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[Poll] How Infestor could be changed? - Page 7

Forum Index > SC2 General
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dynwar7
Profile Joined May 2011
1983 Posts
November 08 2012 13:15 GMT
#121
Where is the option for

"All of the above"

?
Regarding the imbalance, hilarious to see Zergs defending themselves....
Skelith
Profile Joined August 2012
Sweden101 Posts
November 08 2012 13:24 GMT
#122
if they change anything of the infestor then remove 1/3 of hellions and stalkers HP.
"There is no rest in the dark realm."
dynwar7
Profile Joined May 2011
1983 Posts
November 08 2012 13:26 GMT
#123
On November 08 2012 22:24 Skelith wrote:
if they change anything of the infestor then remove 1/3 of hellions and stalkers HP.


I can sense rage here

User was warned for this post
Regarding the imbalance, hilarious to see Zergs defending themselves....
TheMooseHeed
Profile Joined July 2010
United Kingdom535 Posts
November 08 2012 13:32 GMT
#124
Any nerf but the supply increase pleeeease. Zerg hardly feels like a swarm anymore with so many 2+ supply units. Infestors are too strong yeah but some of these ideas arent well thought out and would have massive implications.
''Swarm hosts are the worst thing in the world, I mean terrorism is pretty bad but swarmhosts are worse'' IdrA on ZvZ
Nachtwind
Profile Joined June 2011
Germany1130 Posts
November 08 2012 13:34 GMT
#125
witchhunt 2.0
now the infestor is in the eyes of the crowed.. again
raise your forks!
invisible tetris level master
Babru
Profile Joined September 2010
196 Posts
Last Edited: 2012-11-08 13:40:49
November 08 2012 13:36 GMT
#126
Im a zerg and i dont mind a fungal nerf (even in zvz infestors can really dictate the mu in a frustrating way), but based on the actual balance statistics a significant fungal nerf needs an equivalent buff on some other zerg aspect. Maybe a better midgame hydra? Or maybe Hots will change a lot of it anyways..

By the way, im positive that a significant portion of the posters/voters in this thread, acting all civil about the issue, are people raging/bm:ing me in ladder. You know who you are.
RaiZ
Profile Blog Joined April 2003
2813 Posts
Last Edited: 2012-11-08 13:52:34
November 08 2012 13:36 GMT
#127
I voted no to almost everything because most of these changes are retarded. You simply need to get rid of this infestor. But you also need to get rid of colossus and sentries with their FFs.

Also : This is one of the very few post i fully disagree with you nazgul. Seriously man, how long have you been playing sc2 ? It feels like someone else posting instead of you really oO

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.

While i don't find it particularly bad to have a fungal being projectile, i fear the lag will have a huge issue while playing cross based region in hots. No neural parasite to massive units would render it completely useless really.
On November 08 2012 18:45 Liquid`Nazgul wrote:
Show nested quote +
On November 08 2012 18:43 Nisyax wrote:
And what exactly would the purpose of neural be when you can't neural massive units anymore?

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.


Like I said before, how long you didn't play zerg to be honest ? Cauz i can tell you, you'll almost never see a neural parasited tank being game breaking. Most of the time if we were successful about parasiting them, we'd have won that game without using them.

Seriously that's just stupid tbh.

High templar ? Come on, man. Do you often see a templar based army in PvP ? No simply because they're already mobile enough to dodge them, and more importantly, the cost for neural parasiting a templar would've been best used on fungal.

About Ravens, "Maybe" cauz it's already a pain in the ass to find a terran, and even more so a terran playing with Ravens.
I can't judge about it.
Man is least himself when he talks in his own person. Give him a mask, and he will tell you the truth. Oscar Wilde
Napoleon53
Profile Joined January 2010
Denmark167 Posts
November 08 2012 13:40 GMT
#128
I think Fungal Growth range should be reduced to 7 (from 9)

And infested terrans should only live for 20 seconds (instead of 30).

Neural is fine. (nerf/remove mothership instead ... vortex is such a random spell )

NotoriousBig
Profile Blog Joined May 2012
Germany301 Posts
November 08 2012 13:45 GMT
#129
I think the solution is to either make infestors 3 supply, but that could be in tvz late game a problem when the terran goes mass air, or make fungeled units mobile, because that´s what breaks the game.

The projectile idea would be cool, then tvz could be similar to tvz with fungal feedback fights!
Dreamer.T
Profile Joined December 2009
United States3584 Posts
November 08 2012 13:47 GMT
#130
I think making fungal cost more is the best nerf to infestors. Instead of 75, first up it to 85, and if that's not enough add 10 second increments until it feels balanced. As much as I'd love to see the lock down effect removed from fungal, I just feel that it will cripple zerg if it's actually done.
Forever the best, IMMvp <3
Baum
Profile Blog Joined April 2010
Germany1010 Posts
Last Edited: 2012-11-08 13:54:54
November 08 2012 13:50 GMT
#131
I think instead of just nerfing fungal there should be a change that creates a dynamic that punishes you for building too many of them. For example if fungal couldn't hit air you could punish the zerg for building too many infestors by switching into air units like banshees, carriers, voids or bcs. If this was the case the lategame Zerg matchups could get a lot more dynamic because Zergs couldn't just sit on a ton of infestors and broods anymore because that army would not get better and better over time like it does now.
I want to be with those who share secret things or else alone.
KingAce
Profile Joined September 2010
United States471 Posts
November 08 2012 13:51 GMT
#132
Fungal growth shouldn't stop air units from being microed. So even slowing them down shouldn't be an option IMO.
"You're defined by the WORST of your group..." Bill Burr
padfoota
Profile Blog Joined February 2011
Taiwan1571 Posts
Last Edited: 2012-11-08 13:53:57
November 08 2012 13:53 GMT
#133
Fungal is actually sorely needed in HOTS with the current widow mine/tempest shit going on right now

But Im still gonna vote for supply change and nerf on hp of IT eggs
Stop procrastinating
cKoL
Profile Joined December 2010
Germany29 Posts
November 08 2012 13:54 GMT
#134
maybe it would be an option to reduce infested terrans to the level of a non stimmed marine
DidYuhim
Profile Joined September 2011
Ukraine1905 Posts
November 08 2012 13:54 GMT
#135
All cool. Blizzard still doesn't care.
mostevil
Profile Joined February 2011
United Kingdom611 Posts
November 08 2012 13:56 GMT
#136
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.

Like it, but pretty sure the only way they could do a 1/2 supply cost is if it threw 2 at once/2 per egg (works fine if they double up the energy cost though.) I think if slowing movement it should be slowing the rate of fire too, anti-stim goo.

All the ideas have merits, I don't like 3 supply, its more of the super unit death ball mentality. They just need to make it more of a suport unit.

I'd much rather see the end/replacement for hero unit motherships than stopping neural hitting them, vortex vs spread is almost as bad a way to decide the final battle as mothership vs neural. I fear with the mo-core they're committed to this monstrosity though (They don't have to call it an arbiter if it helps them with their "this is our game not broodwar2" thing....)
我的媽和她的瘋狂的外甥都
bigbadgreen
Profile Joined October 2010
United States142 Posts
November 08 2012 13:57 GMT
#137
I don't think fungal should be changed to slow, this will allow armies, especially stimmed marines the ability to get under BL's. I would agree to IT's being .05 supply and maybe not lasting as long but currently there is no viable unit in the zerg army that shoots ground to air. Hydras are just too weak and queens are too slow. There will be certain timings that will allow zerg to get torn up by air. I think blizz really trapped themselves here. the infestor is so needed at this point for zerg to survive that the wrong change could break the race. They are going to have to tread carefully to not let this one get out of hand. It's obvious something has to be done and I'm wondering if it's a slight nerf to infestor and maybe slight buffs to units that counter them.
egrimm
Profile Joined September 2011
Poland1199 Posts
Last Edited: 2012-11-08 13:59:00
November 08 2012 13:57 GMT
#138
Well I'd say:
changes concerning infestor:

1. Fungal: slow instead of root (50-75% sounds fine), slow does not affect massive units although damage is still applied
2. IT: Spawns 2 Infested Terran eggs instead of 1, reduce the health and hatching time for eggs, cost 75 energy, maybe slight nerf to damage output of it's
3. Give the neural to viper instead of abduct and buff the spell, propose some other ability for infestor
4. 3 supply

changes concerning viper:
I'd suggest merging the corruptor and viper. New unit would have stats of corruptor, including the attack (which may get small nerf due to reworked corruption) and 3 spells:

1. Blinding Cloud (the same as viper has, maybe slight buff to radius)
2. reworked Corruption: The Corruptor corrupts target unit. It can't target structures. The unit has reduced its' armour by 2 to minimum of 0, stackable, 30 sec duration, cost 50 energy.
3. reworked neural parasite: corruptor connects to targeted enemy unit (animation like in abduct) and starts moving towards it. When corruptor reaches the target, takes control over it. The ability can only be cancelled by killing the corruptor before it reaches the unit or killing the unit itself (with unit corruptor also dies)
Duration 10-15 sec (Counting from the point when corruptor reaches the target)

I always felt that corruptor is really dull unit but necessary for zerg's antiair. Also I'm not really fond of the abduct ability which not only is quite similar to neural but also looks awkard to say the least. What I propose is merging this two units making corruptor interesting and actually useful beyond it's AA and "morph-to-broodlord" role.
Infestors changes speak for themselfs, no need to explain
sOs TY PartinG
LOLingBuddha
Profile Joined February 2011
Netherlands697 Posts
November 08 2012 14:01 GMT
#139
On November 08 2012 22:57 egrimm wrote:

3. Give the neural to viper instead of abduct and buff the spell, propose some other ability for infestor


I am not so sure giving neural to a flying unit is the way to go.
the infestors with neural can be picked off theoretically by anything. ( which i think it should be seeing as you take a unit for yourself that doesnt belong to you, usually these are the expensive units too.)

an infestor has to be careful trying to get close enough for a neural, you have no such limitations if you now give that ability to a flying unit.

I think it would be relatively difficult to take out a viper compared to an infestor.

Gescom
Profile Joined February 2010
Canada3492 Posts
November 08 2012 14:06 GMT
#140
I don't think Fungal slowing instead of rooting is a good idea because of the new Oracle spell. There'd be too much overlap.

I do, however, like the idea of +1 infestor supply cost, don't let IT be affected by upgrades, make IT eggs not invuln.
Jaedong Hyuk || Bisu Jangbi || Fantasy Flash
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