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[Poll] How Infestor could be changed? - Page 9

Forum Index > SC2 General
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MrCash
Profile Joined October 2011
United States1504 Posts
November 08 2012 14:58 GMT
#161
I'm a little sad that making the infestor, as a unit, smaller size (close to a stalker) isn't one of the voting options.
The 2nd best option in my opinion is the 3 supply, but even then you can still have 20 end game infestors with infinite energy that emping or a couple siege tank shots or a storm or a couple colossus won't have any reasonable effect.

It really seems like the easiest thing that change that will not impact any power balance, however would punish zerg that don't split more and reward terrans and protoss that micro/focus fire by making it easier to wipe out hordes of infestors.
DidYuhim
Profile Joined September 2011
Ukraine1905 Posts
Last Edited: 2012-11-08 14:59:37
November 08 2012 14:58 GMT
#162
On November 08 2012 23:36 camilocraft wrote:
Show nested quote +
On November 08 2012 21:38 GreenAndOrangeTurtle wrote:
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.


1. The problem with air is that blizzard instead of buffing the hydra, makes zerg relay in a spell. For me is bad design.
2.
3. Agree
4. NP must affect anything I want
5. Maybe to harsh but must be 40. The idea is to nerf it because simply they are too cost efficient. I want to compare it with a marine drop. First you need to detect it instead of caching it when is flying. Second the cost of the drop is 500 Min 100 gas compared to the 150 100 of the infestor and third, the IT is more strong that the marine and basically are performing the same role. SO IT must cost more energy
6. I believe that IT should be spawned while burrowed
7. Reasonable

1. Buffing Hyrdas will actually make people use those, makes sense. If anything, here is a major game flaw, roaches were never needed as a unit. They are designed as an a-move unit. Sure you still can micro them, but sometimes you might not even bother. Maybe my small brain fails to understand Big Logic behind unit that can completely ignore all AoE abilities and still be efficient.
4. NP is only used against Momaship. Kinda makes sence to keep it the way it is.
5. Why support unit must be good at making sneaky attacks? Sure, it's cool that one unit is pretty much good at everything, but that's what we want to remove. Having free units is pretty good already. Want to harass? Please, get mutalisks. They are pretty good when it comes to harassing.
6. ...whatever. Doesn't really matter that much. If you failed to detect infestors in time you will still get screwed.
7. Kinda makes sence, but, really, doesn't.

If blizz doesn't want to change the abilities and they consider those "balanced", just double the supply, cost and energy cost of infestors. Will be pretty fine.
budar
Profile Joined February 2011
175 Posts
November 08 2012 14:59 GMT
#163
I'm a Zerg player but I'll try to be as unbiased as possible. Nerfing the infestor needs to be done very carefully because of one fact that doesn't get mentioned enough: the infestor is the core unit of the Zerg race. Yes, you read that right. The thing is, the core unit of a race (from what we know from past RTS experience) absolutely must be able to attack both ground and air. Since hydras are very specialized (and awful) units, they are not an option. Infestors can "attack" both ground and air with both fungal and IT.

That said, some of these suggestions are OK, but taking even a small number of them at the same time will in my opinion be a major overnerf. What I'd like to see is a more elaborate change to zerg as a whole that would include the infestor change as well. As that will not happen before HotS, it's pretty pointless to change anything now.

Just to give a simple example. One of the suggestions is that neural should not work on the mothership. While that might solve "something", it would just be a band-aid on a broken matchup. The matchup is not only broken because the infestor is "OP", it's broken because of like 5 different factors. One of them being that no single Zerg composition except broodlord/infestor/queen/spine even dents the Protoss deathball. That is a consequence of how colossi work (a-move AoE type of unit) coupled with forcefield in the early and mid game.

Anyway, making a spell cost supply is a horrible idea in my opinion, but making infestors 3 or even 4 supply sounds like an interesting idea. However, you will still see them massed as they are, as I said earlier, the core unit of the Zerg race. That's what actually needs to be changed.
clocked
Profile Joined November 2012
111 Posts
November 08 2012 15:00 GMT
#164
if fungal is should be a projectile so should emp like in bw, but with higher range and radius.

anyway, i think fungal should slow, eggs should have no armor, infestors need to be larger, no burrow infested terran shooting, infested terrans should be shorter duration, fungal really needs to have a team thing like emp and storm. lower the dps. lower the fungal range to like 5. make infestors stun themselves for like 2 seconds after they cast any spell. no neural parasite on massive units.
emis
Profile Joined November 2011
Estonia409 Posts
Last Edited: 2012-11-08 15:04:27
November 08 2012 15:01 GMT
#165
• make fungal kill units instantly
• increase radius
• make infested terrans cost no mana
• increase hitpoints to 750, 3 armor
• increase cost to 100/2000
• increase supply cost to 4
• decrease build time
• the player who gets the Infestor wins the game after 4 in-game minutes (similar to Wonder in Age of Empires)
NeonFox
Profile Joined January 2011
2373 Posts
Last Edited: 2012-11-08 15:04:00
November 08 2012 15:02 GMT
#166
If you want to make mothersip un-neuralable (wow that's an ugly word) make it so that neural cannot target psionic units (which the mothership is).

Please don't nerf neural on massive units, right now we only see it in TvZ mech to neural the thors and it would become another useless spell.

Edit : If you want to make sense lorewise it does, psionic units are too strong mentally to be able to come under the influence of neural blablabla..

On November 09 2012 00:00 clocked wrote:
if fungal is should be a projectile so should emp like in bw, but with higher range and radius.

anyway, i think fungal should slow, eggs should have no armor, infestors need to be larger, no burrow infested terran shooting, infested terrans should be shorter duration, fungal really needs to have a team thing like emp and storm. lower the dps. lower the fungal range to like 5. make infestors stun themselves for like 2 seconds after they cast any spell. no neural parasite on massive units.


Might as well remove the infestor then.
GodZo
Profile Joined November 2011
Italy224 Posts
November 08 2012 15:03 GMT
#167
I totally agree with this poll, in particular the slow instead of block

cu
프로토스, Yellow, GdZ
SXGCoil
Profile Joined February 2012
United States341 Posts
November 08 2012 15:04 GMT
#168
Most of these are idiotic changes. They either don't solve anything(that psuedo-smart idea of slow instead of root) or will make zerg terrible because of how much they rely on infestors.(Fungal friendly fire).
emis
Profile Joined November 2011
Estonia409 Posts
Last Edited: 2012-11-08 15:34:38
November 08 2012 15:06 GMT
#169
On November 08 2012 23:58 DidYuhim wrote:
Show nested quote +
On November 08 2012 23:36 camilocraft wrote:
On November 08 2012 21:38 GreenAndOrangeTurtle wrote:
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.

Why do you guys keep quoting this? Alltogether it makes a terrible idea for a change.
Why do you guys keep quoting the guy? It's a terrible idea.

1. The problem with air is that blizzard instead of buffing the hydra, makes zerg relay in a spell. For me is bad design.
2.
3. Agree
4. NP must affect anything I want
5. Maybe to harsh but must be 40. The idea is to nerf it because simply they are too cost efficient. I want to compare it with a marine drop. First you need to detect it instead of caching it when is flying. Second the cost of the drop is 500 Min 100 gas compared to the 150 100 of the infestor and third, the IT is more strong that the marine and basically are performing the same role. SO IT must cost more energy
6. I believe that IT should be spawned while burrowed
7. Reasonable

1. Buffing Hyrdas will actually make people use those, makes sense. If anything, here is a major game flaw, roaches were never needed as a unit. They are designed as an a-move unit. Sure you still can micro them, but sometimes you might not even bother. Maybe my small brain fails to understand Big Logic behind unit that can completely ignore all AoE abilities and still be efficient.
4. NP is only used against Momaship. Kinda makes sence to keep it the way it is.
5. Why support unit must be good at making sneaky attacks? Sure, it's cool that one unit is pretty much good at everything, but that's what we want to remove. Having free units is pretty good already. Want to harass? Please, get mutalisks. They are pretty good when it comes to harassing.
6. ...whatever. Doesn't really matter that much. If you failed to detect infestors in time you will still get screwed.
7. Kinda makes sence, but, really, doesn't.

If blizz doesn't want to change the abilities and they consider those "balanced", just double the supply, cost and energy cost of infestors. Will be pretty fine.


Why do you guys keep quoting this? altogether the changes would make a terrible idea.
Andre
Profile Blog Joined August 2009
Slovenia3523 Posts
November 08 2012 15:07 GMT
#170
Why is the poll about making FG a projectile only slightly favored for "yes"?

The only reason I can think of why you wouldn't want FG to be a projectile is that it would be too similiar to EMP(as it is a projectile as well).

Making FG either a projectile or a delayed-blast and making it a slow would make the spell so much more skillful to both use and play against.
You must gather your party before venturing forth.
Rasmudd
Profile Joined April 2012
Sweden127 Posts
November 08 2012 15:07 GMT
#171
I think one of the most important change would be other races having better counters so the infestor is still a strong situational unit but if you don't protect / use it right you are punished. Like if ghost where really good and you could only keep the infestors safe if you had really good overseer coverage and kept the vikings from killing your overseers.
DidYuhim
Profile Joined September 2011
Ukraine1905 Posts
November 08 2012 15:10 GMT
#172
On November 08 2012 23:59 budar wrote:
I'm a Zerg player but I'll try to be as unbiased as possible. Nerfing the infestor needs to be done very carefully because of one fact that doesn't get mentioned enough: the infestor is the core unit of the Zerg race. Yes, you read that right. The thing is, the core unit of a race (from what we know from past RTS experience) absolutely must be able to attack both ground and air. Since hydras are very specialized (and awful) units, they are not an option. Infestors can "attack" both ground and air with both fungal and IT.

That said, some of these suggestions are OK, but taking even a small number of them at the same time will in my opinion be a major overnerf. What I'd like to see is a more elaborate change to zerg as a whole that would include the infestor change as well. As that will not happen before HotS, it's pretty pointless to change anything now.

Just to give a simple example. One of the suggestions is that neural should not work on the mothership. While that might solve "something", it would just be a band-aid on a broken matchup. The matchup is not only broken because the infestor is "OP", it's broken because of like 5 different factors. One of them being that no single Zerg composition except broodlord/infestor/queen/spine even dents the Protoss deathball. That is a consequence of how colossi work (a-move AoE type of unit) coupled with forcefield in the early and mid game.

Anyway, making a spell cost supply is a horrible idea in my opinion, but making infestors 3 or even 4 supply sounds like an interesting idea. However, you will still see them massed as they are, as I said earlier, the core unit of the Zerg race. That's what actually needs to be changed.

Ever tried using those, other, units, you know, the ones that don't require lair and infestation pit? I dunno, maybe those roaches? Banelings? Zerglings? Mutalisks? Maybe you will start using that drop upgrade on your overlords?

Only few zergs even bothered to use those.

Right now, almost every possible unit in game was used against the BL/Infestor comp. And we had wins only when zerg made things that are plain stupid.
trias_e
Profile Blog Joined May 2010
United States520 Posts
Last Edited: 2012-11-08 15:12:33
November 08 2012 15:11 GMT
#173
You have to be really careful if you're going to nerf the infestor since the mid game is balanced around it for zerg entirely. The end game mass infestor/bl is the real problem. I definitely wouldn't get rid of energy or mess with the supply. 75% snare instead of root sounds like a reasonable change. Would definitely help with vikings not getting countered by just infestors. As far as IT's go, perhaps a small change to energy cost (25 to 30). These seem like small nerfs, but they could be pretty huge as far as balance goes.
NeonFox
Profile Joined January 2011
2373 Posts
November 08 2012 15:19 GMT
#174
On November 09 2012 00:11 trias_e wrote:
You have to be really careful if you're going to nerf the infestor since the mid game is balanced around it for zerg entirely. The end game mass infestor/bl is the real problem. I definitely wouldn't get rid of energy or mess with the supply. 75% snare instead of root sounds like a reasonable change. Would definitely help with vikings not getting countered by just infestors. As far as IT's go, perhaps a small change to energy cost (25 to 30). These seem like small nerfs, but they could be pretty huge as far as balance goes.


Yes some people have to realize that Blizzard has to be very carefull here. Yes Broodlord/Infestor is stupid lategame, but the infestor is a crutch to get into lategame. I disagree that messing with the supply is a bad idea, 1 more supply doesn't really affect you until the lategame where you can max on less stuff.

3 supply and a % slow seem like the first things to try imo.
Carnate
Profile Joined September 2010
United States62 Posts
November 08 2012 15:23 GMT
#175
Where's the option to make other races use their casters more?
KOtical
Profile Joined January 2011
Germany451 Posts
November 08 2012 15:23 GMT
#176
the problem with make fungal just slow down units instead of stopping them, is that stalkers than are able to blink out than. and mass stalker builds with blink would destroy zerg than i think...
KOtical
Profile Joined January 2011
Germany451 Posts
November 08 2012 15:24 GMT
#177
On November 09 2012 00:23 Carnate wrote:
Where's the option to make other races use their casters more?


in TvZ its the problem that ghosts emp radius is to small to hit enough infestors, or infestors are too big... however you wanna see it. but by increasing the radius would lead to an imbalanced tvp...
RockIronrod
Profile Joined May 2011
Australia1369 Posts
November 08 2012 15:27 GMT
#178
On November 09 2012 00:24 KOtical wrote:
Show nested quote +
On November 09 2012 00:23 Carnate wrote:
Where's the option to make other races use their casters more?


in TvZ its the problem that ghosts emp radius is to small to hit enough infestors, or infestors are too big... however you wanna see it. but by increasing the radius would lead to an imbalanced tvp...

Snipe 2 hits Infestors from a longer range. The nerf didn't affect it's use against psionic units (I think it's actually stronger against them than previously).
Hryul
Profile Blog Joined March 2011
Austria2609 Posts
November 08 2012 15:28 GMT
#179
On November 08 2012 23:06 Mooster wrote:
double the mana cost of infested terrans! 8 infested terrans per a 2 supply spell caster is ridiculous :3

I was about to say the same thing. increase the mana cost of IT should also be in the polls.

Also: all hail to the king. Nazgul has arrived!
Countdown to victory: 1 200!
Jermstuddog
Profile Blog Joined June 2010
United States2231 Posts
Last Edited: 2012-11-08 15:34:46
November 08 2012 15:30 GMT
#180
Not exactly a fan of the Infestor myself, but so many of these suggestions here are outright terrible ><

Adding any supply to IT at all sounds incredibly narrow-minded and specific. If IT costs supply, I don't see why other summon abilities/free units shouldn't be the same. Force Fields, Broodlings, Auto-turrets, hallucinations, hell, maybe we should make buildings cost supply too! Quite simply, it makes the skill stupid and pointless, who would ever think that is fun and interesting in the slightest?

Increasing infestor supply is more of the same supply inflation bullshit that makes units like the siege tank, roach, and hydra so weak, and I honestly can't see Zerg affording it at all. That would basically kill the units viability at all points of the game, and the Zerg race as a whole.

Any suggestion that targets NP is, again, horrible. The ability is costly (both in energy and research), short range, and typically used against exactly 1 unit in the entirety of the game. Any balance problems NP presents are MS problems and nothing else. You want to make NP useless again? Remove the mothership.

Really, ANY suggestion to adjust IT is rather baseless. IT is a good spell, it has uses, it is strong, cheap, and offers one of the only viable harass methods the Zerg army possess. IT is NOT good for peppering a few eggs into a standing army. ITs fall quickly to AoE damage, ITs need lots of casts to be useful in general. The ability has positives and negatives, it's fucking balanced, stop crying about it.

Fungal is where the problem lies, and Fungal is what needs to be changed, for the good of the game. I have all but quit logging in to SC2 at this point because, lets face it, the game has become stagnant and boring, and Blizzard doesn't seem to be interested in fixing anything until HotS comes out.

If Blizzard wants to keep people playing, we need some quality changes like a fungal nerf, FF nerf, Vortex nerf, etc. There are too many things that just feel fucking wrong in SC2, Fungal is one of them, IT is not. Fix the problem, not the byproduct.

Terrible suggestions...
As it turns out, marines don't actually cost any money -Jinro
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