to unscouted air allins and the horribleness of tiny maps. Those aren't problems any more, souped up turbo-slowverlords, overseers and speedlings mean zerg has the most cost effective scouting options of all 3 races now. There have been a stack of void ray nerfs plus queens are more common now they can fight ground threats effectively. People have also realised IT's are actually strong so infestors are still pretty decent anti-air, they just dont guarentee free kills if within range when using IT's. Also the end game BLords means corruptors are never really a waste. I think its worth at least considering. Anything to get rid of this "one spell to kill them all" fungal.
It's a ZvZ thing, if you get rid of it being able to hit air, Zerg are going to be forced to react to mutalisks with their own mutalisks.
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If they nerf infestor they should buff the hydra.
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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.
You can also emp your own units like thors and medics, etc.
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On November 12 2012 16:01 MugenXBanksy wrote:Show nested quote +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. You can also emp your own units like thors and medics, etc. And most importantly, you can emp your own ghosts, which I have done to my cloaked ghosts a few too many times now
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On November 11 2012 23:57 Rassy wrote: Infestor 3 suply should solve most isues i think. It definatly should be 3 suply btw, i thought it already was and realy suprised that its only 2 suply. Raven might be 3 suply as well, i dont think anny terran would care lol.
If they make fungal slow (not sure this is needed) they should make it so that you still take at least all damage from the fungal, so not like you can move out of the damage zone like with storm, else fungal would be way to weak i think.
We all remember 1 supply roaches from that beta right? And they still can mass those damn things lol. Zergs like to mass 6 things drones, mutas, roachs, infestors, lings and Broodlords.
Or as I like to call them Brones, Broachs, Brofestors,Brolords, Brolings, and Brotas.
On November 12 2012 16:09 convention wrote:Show nested quote +On November 12 2012 16:01 MugenXBanksy wrote: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. You can also emp your own units like thors and medics, etc. And most importantly, you can emp your own ghosts, which I have done to my cloaked ghosts a few too many times now 
Save you from getting feedbacked I guess :/ I play toss btw lol
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I don't see how making infestors 3 supply does much ultimately. So you have to build a few more overlords, and later zergs will begin the build 20 evo chambers and cancel trick and boom, they got that nifty old infestor count back.
I'm gonna reiterate my idea, which is just a little twist on the basic long standing idea of changing fungal to a slow and increasing the damage, which I believe even IdrA has suggested.
I'd also make the slow severe at first but wear off over the duration. This way, if you really want to lock down units, you have to spend a lot more energy, plus they can still sorta move. The pro for the affected units is that they can at least do something to mitigate the damage and bait out a response, so there is some fight for cost-effectiveness rather than chain fungal = done deal.. That reminds me of protoss players who don't bother to use extra forcefield unless the opponent keeps trying to get away
Obviously, this is an overall nerf, so I'd increase the damage a little. It doesn't change the ability to lock down units too much, but you have to invest a lot more energy. This might make zerg too weak overall, especially at first, but with HotS around the corner, I'd just go with it and let the zergs from the end of year until HotS, unless that's particularly far away.
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what about changing how creep spread works? killing a creep tumor should make the area that creep tumor had spread "dead" until it recedes. creep tumors cannot be placed in a dead zone and creep cannot spread on that area until the dead creep is gone.
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-Change fungal so it does all its damage +15 up front but doesnt immobilize -Make fungal a projectile however a projectile that latches on and chases a single unit -Raise the energy cost of infested terrans to 75 and make them unable to move but give them +2 armor, 7 range and 8x the duration -Change the infestor from heavy to light and buff its health -keep the supply at 2 but raise the gas cost by 50 -Remove NP and replace it with an ability to defend itself and other units from the majority of projectile attacks -give the infestor flying
Ah as i remember, It was in the bleak December and each somber dying ember wrought its ghost upon the floor.. Fuck!! A ghost! Oh wait terrans dont make those either. NVM <3
Ps. NeVerMore.
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On November 12 2012 16:34 Ralethon wrote: -Change fungal so it does all its damage +15 up front but doesnt immobilize -Make fungal a projectile however a projectile that latches on and chases a single unit -Raise the energy cost of infested terrans to 75 and make them unable to move but give them +2 armor, 7 range and 8x the duration -Change the infestor from heavy to light and buff its health -keep the supply at 2 but raise the gas cost by 50 -Remove NP and replace it with an ability to defend itself and other units from the majority of projectile attacks -give the infestor flying
Ah as i remember, It was in the bleak December and each somber dying ember wrought its ghost upon the floor.. Fuck!! A ghost! Oh wait terrans dont make those either. NVM <3
Ps. NeVerMore.
Sorry but I like you're changes the least out of the few that I've read.
Fungal doing more damage up front and no slow/ root makes it a storm for zerg.... which is just not what zerg does. Fungal being a projectile is cool and a lot of people have been suggesting this but why does it have to chase a unit. Ensnare and plague didn't and they were really sick. Increasing range / duration/ armor of IT would make them so good for denying expansions. This is just dumb. Sorry. Nerf them and don't give them any buff. Why keep supply at 2. we dont' want them to be massed and 200 gas infestors will still be massed, just at the cost of other units such as mutalisks, hydralisks, ultralisks... anything else. Because infestor is just that good.
Actually... at this point you're either a hidden troll or just lack a solid understanding of the game so I won't even bother writing more.
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if it doesnt lock units it doesnt need to be a projectile
one or another and im fine with that combined with 3 supply
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On November 12 2012 16:23 Ansinjunger wrote: I don't see how making infestors 3 supply does much ultimately. So you have to build a few more overlords, and later zergs will begin the build 20 evo chambers and cancel trick and boom, they got that nifty old infestor count back.
I'm gonna reiterate my idea, which is just a little twist on the basic long standing idea of changing fungal to a slow and increasing the damage, which I believe even IdrA has suggested.
I'd also make the slow severe at first but wear off over the duration. This way, if you really want to lock down units, you have to spend a lot more energy, plus they can still sorta move. The pro for the affected units is that they can at least do something to mitigate the damage and bait out a response, so there is some fight for cost-effectiveness rather than chain fungal = done deal.. That reminds me of protoss players who don't bother to use extra forcefield unless the opponent keeps trying to get away
Obviously, this is an overall nerf, so I'd increase the damage a little. It doesn't change the ability to lock down units too much, but you have to invest a lot more energy. This might make zerg too weak overall, especially at first, but with HotS around the corner, I'd just go with it and let the zergs from the end of year until HotS, unless that's particularly far away.
Interesting idea, but I think it would have to be a little bit less than "severe" at first given that FG is 'only' a 4sec stun to begin with.
I really don't understand why you would balance a small to modest stun nerf with a damage buff though. FGs damage is already really high. Does as much damage as a pretty well executed storm.
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