Apparently Blizzard does or they wouldn't be making this dumb justification. I feel they want an easy way to classify what can and can't be fungalled by "lore" terms. They should be asking themselves what units should and shouldn't be fungaled from a pure balance perspective. I don't see any reason whatsoever why they would make a warp prism immuned to fungal but not medivacs or overlords other than it being "psionic"..
Call to Action: Balance Testing (2012/11/20) - Page 59
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houseurmusic
United States544 Posts
Apparently Blizzard does or they wouldn't be making this dumb justification. I feel they want an easy way to classify what can and can't be fungalled by "lore" terms. They should be asking themselves what units should and shouldn't be fungaled from a pure balance perspective. I don't see any reason whatsoever why they would make a warp prism immuned to fungal but not medivacs or overlords other than it being "psionic".. | ||
Charon1979
Austria317 Posts
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. Sorry to correct you here but you cant neural a Full Warp Prism/Medivac/Overlord, so the Drop will ALWAYS happen. | ||
Elementy
United States183 Posts
We want changes we're making to balance at this time to be small, strategic adjustments that will only affect pro-level play. Zerg at the pro-level are struggling a bit to scout effectively in the early game. This is tricky to balance, because we do not want to hinder sneaky strategies or tactical early play vs. zerg. Our goal here is to improve zerg scouting, but not to the point where other races feel like they can’t or shouldn’t make any strategic early moves vs. zerg. We want to make creep spread a little bit easier to counter hellions in ZvT. They only wanted to change pro level then why does my diamond league ass lose more tvz's ? probably my inability to adjust and rise to the occasion but still I feel like Blizzard tricked me . Faster overlords ? I like it a lot zergs needed the information it gives badly. Ok more creep better queen movement better defence. I like it. But what the fuck your going to give them an insane range buff ?? Queen sooo good ![]() | ||
Slackzftw
Germany361 Posts
So, what's the lore explanation for fungal growth not being able to affect psionic units? LOL! Whats the lore behind a Viking being slower thana Marine. "Lore" does not excist in SC2 Multiplayer. | ||
Sackings
Canada457 Posts
On November 22 2012 17:16 Big J wrote: 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... except scans cost the Terran minerals, 1 fungal is nothing when u have 10+ infestors | ||
Lunareste
United States3596 Posts
On November 22 2012 17:16 Big J wrote: 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... Park an overseer over your tech structures. | ||
Godwrath
Spain10107 Posts
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Telenil
France484 Posts
On November 22 2012 17:16 Big J wrote: 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... Not quite, this is as if Dark Templar couldn't be affected by EMPs any more. On November 22 2012 17:27 Sackings wrote: You could say the exact opposite: fungals cost the Zerg dps in battle, 1 scan is nothing when you have 5+ command centers. There is no "nothing" in the game.except scans cost the Terran minerals, 1 fungal is nothing when u have 10+ infestors | ||
Pwere
Canada1556 Posts
On November 22 2012 10:43 Sbrubbles wrote: Actually, that's an easy one. Psionic units learn to control the forces around them, the so-called psi energy. A psionic storm unloads a large amount of energy to create a storm, damaging everything. Fungal growth simply sends a few fungi that feed on psi energy to grow and immobilize their target. However, since psionic units are so in control, the fungus cannot harvest this energy, and becomes harmless.So, what's the lore explanation for fungal growth not being able to affect psionic units? Now, the hard part is explaining why a Queen is psionic, considering that all it does seems purely biological. A warp prism kinda fits because its prism apparently feeds on this energy. Lore aside, they should consider removing the psionic attribute from warp prisms, and instead give it to interceptors and carriers. Interceptors being immobilized by anything seems ridiculous, and I always thought that capital ships (aka all massive air units) should be immune to the immobilizing effect of fungals. You're gonna fungal a Battlecruiser. Really? On a final note, I still believe the proposed change is absolutely the wrong way to approach the issue, and I'd be incredibly surprised if it went through. | ||
Salteador Neo
Andorra5591 Posts
On November 22 2012 17:27 Slackzftw wrote: LOL! Whats the lore behind a Viking being slower thana Marine. "Lore" does not excist in SC2 Multiplayer. My thoughts lol :D Fungal rooting a giant spaceship flying some km above their heads? Lore. | ||
Topper Harley
Germany3 Posts
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. i agree with you totally, but i think you can already see burrowed units, as far as i know. They push up some dirt when they crawl around. | ||
PVJ
Hungary5212 Posts
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dobbersp
United States94 Posts
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Big J
Austria16289 Posts
On November 22 2012 17:45 Telenil wrote: Not quite, this is as if Dark Templar couldn't be affected by EMPs any more. Come on, we are past the "storm~EMP~Fungal"-phase. Every race is different, zerg harass defense has been evolved around infestors. Other races don't even have something that is compareable in the slightest to Scans in terms of its mechanic. However Zergs rely on fungal, just like Terrans rely on scans. In the case of DTs, you should still build extra detection, but turrets and spores don't cut it on their own. And the problem I see with DTs, is not just the "whoops, you have no overseer+army parked at one of those 3vital locations, now you lose the game"-effect, its also that you cannot prevent them from getting away anymore. Top pros simply won't lose DTs anymore, when harassing with them in PvZ. | ||
1a2a3a[MB]
United States297 Posts
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Naphal
Germany2099 Posts
making a raven for detection is still very expensive, but whereas you cannot know for sure if protoss goes DT or terran banshees, you can plan to make one in TvZ midgame because creep will be there 100% of the time, so i did that, now turrets are trash, pdd is limited to queens if the zerg chooses to play infestor roach ling (i usually play mech so that is kind of what i get, sometimes muta where the raven must be protected) so having this one seeker missile is kind of fun, but nothing dramatic, i call it the tiniest buff possible xD, because in TvP or TvT you are better served with upgrades or tanks/vikings unless you really expect cloaked units. as for ghosts, because i play mech into air i kind of lack a timing when to get them, so i did not so far, rest would be mere theory, but so far i would continue to spend my money elsewhere, but maybe other terrans can capitalize on this buff better. | ||
sikeTM
United States37 Posts
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[F_]aths
Germany3947 Posts
On November 22 2012 17:27 Slackzftw wrote: LOL! Whats the lore behind a Viking being slower thana Marine. "Lore" does not excist in SC2 Multiplayer. The Viking is faster than a marine, even in multiplayer. | ||
Talack
Canada2742 Posts
On November 22 2012 17:51 Salteador Neo wrote: My thoughts lol :D Fungal rooting a giant spaceship flying some km above their heads? Lore. In reality marines and stalkers and hydras would be completely useless against a battle crusier, probably has 12 inches thick steel plating all over it in addition to the distance | ||
Big J
Austria16289 Posts
On November 22 2012 20:31 Talack wrote: In reality marines and stalkers and hydras would be completely useless against a battle crusier, probably has 12 inches thick steel plating all over it in addition to the distance Don't underestimate anything that has the name Gauss in it! | ||
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