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On November 08 2012 21:19 Kakaru2 wrote:Show nested quote +On November 08 2012 20:47 Insoleet wrote:On November 08 2012 20:42 Valikyr wrote:On November 08 2012 20:39 n0ise wrote: why are people so adamant on nerfing the infestor? only problem with the actual unit is it's kinda easier to use than to play against.
I'm much more worried about the fact that I get 'all-ined' at 8:00 then 2 minutes earlier zerg is 4 bases with 80 drones, much more worried that if I want to be equal in economy there's creep spread in my mineral line.
My problem is how easy/fast it is to get a SHITTON of infestors, NOT that I have to split/scan vs it Oo
How about instead of infestor nerfing they chill on the queen buffs, on the ferrari overlords and so on? 3. It's NEVER a bad idea to get infestors. The more infestors you have the better off you are. Always. No other race works like that with any unit. . In which case is it a bad idea to build marines ? In which case is it a bad idea to build high templars ? So biased... marines vs. colosssi. or versus high templars. high templar versus roaches. And these are just quick examples.
But in the case of marines it's different anyway since it's a core unit rather than support/spellcaster. It's not really a problem that a 200/200 roach army is viable mid-game vs P for example.
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On November 08 2012 21:22 ToKoreaWithLove wrote:Show nested quote +On November 08 2012 20:41 Hiea wrote:On November 08 2012 20:36 Roko wrote: I personally think that the Infestor doesn't need a nerf/buff w/e but I do think that other races need something that does properly counter them like the Oracles phase shield f.ex. (although it was removed ._.) Changes need to be made pre HotS For terran it could be either - A) EMPs radius is bigger, allowing it to hit 4-6 infestors, instead of 1-3 B) Make infestors smaller so EMPs are more effective. The problems with ghosts for terrans is they would only be there to EMP, they suck versus broodlord/ultralisk and are just a waste of supply, the difference between ghosts meant to counter HT vs protoss is that even without the EMP, the ghost is really good versus zealots. Ah but if you make EMP radius bigger then TvP is kinda screwed. I personally believe a change in fungal vs vikings/flying is good for TvZ, and in general perhaps remove the energy upgrade for infestors so they don't pop out ready to fight. A small change but it did a lot to ht.
you can warp hts in an instant... infestor need like ages to pop + wait for energy......
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but infestors have a 50 sec build time while HTs are only 5 seconds, I don't think it's the same thing.
It would make it more difficult for zerg to survive any midgame timings if infestors are dead weight, which is not the issue I see with the infestors.
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On November 08 2012 20:47 Insoleet wrote:Show nested quote +On November 08 2012 20:42 Valikyr wrote:On November 08 2012 20:39 n0ise wrote: why are people so adamant on nerfing the infestor? only problem with the actual unit is it's kinda easier to use than to play against.
I'm much more worried about the fact that I get 'all-ined' at 8:00 then 2 minutes earlier zerg is 4 bases with 80 drones, much more worried that if I want to be equal in economy there's creep spread in my mineral line.
My problem is how easy/fast it is to get a SHITTON of infestors, NOT that I have to split/scan vs it Oo
How about instead of infestor nerfing they chill on the queen buffs, on the ferrari overlords and so on? 3. It's NEVER a bad idea to get infestors. The more infestors you have the better off you are. Always. No other race works like that with any unit. . In which case is it a bad idea to build marines ? In which case is it a bad idea to build high templars ? So biased... If you are maxed on infestors you have one of the most fierce armies in the entire game, if you are maxed on marines or high templars you will get smacked by almost everything.
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On November 08 2012 21:24 IMPrime wrote: but infestors have a 50 sec build time while HTs are only 5 seconds, I don't think it's the same thing.
It would make it more difficult for zerg to survive any midgame timings if infestors are dead weight, which is not the issue I see with the infestors. Its easy to say all gateway units have a build time of a couple seconds. which is true if all gateways are off cooldown..
but look at the cycle, yes you can warp in in a few seconds, but then you have to wait for your warpgate cooldown.
so i have to kind of disagree with you on this one. edit: also with the upgrade infestors come out and get to fungal right away. a fresh HT can only feedback.
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On November 08 2012 21:19 NesquiKGG wrote: If you nerf Infestor then nerf Blinkstalkers, Marines & tanks too Nerf tanks...I don't even...
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Make it so that fungal starts out as rooting, but the effect slowly lesses as time goes on (i.e. At the beginning of spell, 0% movement, in the middle 30% movement, and at the end 60% movement)
I just feel like straight up slow is too much like time warp, not as conducive to zerg play, and less interesting overall.
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On November 08 2012 21:24 IMPrime wrote: but infestors have a 50 sec build time while HTs are only 5 seconds, I don't think it's the same thing.
It would make it more difficult for zerg to survive any midgame timings if infestors are dead weight, which is not the issue I see with the infestors. Yeah, Warp-In means your Templar have 75 mana by the time the Infestor would hatch. There are drawbacks (HT can be picked off before they have 75 mana, whereas Infestors grow in nearly unkillable eggs) but also advantages (don't have to buy the mana upgrade, can cast Feedback or meld into Archon before the Infestor would hatch, can be on-location to storm before the Infestor since the Infestor spawns at base).
The issue is that High Templar are simply not as good a caster as Infestors.
On November 08 2012 21:32 LOLingBuddha wrote:Show nested quote +On November 08 2012 21:24 IMPrime wrote: but infestors have a 50 sec build time while HTs are only 5 seconds, I don't think it's the same thing.
It would make it more difficult for zerg to survive any midgame timings if infestors are dead weight, which is not the issue I see with the infestors. Its easy to say all gateway units have a build time of a couple seconds. which is true if all gateways are off cooldown.. but look at the cycle, yes you can warp in in a few seconds, but then you have to wait for your warpgate cooldown. so i have to kind of disagree with you on this one. Warpgate cycle time and larva production time aren't really relevant to High Templar/Infestors. Your production should be limited by resources (150 gas each) rather than by larva or gateways.
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On November 08 2012 20:37 Jimbo77 wrote: 1. FG must not affect Air (indisputable) 2. FG must only slow units by 100% 75% 50% 25% every next second. 3. FG must affect friendly units (storm like) 4. NP must not affect Air (indisputable) 5. IT must cost 50 energy 6. IT can not be spawned while burrowed. 7. Burrowed move must be researched.
1. Not just disputable but wrong. They tried this in the PTR and ZvZ was muta v muta. Also in PvZ there is no way to stop phoenix unless you go hydra. There was a good reason why they didn't go forward with this. 2. Reasonable 3. Crazy for a race that relies on melee units. Would completely destroy infestor ling. 4. Reasonable 5. Only 4 per infestor would massively nerf infestor sneak attacks. 6. Same 7. Reasonable but i don't think that anyone is really concerned about this. I don't think we should just change things for the sake of change.
I think the change to 3 supply is a much better change that addresses a lot of the late game strength of the unit while retaining the midgame strength which zerg need need to survive a lot of midgame attacks.
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Heres my idea for making infestors less retarded.
When they cast fungal growth, make them "throw/fling" an egg filled with fungal goodness at the specified location on the ground, after a certain amount of time (I was thinking the same amount of time it takes storm to kill a marine or something I don't really know they'd have to play with this part of it) it explodes, doing what fungal does normally.
A shorter fuse time it could just be like fungal always was and if they make a longer fuse time it could just do the damage fungal does normally but instant? Like a fungal bomb.
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Maybe they should just do what they did with high Templar .. Cant spawn with fungal growth basically it would drastically change the meta but it might be to much
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On November 08 2012 21:36 Severedevil wrote:Show nested quote +On November 08 2012 21:24 IMPrime wrote: but infestors have a 50 sec build time while HTs are only 5 seconds, I don't think it's the same thing.
It would make it more difficult for zerg to survive any midgame timings if infestors are dead weight, which is not the issue I see with the infestors. Yeah, Warp-In means your Templar have 75 mana by the time the Infestor would hatch. There are drawbacks (HT can be picked off before they have 75 mana, whereas Infestors grow in nearly unkillable eggs) but also advantages (don't have to buy the mana upgrade, can cast Feedback or meld into Archon before the Infestor would hatch, can be on-location to storm before the Infestor since the Infestor spawns at base). The issue is that High Templar are simply not as good a caster as Infestors. Show nested quote +On November 08 2012 21:32 LOLingBuddha wrote:On November 08 2012 21:24 IMPrime wrote: but infestors have a 50 sec build time while HTs are only 5 seconds, I don't think it's the same thing.
It would make it more difficult for zerg to survive any midgame timings if infestors are dead weight, which is not the issue I see with the infestors. Its easy to say all gateway units have a build time of a couple seconds. which is true if all gateways are off cooldown.. but look at the cycle, yes you can warp in in a few seconds, but then you have to wait for your warpgate cooldown. so i have to kind of disagree with you on this one. Warpgate cycle time and larva production time aren't really relevant to High Templar/Infestors. Your production should be limited by resources (150 gas each) rather than by larva or gateways. He was talking about when HT had their energy upgrade. You could litterly warp in HT's in a couple seconds and mass storm.
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Infested terran costing supply would be terrible.......cant cast them when i'm maxed? Ok you cant feedback when your maxed. Some of the ideas make me cringe, thought you guys were smarter than this.
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I'd honestly try making the fungal a slow and the infested terrans cost 30 mana then see what happens. I know blizzard likes going in sets of 25 but 50 mana infested terrans would be pretty terrible. If they can't break the 25 interval mana thing then the eggs and infested should have reduced hp. For 25 mana, they're passed out like fun-sized candy on Halloween.
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i would love to see an increased cost for infested terrans... like maybe 30 or 35 energy instead of 25... the idea that 4 full energy infestors can cast 36 infested terrans still is too much imho.
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Who are you to say the infestor is in need of balance? This is starting to look the the battle.net forums.
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On November 08 2012 21:57 Elementsu wrote: Who are you to say the infestor is in need of balance? This is starting to look the the battle.net forums. you're right, none of us can say anything about balance of infestor.. what are we even doing here?
i hope the sarcasm came though
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I don't think the point is to make the infestor weaker... I think the point would be to have an incentive to have 8 or fewer infestors total. To have something else that synergizes so well with the infestor that having too many would just be a waste of supply...
Of course, this means the infestor should probably be weaker, but I feel like making the infestor weaker will just mean we see even more of them used to make up for that weakness T>T
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I didn't realise I was browsing through battle.net forums..
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i say make it more expensive in some form. whether that is through cost or through supply/time is all up to blizz...but seeing 30 infenstors on 3-4 bases should not be possible
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