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On November 22 2012 14:43 Twilight Sparkle wrote:Show nested quote +On November 22 2012 13:58 iEchoic wrote: Neither ghosts nor ravens are part of the core Terran army in TvZ. They should be making slight adjustments to this core composition instead of trying to force ghosts or ravens to be the solution. I'd much rather see:
- Medivacs are no longer affected by fungal growth
Ugh. No. If fungal is overpowered, you nerf fungal. You don't keep an overpowered spell and then hand out immunity to every unit that it's good against. That's absolutely awful design.
How is what he's proposing not effectively a nerf to fungal?
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On November 22 2012 15:03 iaguz wrote:Show nested quote +On November 22 2012 14:43 Twilight Sparkle wrote:On November 22 2012 13:58 iEchoic wrote: Neither ghosts nor ravens are part of the core Terran army in TvZ. They should be making slight adjustments to this core composition instead of trying to force ghosts or ravens to be the solution. I'd much rather see:
- Medivacs are no longer affected by fungal growth
Ugh. No. If fungal is overpowered, you nerf fungal. You don't keep an overpowered spell and then hand out immunity to every unit that it's good against. That's absolutely awful design. How is what he's proposing not effectively a nerf to fungal? Because its still the same old boring and overpowered lockdown on the rest of the army.
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Toss: 8 Psionic Units Zerg: 1 Psionic Unit Terran: 1 Pisonic Unit
I don't see how that change fixes TvZ Lategame. Fungal just kills everything Terran has lategame. Of course Ghosts are pretty good against Inferstors, but with Broodlords you can't even get in Range to Snipe/EMP.
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On November 22 2012 15:15 Slackzftw wrote: Toss: 8 Psionic Units Zerg: 1 Psionic Unit Terran: 1 Pisonic Unit
It's actually 8/3/1, if we're talking HotS.
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Although this nerf will weaken fungal, i cant help but think this isnt casual friendly. So when a new player gets this game and see this spell... they are going to be like.. "okay so fungal works on everything but this, this, this, and this?"
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On November 22 2012 15:11 Rabiator wrote:Show nested quote +On November 22 2012 15:03 iaguz wrote:On November 22 2012 14:43 Twilight Sparkle wrote:On November 22 2012 13:58 iEchoic wrote: Neither ghosts nor ravens are part of the core Terran army in TvZ. They should be making slight adjustments to this core composition instead of trying to force ghosts or ravens to be the solution. I'd much rather see:
- Medivacs are no longer affected by fungal growth
Ugh. No. If fungal is overpowered, you nerf fungal. You don't keep an overpowered spell and then hand out immunity to every unit that it's good against. That's absolutely awful design. How is what he's proposing not effectively a nerf to fungal? Because its still the same old boring and overpowered lockdown on the rest of the army.
I agree with you in principle, I am just trying to keep changes rooted in what's realistically possible for Blizzard to do. I don't think they're going to re-work the mechanics of fungal.
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They need to make fungal something you can run out of like Storm. It should affect Psionic units, but at 1/2 damage or something. Try killing infestors with storm (LOL). try killing HT with fungal.... easy.
Fungal + Brood Lords + infested terran = impossible to fight because a 200/200 zerg army when you add in broodlings, and infested terran is something like a 260/200 army with fungal and transfuse.
Protoss needs an air solution - QUICK! Just give us corsairs back and we are kosher. Splash damage - rapid fire, quick to build and are cheap like viking and corruptors. Its broken when 1 air unit counters ALL protoss air units. STUPID. Carriers need a fix - the interceptors are garbage.
They need to make burrowed roaches and infestors blip on the screen like dts, obs and banshees do. They get nearly a 100% cloak - its ridiculous.
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On November 22 2012 15:48 iEchoic wrote:Show nested quote +On November 22 2012 15:11 Rabiator wrote:On November 22 2012 15:03 iaguz wrote:On November 22 2012 14:43 Twilight Sparkle wrote:On November 22 2012 13:58 iEchoic wrote: Neither ghosts nor ravens are part of the core Terran army in TvZ. They should be making slight adjustments to this core composition instead of trying to force ghosts or ravens to be the solution. I'd much rather see:
- Medivacs are no longer affected by fungal growth
Ugh. No. If fungal is overpowered, you nerf fungal. You don't keep an overpowered spell and then hand out immunity to every unit that it's good against. That's absolutely awful design. How is what he's proposing not effectively a nerf to fungal? Because its still the same old boring and overpowered lockdown on the rest of the army. I agree with you in principle, I am just trying to keep changes rooted in what's realistically possible for Blizzard to do. I don't think they're going to re-work the mechanics of fungal. I hate that Blizzard are happy to straight up remove some things from the game when they show the slightest sign of imbalance but refuse to even touch other, clearly overpowered and more importantly poorly designed things like fungals. Is it really that hard for them to just change it to a ~75% slow instead of totally immobilising everything? It just seems so lazy that they'll straight up cut things like amulet from the game rather than try to balance them.
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On November 21 2012 11:12 Torte de Lini wrote: I like the HSM upgrade, might be a bit too much to be honest. But the Infestor change is pretty neat, but I wish they improved neural parasite instead.
Why would they improve neural parasite if they were nerfing the infestor?? What??
Its about time they recognized the domination of the late game by zerg though, terran really stands no chance against gg lords and winfestors (odd their nicknames would indicate that their overpowered, hmm..)
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Didn't read the whole thread but I thought Browder talked about changing NP to not affect psionic, not fungal. Is it a typo or is it really fungal?
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On November 22 2012 16:34 Survivor61316 wrote:Show nested quote +On November 21 2012 11:12 Torte de Lini wrote: I like the HSM upgrade, might be a bit too much to be honest. But the Infestor change is pretty neat, but I wish they improved neural parasite instead. Why would they improve neural parasite if they were nerfing the infestor?? What?? Its about time they recognized the domination of the late game by zerg though, terran really stands no chance against gg lords and winfestors (odd their nicknames would indicate that their overpowered, hmm..)
I prefer Marinfestor
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On November 22 2012 16:34 PermaScrub wrote: Didn't read the whole thread but I thought Browder talked about changing NP to not affect psionic, not fungal. Is it a typo or is it really fungal? the first neural change talk was a typo or something. He meant Fungal all along!
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I feel like the best way to nerf fungal though would be to have it shoot from the infestors like it used to, thus giving the opponent a chance to dodge it with at least a few units, and to keep the 4 seconds of lockdown time instead of the old 8.
Taking that even further though, I think if it slowed the units to something like a 25% speed, and had the spell only affect the area over which it was cast (like storm) so that the slow units could get out of the slowing effects, it would be even better. That would also mean that the zerg would have to cast fungals behind the opposing army in case they try to run, to cut off retreat, which would take even more energy. Fungal is a broken spell as it is, and its making a lot of match-ups just straight up hard to watch imo.
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On November 22 2012 16:37 Big J wrote:Show nested quote +On November 22 2012 16:34 Survivor61316 wrote:On November 21 2012 11:12 Torte de Lini wrote: I like the HSM upgrade, might be a bit too much to be honest. But the Infestor change is pretty neat, but I wish they improved neural parasite instead. Why would they improve neural parasite if they were nerfing the infestor?? What?? Its about time they recognized the domination of the late game by zerg though, terran really stands no chance against gg lords and winfestors (odd their nicknames would indicate that their overpowered, hmm..) I prefer Marinfestor  Lol I never heard that one, but I like it!
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On November 22 2012 16:34 PermaScrub wrote: Didn't read the whole thread but I thought Browder talked about changing NP to not affect psionic, not fungal. Is it a typo or is it really fungal? Its all about Fungal; Neural is on the chopping block according to Browder ...
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On November 22 2012 12:37 iiGreetings wrote: Not only is it ridiculous but it limits fun micro, also zvp with infestor nerf like this is going to leave me destroyed for the next few months.
Yeah not being able to lock units in place "hurts" micro..or maybe its going to make you have to be able to micro your units instead of just fungling and a moving, which means you'll actually have to practice some micro of your own for a change
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For people complaining about warp prism harass becoming too good:
Some Koreans have already been experimenting with using neural parasite to combat warp prism play. If you have a spore crawler in each base (and you always should by the later parts of the game) simply neuralling the prism and flying it over the spore is already much more energy efficient than fungal + infested terrans.
It effectively allows you to stop drop play with 1 infestor and zero units, assuming your fast enough to catch it before warp ins / drops.
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Can't fungal sentries? WonWonWon!
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On November 22 2012 16:14 mhael wrote: They need to make fungal something you can run out of like Storm. It should affect Psionic units, but at 1/2 damage or something. Try killing infestors with storm (LOL). try killing HT with fungal.... easy.
Fungal + Brood Lords + infested terran = impossible to fight because a 200/200 zerg army when you add in broodlings, and infested terran is something like a 260/200 army with fungal and transfuse.
Protoss needs an air solution - QUICK! Just give us corsairs back and we are kosher. Splash damage - rapid fire, quick to build and are cheap like viking and corruptors. Its broken when 1 air unit counters ALL protoss air units. STUPID. Carriers need a fix - the interceptors are garbage.
They need to make burrowed roaches and infestors blip on the screen like dts, obs and banshees do. They get nearly a 100% cloak - its ridiculous.
Very, very bad comparison. Feedback is better vs infestors as it literally makes the infestors implode due to their energy and it's instant.
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On November 22 2012 17:01 MrBitter wrote: For people complaining about warp prism harass becoming too good:
Some Koreans have already been experimenting with using neural parasite to combat warp prism play. If you have a spore crawler in each base (and you always should by the later parts of the game) simply neuralling the prism and flying it over the spore is already much more energy efficient than fungal + infested terrans.
It effectively allows you to stop drop play with 1 infestor and zero units, assuming your fast enough to catch it before warp ins / drops.
Oh, I think the prism is fine on its own. But I'm not so sure about prism+DT. 1-2spores fall so quickly to DTs, that you basically need overseer coverage everywhere on top of different (more) army coverage. Really, not revealing DTs is stupid imo. It's like they suddenly decide that Terrans can't reveal DTs with scans anymore...
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