"Rock" comments about the Infestor (Blue post) - Page 6
| Forum Index > SC2 General |
|
Renfield
United States62 Posts
| ||
|
Solarist
291 Posts
On November 12 2012 03:32 sitromit wrote: Yeah, it's Zergs making a new thread everyday whining about Infestors. You got me there. Why dont you stop whining in this thread then? | ||
|
rd
United States2586 Posts
On November 12 2012 03:37 Renfield wrote: Can't believe it's taken them this long to consider that the infestor needs to be changed. I would make infested terrans cost more energy and make fungal slow but not stun units. They considered that the infestor might need to be changed. They just allowed the community to try and solve it themselves first, and then debated an appropriate fix without rushing to patch it and potentially affect the game adversely. | ||
|
xsnac
Barbados1365 Posts
Rock hopefuly some1 tells him to make mothership immune to neural. | ||
|
slytown
Korea (South)1411 Posts
Ere is o answer to a zerg that masses bls and investors. | ||
|
[]Phase[]
Belgium927 Posts
As for the IT, I kind of like the swarmy feel of it in the midgame, so I am definatly against making it cost more energy. If anything, id make it slightly cheaper but a lot weaker, so its good as harass during midgame, but totally sucks as dmg soaker or anti air in the lategame. Anyhow, I am glad that the problem is atleast being recognised. | ||
|
bertu
Brazil871 Posts
I guess they will do a final WOL patch, hope it goes well, and move on to HOTS. | ||
|
Carnate
United States62 Posts
On November 12 2012 03:18 SuperYo1000 wrote: without fungal? the suggestion is turning it into a projectile not removal of it. The problem with fungal is that it is NOT dodgeable and once it lands you cant micro afterward either....emp is virtually undodgeable but you can do splits, blink, micro in some form afterwards, storm is a little slower...much stronger, and you can still micro after its cast. Fungal you cant micro before OR after. This change would allow some form of counter micro which is good. right now its fungal range lock down chain death...very boring By your logic othing is dodgeable except nukes. You can micro beforehand, splits, emps, snipe, feedbacks running away etc. You can micro after, micro isn't locked to just moving five units that got fungaled. Fungal encourages micro since it will force people not to put their entire army in one hotkey, it'll force players to use their casters instead of just the colossus doom army. Or it'll force people to complain even though the number show a even number of wins among the races. | ||
|
urbaNo
United States47 Posts
lol i think you need to stop trolling, the more i read your posts the more i am seriously doubting your understanding of the game. i play terran and when ghost was OP i realized it and was fine with the nerf, when warhound came out I LOL so hard after i played 1 game with them, then i never made them again because i realized how ridiculously strong they were, and guess what they were removed, for being OP. you are failing to understand that the infestor was not buffed to being OP, it is the fact that people figured out how strong it actually was and then decided it is much easier for them to win if they just made a bunch of them. name one unit that infestors are not good against, i dare, you, or one situation where having infestors is not good. if you can answer both of these questions then you clearly do not understand what is going on. lol did you watch MLG dallas, leenock vs life? it was like 40 infestors vs like 38 infestors, if you think that is okay then i feel bad for you and your understanding of RTS games. LOL i can not wait for gsl ro16 and WCS ZvZ so you can see how bad this is actually getting. if it was not an actual problem then nobody would say anything, but since it is actually a very big problem that needs to be fixed, EVERYBODY, including blizz, is being very vocal about it. bad troll is bad. | ||
|
Abusion
United Kingdom184 Posts
On November 12 2012 03:41 Carnate wrote: By your logic othing is dodgeable except nukes. You can micro beforehand, splits, emps, snipe, feedbacks running away etc. You can micro after, micro isn't locked to just moving five units that got fungaled. Fungal encourages micro since it will force people not to put their entire army in one hotkey, it'll force players to use their casters instead of just the colossus doom army. Or it'll force people to complain even though the number show a even number of wins among the races. The way this is different though is if you make a mistake and get a HT sniped or EMP'd that's one or 2 less storms which is bad. IF you make a mistake and get some units fungalled you've lost those units because they can just be chain fungalled and everything die. Same mistakes more drastic outcomes. | ||
|
MetalPanda
Canada1152 Posts
| ||
|
TrippSC2
United States209 Posts
Patch 9 (version 0.11.0.15097) Fungal Growth projectile removed; Units in the target area are now instantly hit. Patch 1.1.2 Fungal Growth now prevents Blink. Patch 1.3.0 Stun duration decreased from 8 to 4 seconds. Damage increased by +30% vs. armored units. Patch 1.4.0 Fungal Growth damage changed from 36 (+30% armored) to 30 (40 vs Armored). Quoted from Liquipedia. DPS was buffed in Patch 1.3.0 as part of an overall nerf to the ability (8 sec duration to 4 sec). Damage was buffed against armored units, which really doesn't affect marines at all. While what you said was correct about fungal DPS being increased, the spirit of what you said (that fungal was buffed) isn't really true. It received a further damage nerf soon after. Unless I'm mistaken, Blizzard is mainly concerned with the Infestor-heavy BL/Infestor late game style that Leenock and Symbol have been showing and not BL/Infestor in general. If I'm correct, then I really wish they had stuck to their guns on this and given players time to develop counter strategies. The unit counters are there, but it takes a lot of time to develop strong counter timings to a new style. If they are considering a nerf, I wish they would also consider reducing the max energy by 25-50. This way it doesn't make Infestors worse in the mid game or against styles of frequent aggression, but makes max energy Infestors easier to deal with in the late game. | ||
|
MetalPanda
Canada1152 Posts
On November 12 2012 03:47 Abusion wrote: The way this is different though is if you make a mistake and get a HT sniped or EMP'd that's one or 2 less storms which is bad. IF you make a mistake and get some units fungalled you've lost those units because they can just be chain fungalled and everything die. Same mistakes more drastic outcomes. 1 or 2 less storms can be veeeeery drastic in PvT, especially if it means you got none. | ||
|
NeonFox
2373 Posts
Edit : The only thing I'm concerned about with the projectile is +2 blink allins, but it could still give for some cool micro from protoss and make them burn their blink. | ||
|
NightOfTheDead
Lithuania1711 Posts
On November 12 2012 03:27 SupLilSon wrote: Great to see Blizzard finally making some positive changes to SC2 the past few weeks. Hopefully we will see some major nerfs to the Infestor after BWC and this game might be going somewhere. To advance game, you need to fix all unused units too. Why are they there, being barely used? Buff Raven big, give reaper utility, buff Carrier big, give hydra speed upgrade. Then nerf infestor, if the game stays the same. Pretty lame when blizz dont want to incorporate every unit out there. | ||
|
TeeTS
Germany2762 Posts
On November 12 2012 02:41 Melaine wrote: Fungle has been nerfed several times over the years......I don't understand the fuss.....Terran+protoss had their flavor of the month op, terran was op for 2 years and we had only Terran Gsl's, zerg has few months of great results......and people cry like mad??? This is the only Gsl season code s out of years and many seasons that we finnaly have alot of zergs in the group....and its not because of infestor.....infestors were the same as they were last year and zergs were losing.....only change was the Korean Zergs got better........you guys act like they did a major buff on infestors and all the sudden they are op. Such silly things people choose to cry about just because their race is losing. I'm surprised Team Liquid puts up with the mass infestor posts and does not start deleting most of them. Why can't people just not cry, and just learn to get better in the game and have fun?? The Korean Pros get better and overcome anything because they do not cry and moan about things that are not even that OP. What do you want to hear now? Do you want something like: "Zergs are stupid because it took them over 2years to realize, that they only need to mass the same one unit in every matchup to play well."? Of course this is bullshit. The metagame evolves and imbalances can just come out when it changes to a certain point were the imbalanced unit/mechanic becomes abused more and more. The problem is, that it's nearly never a bad choice to build an infestor. There is simply no situation in the game, where you don't want to have more infestors. You got 40 infestors on the field? Build more of them and start more harassment with them, while the 40 you already got, form your main army. And the unit we're talking about here is supposed to be a support caster. And for TvZ, it was the queen buff, that helped Zerg to get to the midgame so comfortably, that they could get the very strong infestors way earlier and in larger numbers! | ||
|
Abusion
United Kingdom184 Posts
On November 12 2012 03:49 MetalPanda wrote: 1 or 2 less storms can be veeeeery drastic in PvT, especially if it means you got none. If you only have 1 or 2 storms when terran has ghosts I think something else is up ^^ | ||
|
SuperYo1000
United States880 Posts
On November 12 2012 03:47 Abusion wrote: The way this is different though is if you make a mistake and get a HT sniped or EMP'd that's one or 2 less storms which is bad. IF you make a mistake and get some units fungalled you've lost those units because they can just be chain fungalled and everything die. Same mistakes more drastic outcomes. thanks....thats was my point but you expressed it better. Fungal the way it works now is soooo good....The root aspect is why it is so good. I would personally like the root part of it to be gone....to like a slow or something | ||
|
iTzSnypah
United States1738 Posts
You would still have your DPS and more importantly the hold however there would be a microable time where you can spread units to prevent a chain fungal. Therefore more skilled players would benefit greater. | ||
|
c0sm0naut
United States1229 Posts
just saying hypothetically, when all these "up and coming zergs" get their bread and butter nerf, there is gonna be massive massive butthurt in the Z community.. | ||
| ||