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[Poll] How Infestor could be changed? - Page 36

Forum Index > SC2 General
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SarcasmMonster
Profile Joined October 2011
3136 Posts
November 17 2012 20:34 GMT
#701
FYI, Blizz is choosing projectile Fungal and Psionic immune to NP as the test solution.

We are going to make a balance test map on WOL realms. On this map, Psionic units will be immune to Neural Parasite. On HOTS BETA, we are going to add a projectile back to Fungal Growth, just like we did in patch 1.3 PTR.

-Dustin Browder
MMA: The true King of Wings
DreamChaser
Profile Blog Joined February 2011
1649 Posts
November 17 2012 21:30 GMT
#702
All i ask is that either Infestor loses damage output or loses the freeze. Its just the combination of he two which make it so devastating. Would it be so bad if there was no damage on fungal and instead it was essentially an ensare (obviously lower energy cost) then you can pop the infested terrans to do damage.

Or if the fungal was a plague and then you trapped the unit with a few infested terran eggs to one shot the marines left over.

The problem i have is that once you are funagled thats it, your army is fucked and its game over at this point since the zerg will just run away fungal-run away-fungal back and forth till your army is dead.
Plays against every MU with nexus first.
ineversmile
Profile Blog Joined December 2010
United States583 Posts
November 17 2012 21:44 GMT
#703
I still think that 25 energy is far too low for infested terrans. That unit should be at least 50 energy, if they should even keep it in the game.
Nostradamus.146@AM, Nostradamus.398@KR, Nostradamus.922@EU http://www.teamliquid.net/blog/ins
leb
Profile Joined September 2010
Canada126 Posts
November 18 2012 01:22 GMT
#704
I'm leaning towards changing fungal in a way that allows more micro, a la fungal projectile. Something I think could be interesting was if fungal was "instant cast" but with a delay timer.

for example, if you cast fungal over a group of marines, they'll see the animation on that location, but the effect won't start for another second, for example, allowing the player to move his units out of the way. This could allow for some interesting micro, without changing fungal too much.

As an aside, I feel like infested terrans are the real issue, moreso than fungal.
ineversmile
Profile Blog Joined December 2010
United States583 Posts
November 18 2012 01:43 GMT
#705
On November 18 2012 10:22 leb wrote:
I'm leaning towards changing fungal in a way that allows more micro, a la fungal projectile. Something I think could be interesting was if fungal was "instant cast" but with a delay timer.

for example, if you cast fungal over a group of marines, they'll see the animation on that location, but the effect won't start for another second, for example, allowing the player to move his units out of the way. This could allow for some interesting micro, without changing fungal too much.


I agree about this being an interesting change, but I'm not sure if it's right. A big part of Fungal's relevance is that it's there to solve problems; be they mass sentry pushes or a lot of bio, or holding blink stalkers/phoenixes in place. I play Protoss and obviously it would make the game easier for me if I could micro out of Fungals with a number of my units, but if Fungal doesn't stop Blink, what do zergs have to deal with it? Lings and Hydras are fine soft counters to blink stalkers, but Fungal is a very long-ranged way of handling blink stalkers+colossi. And that army does need to have answers, or it's just as ridiculous as BL+Infestor.

As an aside, I feel like infested terrans are the real issue, moreso than fungal.


It's more than it being a 25 energy unit that costs no money; it's also that it costs no larva. Isnt' that supposed to be the upside and downside to Zerg? You live by the larva, you die by the larva. You can build anything from one building, but you need larva for everything. You can build either pure drones or pure units, but once you build something from larva there's no going back.

I keep thinking about Necromancers and Rod of Necromancy from Warcraft 3, and needing Skeletons was always a relevant restriction on cheap summons. Units need to cost something. If it isn't minerals or gas, it needs to be supply. If it isn't supply, it needs to be a significant portion of energy. If not that, then there has to be a major cooldown. If not that, then the unit needs to take up Larvae. If not that, then the unit needs to have really crappy statistics. And if none of those restrictions are used, then the unit just needs to get out of the game.

There shouldn't be any such thing as a free lunch.
Nostradamus.146@AM, Nostradamus.398@KR, Nostradamus.922@EU http://www.teamliquid.net/blog/ins
lawls544
Profile Joined April 2011
United States36 Posts
November 18 2012 01:46 GMT
#706
A main argument made about why infestors should have access to their energy upgrade while HT should not is that the +25 energy generation time for a storm is about equal to the build time of the infestor.

While I agree that indeed khaydarian amulet for HT was very overpowered, I also believe that in the current state of the game, things are not equal between HT and infestors (in terms of energy).

My reasoning is that, even though the time between choosing to build an infestor and it actually spawning (with +25 energy from the upgrade for an instant fungal) is about equal to the time between warping in a HT and it having enough energy for a storm, the zerg does not have to babysit a slow/fragile caster for 45 in game seconds.

Say that a zerg is under pressure and is building 6 infestors to deflect the agression with fungal growth. They can stall and stall until the infestors spawn, and when they do, the infestors are immediately useful (capable of fungal growth).

In contrast, say that a protoss is under pressure and has the gas to build 6 HT to deflect the aggression with storm. They warp in the 6 HT, and they need to keep these HT alive/out of danger for 45 in game seconds until they change from expensive/slow fodder to a useful caster.

To me, it seems that zerg players (and also spectators) are able to maintain an "out-of-sight-out-of-mind" mentality when infestors are being built, and their immediate usefulness upon spawning reminds me very much of Khaydarian amulet.

Do I have a solution to offer? No. But this is something that has struck me as flawed and that I wanted to share with others.
jbui
Profile Joined May 2010
United States193 Posts
Last Edited: 2012-11-23 06:15:15
November 23 2012 06:14 GMT
#707
Would a good change for fungal be a stacking slow? Since the problem seems to be that you can permanently fungal an army in place, why not make it so the first fungal gives units a 20% slow debuff (lasts around 4 seconds), if you fungal those units again in the next 4 seconds it goes to 40% etc, cap movespd slow at 80% or 100% w/e
BigAsia
Profile Joined November 2012
Canada451 Posts
November 23 2012 17:23 GMT
#708
Think a good play would be not being able to kill units outright (like plague in BW), also might want to change it to projectile although both combined may make it a little too weak. Would have to be tested though
YOLO
BigAsia
Profile Joined November 2012
Canada451 Posts
November 23 2012 17:27 GMT
#709
On November 18 2012 10:46 lawls544 wrote:
A main argument made about why infestors should have access to their energy upgrade while HT should not is that the +25 energy generation time for a storm is about equal to the build time of the infestor.

While I agree that indeed khaydarian amulet for HT was very overpowered, I also believe that in the current state of the game, things are not equal between HT and infestors (in terms of energy).

My reasoning is that, even though the time between choosing to build an infestor and it actually spawning (with +25 energy from the upgrade for an instant fungal) is about equal to the time between warping in a HT and it having enough energy for a storm, the zerg does not have to babysit a slow/fragile caster for 45 in game seconds.

Say that a zerg is under pressure and is building 6 infestors to deflect the agression with fungal growth. They can stall and stall until the infestors spawn, and when they do, the infestors are immediately useful (capable of fungal growth).

In contrast, say that a protoss is under pressure and has the gas to build 6 HT to deflect the aggression with storm. They warp in the 6 HT, and they need to keep these HT alive/out of danger for 45 in game seconds until they change from expensive/slow fodder to a useful caster.

To me, it seems that zerg players (and also spectators) are able to maintain an "out-of-sight-out-of-mind" mentality when infestors are being built, and their immediate usefulness upon spawning reminds me very much of Khaydarian amulet.

Do I have a solution to offer? No. But this is something that has struck me as flawed and that I wanted to share with others.


What is the build time for the infestor? One of the fundamental issues was instantly being able to warp in HT's that had storm capabilities so u need to disregard the difference between build time and time it takes for HT to gain mana. If lets say infestor build time is 30 seconds then its actually only 15 seconds faster than HT which isn't that big of an issue
YOLO
Mentalizor
Profile Joined January 2011
Denmark1596 Posts
November 23 2012 17:38 GMT
#710
Chain fungal is my main issue with the infestor... Well that and the fact that you can never make too many infestors... there's always a good way to spend their energy
(yಠ,ಠ)y - Y U NO ALL IN? - rtsAlaran: " I somehow sit inside the bus.Hot_Bit giving me a massage"
Sacrilege
Profile Joined December 2011
United States199 Posts
November 23 2012 18:17 GMT
#711
[/QUOTE]
Raven, siege tank, high templar, immortal.

It would be more accurate to say no more neural on mothership, but it's not like neural on the above four mentioned units would be useless.[/QUOTE]

I feel that you'll never see a effective neural take place on a siege tank or high templar. To easily and quickly it would be for a high templar to feedback the incoming infestors. And a neural on siege tanks would not prove to be worth while at all, provided you even go close in range to neural one that is in siege mode and not focus firing the infestors already.

Neural on ravens and immortals though is really interesting though!
Imperative Gaming Owner | Grandmaster Zerg | https://twitter.com/SacrilegeSC2 | https://www.twitch.tv/shadowbites
EvanC
Profile Joined January 2012
Canada130 Posts
Last Edited: 2012-11-23 19:04:21
November 23 2012 19:03 GMT
#712
Here's how I would change Infestor. This may be a drastic change but I would love to see it, it's a significant nerf: Remove Infested Terrans.

This very much removes the incentive of going mass-mass Infestor.

In exchange, the buff the Infestor receives is that Neural gets +1 range and it longer needs to be researched.
knOxStarcraft
Profile Joined March 2012
Canada422 Posts
November 25 2012 00:21 GMT
#713
On November 09 2012 13:26 ROOTT1 wrote:
Show nested quote +
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..

The infestors have to come forward to fungal the stalkers, so the HTs should be able to feedback them then with added range.
Warpath
Profile Joined April 2010
Canada1242 Posts
November 25 2012 00:25 GMT
#714
i would love to see fungal hit friendly units, as is the case with every other non-target spell in the game.
Die4Ever
Profile Joined August 2010
United States17677 Posts
November 25 2012 00:50 GMT
#715
I think ITs need to cost 50 energy instead of 25, it can be a real clusterfuck when you spam ITs, maybe give them a little more HP to make up for it
"Expert" mods4ever.com
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