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Call to Action: Balance Testing (2012/11/20) - Page 63

Forum Index > SC2 General
1876 CommentsPost a Reply
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goiflin
Profile Blog Joined November 2010
Canada1218 Posts
November 22 2012 17:11 GMT
#1241
On November 23 2012 02:01 Cybren wrote:
Show nested quote +
On November 22 2012 10:50 zhurai wrote:
On November 22 2012 10:43 Sbrubbles wrote:
So, what's the lore explanation for fungal growth not being able to affect psionic units? The brain waves of psionic being destabilize the fungus or something? Blizz needs to find some way to make this clear. Maybe rename fungal growth "mind plague" or something.

why the fuck does lore matter over balance anyways.

plus they're really creative so they'll think of something.

that's not our job.

(hint: creative team at blizzard, who isn't entirely creative but that's their job, and you don't have to do their job for them)

There's a certain point where the games mechanics and lore become so disconnected we may as well remove all the graphics and names and just have polygons of different shapes and colors. When things stop making internal,resonant sense
1) newer players are annoyed and confused
2) casual players get less "into it"
3) the game becomes more and more abstract and arbitrary


Lore wise, why would the zerg phase out the defiler and scourge? You should still be able to build those.

The campaign is where the game makes sense lore-wise. Multiplayer should be more about balance.
Big J
Profile Joined March 2011
Austria16289 Posts
November 22 2012 17:28 GMT
#1242
On November 23 2012 02:11 goiflin wrote:
Show nested quote +
On November 23 2012 02:01 Cybren wrote:
On November 22 2012 10:50 zhurai wrote:
On November 22 2012 10:43 Sbrubbles wrote:
So, what's the lore explanation for fungal growth not being able to affect psionic units? The brain waves of psionic being destabilize the fungus or something? Blizz needs to find some way to make this clear. Maybe rename fungal growth "mind plague" or something.

why the fuck does lore matter over balance anyways.

plus they're really creative so they'll think of something.

that's not our job.

(hint: creative team at blizzard, who isn't entirely creative but that's their job, and you don't have to do their job for them)

There's a certain point where the games mechanics and lore become so disconnected we may as well remove all the graphics and names and just have polygons of different shapes and colors. When things stop making internal,resonant sense
1) newer players are annoyed and confused
2) casual players get less "into it"
3) the game becomes more and more abstract and arbitrary


Lore wise, why would the zerg phase out the defiler and scourge? You should still be able to build those.

The campaign is where the game makes sense lore-wise. Multiplayer should be more about balance.


The zerglings took their revenge and killed all the defilers for being treated like snacks. Kerrigan tried to solve this problem by making zerglings weaker, but they still managed to kill all the defilers she let the swarm produce. At some point she just gave up upon the idea of building defilers.
Makes sense to me
convention
Profile Joined October 2011
United States622 Posts
Last Edited: 2012-11-22 17:37:34
November 22 2012 17:37 GMT
#1243
On November 23 2012 01:46 Assirra wrote:
Show nested quote +
On November 23 2012 00:53 FakeDeath wrote:
These changes will force zergs into heavier turtling and that is the last thing we need.
....................

I think this is what a lot of people don't seem to understand.
Take away dropp harass defense and what do you think the zerg will do?
Turtle even more then now to get that deathball of infestor/broodlord.

So the patch makes infestor/BL bad at stopping drops. So that implies that zerg will now turtle to infestor/BL more often because of how strong drops are now? How does that make sense. In my opinion, because of how difficult WP will be to stop with infestor/BL, zerg will now have a group a lings, maybe a few mutas as well, as a mobile defense. That takes supply away from the mass infestor/BL army, which is a good thing! It lets the other races go from having a 10% chance of killing the zerg deathball, to maybe a 20% chance if they can do enough damage with drops. It also gives protoss a chance to take out the infestors in the zerg army with HT in WP drops with feedback. With the infestors dead, then it might be possible to chip away at the BLs. That would be awesome to see. This is definitely, without a doubt, a step in the right direction.
CYFAWS
Profile Joined October 2012
Sweden275 Posts
November 22 2012 17:47 GMT
#1244
On November 23 2012 02:00 ShamW0W wrote:
Full Disclosure:
+ Show Spoiler +
I'm a 2300 MMR Zerg on NA for those that need to know. Not good but not awful.


Looking at the proposed changes I can appreciate that Blizzard is listening to the community and attempting to address some of the larger issues, mainly the Infestor and late-game Zerg. However, looking at the proposed changes I think the negative consequences of the changes as a whole will outweigh the positives (for instance, it will strongly encourage Zergs to play more of a turtle style with static defense which is not an exciting style to watch or play). I'm sure Blizzard knows this and intends to iterate on the changes, so with that I'd like to propose changes that I think fix the core of the issues at hand while removing a lot of the risks presented in the current patch. Balance is an iterative process but I believe this is a better starting point than the current proposal:

Top Issues

Infestor is too good as a general purpose unit, it should be more of a support caster similar to the High Templar and Ghost.
• Infestors are good in ANY composition. They should have a role in the Zerg arsenal rather than the tech that Zergs rush to and mass every game

Zerg late game composition is better than Protoss and Terran (Infestor/Broodlord/Corruptor)
• The Terran answer toCorruptor/Broodlord should be mass Vikings but Infestors are simply too good against them
Protoss cannot engage the army directly without landing a Vortex which creates uninteresting, very one-sided battles



Zerg

Infestor:

Fungal Growth no longer does damage
• A 4-second area of effect stun is powerful enough in its own right, no need for this spell to do the damage that it does. Chain fungals are also not interesting from a player or user perspective.
• If this becomes too large of a nerf then Fungal Growth could have an effect similar to Corruption that amplifies damage. This at least maintains the role of the Infestor being a support unit and requires the Zerg to have other units to make the Infestor viable.

Infested Terrans take any damage that was received while an egg
• Infested Terrans have become useful as tanks (damage soakers, not siege tanks) in high-level games which makes no sense and is fairly imbalanced.
• If ITs are somehow considered too good still consider increasing the energy cost to 40 from 25. (lowers the number of ITs a full-energy Infestor can spawn to 5 from 8)

Fungal Growth no longer affects air units
• Dangerous change for sure and changes ZvX matchups significantly.
• Stargate, Spire, and Starport play are all buffed in ZvX.
• All types of drop play are buffed in ZvX
• Helps weaken the late game Zerg composition at the cost of making Zerg extremely vulnerable to mass air. To make a change like this the Zerg must receive a buff against massed air in some other area.


Hydralisk:

New togglable Split-Shot mode added (similar to Medusa from DOTA)
•When toggled the Hydralisk goes into Split-Shot mode immediately
•Toggling of Split-Shot mode has a 5-second cooldown
on Split-Shot mode the Hydralisk launches 3 Projectiles that each do 50% of their base damage
• Improves Zerg Hydra compositions vs. mass air and improves the Hydralisk vs. the powerful Sentry/Immortal all-in
• Hydras may be viable vs. massed Bio

As with any subjective proposal I'm sure there are holes in my logic but I'm always happy to have constructive discussion that hopefully leads to a more compelling and well-balanced game.



applying both of your fungal nerfs at the same time will make fungal absolutely horrible, no?

otherwise nice nerfs and thinking

and the medusa hydra, at first i WTF'ed and then i started thinking this is absolutely awesome! I'd say it would need a +2 upgrade scaling even more with splitshot but otherwise, really smart idea imo. Would also be a good opportunity to give the hydra a less bonerkilling attack animation
Arco
Profile Joined September 2009
United States2090 Posts
Last Edited: 2012-11-22 17:55:37
November 22 2012 17:55 GMT
#1245
On November 23 2012 02:28 Big J wrote:
Show nested quote +
On November 23 2012 02:11 goiflin wrote:
On November 23 2012 02:01 Cybren wrote:
On November 22 2012 10:50 zhurai wrote:
On November 22 2012 10:43 Sbrubbles wrote:
So, what's the lore explanation for fungal growth not being able to affect psionic units? The brain waves of psionic being destabilize the fungus or something? Blizz needs to find some way to make this clear. Maybe rename fungal growth "mind plague" or something.

why the fuck does lore matter over balance anyways.

plus they're really creative so they'll think of something.

that's not our job.

(hint: creative team at blizzard, who isn't entirely creative but that's their job, and you don't have to do their job for them)

There's a certain point where the games mechanics and lore become so disconnected we may as well remove all the graphics and names and just have polygons of different shapes and colors. When things stop making internal,resonant sense
1) newer players are annoyed and confused
2) casual players get less "into it"
3) the game becomes more and more abstract and arbitrary


Lore wise, why would the zerg phase out the defiler and scourge? You should still be able to build those.

The campaign is where the game makes sense lore-wise. Multiplayer should be more about balance.


The zerglings took their revenge and killed all the defilers for being treated like snacks. Kerrigan tried to solve this problem by making zerglings weaker, but they still managed to kill all the defilers she let the swarm produce. At some point she just gave up upon the idea of building defilers.
Makes sense to me

By StarCraft 3, Swarm Hosts will have killed off all the Zerg Buildings with Consume, eliminating them from the conflict.

StarCraft 3 is Terran vs Protoss only.
Big J
Profile Joined March 2011
Austria16289 Posts
November 22 2012 18:00 GMT
#1246
On November 23 2012 02:55 Arco wrote:
Show nested quote +
On November 23 2012 02:28 Big J wrote:
On November 23 2012 02:11 goiflin wrote:
On November 23 2012 02:01 Cybren wrote:
On November 22 2012 10:50 zhurai wrote:
On November 22 2012 10:43 Sbrubbles wrote:
So, what's the lore explanation for fungal growth not being able to affect psionic units? The brain waves of psionic being destabilize the fungus or something? Blizz needs to find some way to make this clear. Maybe rename fungal growth "mind plague" or something.

why the fuck does lore matter over balance anyways.

plus they're really creative so they'll think of something.

that's not our job.

(hint: creative team at blizzard, who isn't entirely creative but that's their job, and you don't have to do their job for them)

There's a certain point where the games mechanics and lore become so disconnected we may as well remove all the graphics and names and just have polygons of different shapes and colors. When things stop making internal,resonant sense
1) newer players are annoyed and confused
2) casual players get less "into it"
3) the game becomes more and more abstract and arbitrary


Lore wise, why would the zerg phase out the defiler and scourge? You should still be able to build those.

The campaign is where the game makes sense lore-wise. Multiplayer should be more about balance.


The zerglings took their revenge and killed all the defilers for being treated like snacks. Kerrigan tried to solve this problem by making zerglings weaker, but they still managed to kill all the defilers she let the swarm produce. At some point she just gave up upon the idea of building defilers.
Makes sense to me

By StarCraft 3, Swarm Hosts will have killed off all the Zerg Buildings with Consume, eliminating them from the conflict.

StarCraft 3 is Terran vs Protoss only.

Lol (I think you mean Vipers)
Somehow this produced an image of a spore crawler that is trying to run from a viper, and then the viper is like "come here" - abduct
aZealot
Profile Blog Joined May 2011
New Zealand5447 Posts
Last Edited: 2012-11-22 18:09:01
November 22 2012 18:08 GMT
#1247
So much Zerg qq...

Any more feedback from people who have actually played the map? Specifically Protoss?

Most of the feedback thus far, and it's a little thin on the ground, appears to be Terran.
KT best KT ~ 2014
Shiori
Profile Blog Joined July 2011
3815 Posts
November 22 2012 18:09 GMT
#1248
Having played the map a little, I think that the nerf is a step in the right direction, but I'm not sure if it's enough to really make the Infestor/BL composition killable.
ShamW0W
Profile Joined March 2010
160 Posts
November 22 2012 18:15 GMT
#1249
On November 23 2012 02:47 CYFAWS wrote:
Show nested quote +
On November 23 2012 02:00 ShamW0W wrote:
Full Disclosure:
+ Show Spoiler +
I'm a 2300 MMR Zerg on NA for those that need to know. Not good but not awful.


Looking at the proposed changes I can appreciate that Blizzard is listening to the community and attempting to address some of the larger issues, mainly the Infestor and late-game Zerg. However, looking at the proposed changes I think the negative consequences of the changes as a whole will outweigh the positives (for instance, it will strongly encourage Zergs to play more of a turtle style with static defense which is not an exciting style to watch or play). I'm sure Blizzard knows this and intends to iterate on the changes, so with that I'd like to propose changes that I think fix the core of the issues at hand while removing a lot of the risks presented in the current patch. Balance is an iterative process but I believe this is a better starting point than the current proposal:

Top Issues

Infestor is too good as a general purpose unit, it should be more of a support caster similar to the High Templar and Ghost.
• Infestors are good in ANY composition. They should have a role in the Zerg arsenal rather than the tech that Zergs rush to and mass every game

Zerg late game composition is better than Protoss and Terran (Infestor/Broodlord/Corruptor)
• The Terran answer toCorruptor/Broodlord should be mass Vikings but Infestors are simply too good against them
Protoss cannot engage the army directly without landing a Vortex which creates uninteresting, very one-sided battles



Zerg

Infestor:

Fungal Growth no longer does damage
• A 4-second area of effect stun is powerful enough in its own right, no need for this spell to do the damage that it does. Chain fungals are also not interesting from a player or user perspective.
• If this becomes too large of a nerf then Fungal Growth could have an effect similar to Corruption that amplifies damage. This at least maintains the role of the Infestor being a support unit and requires the Zerg to have other units to make the Infestor viable.

Infested Terrans take any damage that was received while an egg
• Infested Terrans have become useful as tanks (damage soakers, not siege tanks) in high-level games which makes no sense and is fairly imbalanced.
• If ITs are somehow considered too good still consider increasing the energy cost to 40 from 25. (lowers the number of ITs a full-energy Infestor can spawn to 5 from 8)

Fungal Growth no longer affects air units
• Dangerous change for sure and changes ZvX matchups significantly.
• Stargate, Spire, and Starport play are all buffed in ZvX.
• All types of drop play are buffed in ZvX
• Helps weaken the late game Zerg composition at the cost of making Zerg extremely vulnerable to mass air. To make a change like this the Zerg must receive a buff against massed air in some other area.


Hydralisk:

New togglable Split-Shot mode added (similar to Medusa from DOTA)
•When toggled the Hydralisk goes into Split-Shot mode immediately
•Toggling of Split-Shot mode has a 5-second cooldown
on Split-Shot mode the Hydralisk launches 3 Projectiles that each do 50% of their base damage
• Improves Zerg Hydra compositions vs. mass air and improves the Hydralisk vs. the powerful Sentry/Immortal all-in
• Hydras may be viable vs. massed Bio

As with any subjective proposal I'm sure there are holes in my logic but I'm always happy to have constructive discussion that hopefully leads to a more compelling and well-balanced game.



applying both of your fungal nerfs at the same time will make fungal absolutely horrible, no?

otherwise nice nerfs and thinking

and the medusa hydra, at first i WTF'ed and then i started thinking this is absolutely awesome! I'd say it would need a +2 upgrade scaling even more with splitshot but otherwise, really smart idea imo. Would also be a good opportunity to give the hydra a less bonerkilling attack animation


The nerfs to Fungal would definitely be significant, and possibly too much, but I feel like it's a good starting point for balance iteration. The ability to completely restrict the movement of enemy units is still a very strong ability imo, especially when Zerg can take advantage of the ability with units like Banelings, Ultras, and HOPEFULLY the improved Hydralisk.

If the changes were too extreme I think there are alternate buffs that could be made to Fungal Growth which would leave the ability as a support ability rather than it's current "one-size fits all" implementation. Examples: Increase stun duration, Fungal amplifies damage to stunned units, Units that are Fungaled have reduced LOS while Fungaled.
Half-Man Half-Amazing
Jarree
Profile Joined January 2012
Finland1004 Posts
November 22 2012 18:17 GMT
#1250
Guys, i just got a call from Dustin. Raven buff is cancelled, Taeja made 4 ravens against Stephano and won.
[F_]aths
Profile Blog Joined February 2010
Germany3947 Posts
Last Edited: 2012-11-22 18:18:33
November 22 2012 18:18 GMT
#1251
On November 23 2012 02:11 goiflin wrote:
Show nested quote +
On November 23 2012 02:01 Cybren wrote:
On November 22 2012 10:50 zhurai wrote:
On November 22 2012 10:43 Sbrubbles wrote:
So, what's the lore explanation for fungal growth not being able to affect psionic units? The brain waves of psionic being destabilize the fungus or something? Blizz needs to find some way to make this clear. Maybe rename fungal growth "mind plague" or something.

why the fuck does lore matter over balance anyways.

plus they're really creative so they'll think of something.

that's not our job.

(hint: creative team at blizzard, who isn't entirely creative but that's their job, and you don't have to do their job for them)

There's a certain point where the games mechanics and lore become so disconnected we may as well remove all the graphics and names and just have polygons of different shapes and colors. When things stop making internal,resonant sense
1) newer players are annoyed and confused
2) casual players get less "into it"
3) the game becomes more and more abstract and arbitrary


Lore wise, why would the zerg phase out the defiler and scourge? You should still be able to build those.

The campaign is where the game makes sense lore-wise. Multiplayer should be more about balance.

Indeed.

Still it is possible to make it somehow reasonable within lore: Not every zerg brood has access to all strains all the time. If a treat is detected on the planet or space station, the swarm must react quickly even if they sacrifice versatility.
You don't choose to play zerg. The zerg choose you.
Henk
Profile Joined March 2012
Netherlands578 Posts
November 22 2012 18:18 GMT
#1252
On November 23 2012 03:15 ShamW0W wrote:
Show nested quote +
On November 23 2012 02:47 CYFAWS wrote:
On November 23 2012 02:00 ShamW0W wrote:
Full Disclosure:
+ Show Spoiler +
I'm a 2300 MMR Zerg on NA for those that need to know. Not good but not awful.


Looking at the proposed changes I can appreciate that Blizzard is listening to the community and attempting to address some of the larger issues, mainly the Infestor and late-game Zerg. However, looking at the proposed changes I think the negative consequences of the changes as a whole will outweigh the positives (for instance, it will strongly encourage Zergs to play more of a turtle style with static defense which is not an exciting style to watch or play). I'm sure Blizzard knows this and intends to iterate on the changes, so with that I'd like to propose changes that I think fix the core of the issues at hand while removing a lot of the risks presented in the current patch. Balance is an iterative process but I believe this is a better starting point than the current proposal:

Top Issues

Infestor is too good as a general purpose unit, it should be more of a support caster similar to the High Templar and Ghost.
• Infestors are good in ANY composition. They should have a role in the Zerg arsenal rather than the tech that Zergs rush to and mass every game

Zerg late game composition is better than Protoss and Terran (Infestor/Broodlord/Corruptor)
• The Terran answer toCorruptor/Broodlord should be mass Vikings but Infestors are simply too good against them
Protoss cannot engage the army directly without landing a Vortex which creates uninteresting, very one-sided battles



Zerg

Infestor:

Fungal Growth no longer does damage
• A 4-second area of effect stun is powerful enough in its own right, no need for this spell to do the damage that it does. Chain fungals are also not interesting from a player or user perspective.
• If this becomes too large of a nerf then Fungal Growth could have an effect similar to Corruption that amplifies damage. This at least maintains the role of the Infestor being a support unit and requires the Zerg to have other units to make the Infestor viable.

Infested Terrans take any damage that was received while an egg
• Infested Terrans have become useful as tanks (damage soakers, not siege tanks) in high-level games which makes no sense and is fairly imbalanced.
• If ITs are somehow considered too good still consider increasing the energy cost to 40 from 25. (lowers the number of ITs a full-energy Infestor can spawn to 5 from 8)

Fungal Growth no longer affects air units
• Dangerous change for sure and changes ZvX matchups significantly.
• Stargate, Spire, and Starport play are all buffed in ZvX.
• All types of drop play are buffed in ZvX
• Helps weaken the late game Zerg composition at the cost of making Zerg extremely vulnerable to mass air. To make a change like this the Zerg must receive a buff against massed air in some other area.


Hydralisk:

New togglable Split-Shot mode added (similar to Medusa from DOTA)
•When toggled the Hydralisk goes into Split-Shot mode immediately
•Toggling of Split-Shot mode has a 5-second cooldown
on Split-Shot mode the Hydralisk launches 3 Projectiles that each do 50% of their base damage
• Improves Zerg Hydra compositions vs. mass air and improves the Hydralisk vs. the powerful Sentry/Immortal all-in
• Hydras may be viable vs. massed Bio

As with any subjective proposal I'm sure there are holes in my logic but I'm always happy to have constructive discussion that hopefully leads to a more compelling and well-balanced game.



applying both of your fungal nerfs at the same time will make fungal absolutely horrible, no?

otherwise nice nerfs and thinking

and the medusa hydra, at first i WTF'ed and then i started thinking this is absolutely awesome! I'd say it would need a +2 upgrade scaling even more with splitshot but otherwise, really smart idea imo. Would also be a good opportunity to give the hydra a less bonerkilling attack animation


The nerfs to Fungal would definitely be significant, and possibly too much, but I feel like it's a good starting point for balance iteration. The ability to completely restrict the movement of enemy units is still a very strong ability imo, especially when Zerg can take advantage of the ability with units like Banelings, Ultras, and HOPEFULLY the improved Hydralisk.

If the changes were too extreme I think there are alternate buffs that could be made to Fungal Growth which would leave the ability as a support ability rather than it's current "one-size fits all" implementation. Examples: Increase stun duration, Fungal amplifies damage to stunned units, Units that are Fungaled have reduced LOS while Fungaled.


Last sentence: Viper.
Bajo
Profile Joined September 2012
Norway3 Posts
November 22 2012 18:25 GMT
#1253
This change is actually pretty beatifull. Zerg players have been surfing on infestors for quite a while now, and it will take time to see how good this change really is. In the beginning there will only be QQ about WP and DT''s beeing unstoppable, but when zerg players learn to play a zerg style, which is reactionary, and figure out they have other units and tactics in their arsenal than infestor-turtle, I'm positive there will be some great games with a change like this. A lot of multitasking from both sides, and a more dynamic match-up. This is a big step in the right direction.

Sentries may be a problem though, and I would not mind making an exception with them not beeing immune. The immortal all in is strong enough as it is.
ShamW0W
Profile Joined March 2010
160 Posts
November 22 2012 18:31 GMT
#1254
On November 23 2012 03:18 Henk wrote:
Show nested quote +
On November 23 2012 03:15 ShamW0W wrote:
On November 23 2012 02:47 CYFAWS wrote:
On November 23 2012 02:00 ShamW0W wrote:
Full Disclosure:
+ Show Spoiler +
I'm a 2300 MMR Zerg on NA for those that need to know. Not good but not awful.


Looking at the proposed changes I can appreciate that Blizzard is listening to the community and attempting to address some of the larger issues, mainly the Infestor and late-game Zerg. However, looking at the proposed changes I think the negative consequences of the changes as a whole will outweigh the positives (for instance, it will strongly encourage Zergs to play more of a turtle style with static defense which is not an exciting style to watch or play). I'm sure Blizzard knows this and intends to iterate on the changes, so with that I'd like to propose changes that I think fix the core of the issues at hand while removing a lot of the risks presented in the current patch. Balance is an iterative process but I believe this is a better starting point than the current proposal:

Top Issues

Infestor is too good as a general purpose unit, it should be more of a support caster similar to the High Templar and Ghost.
• Infestors are good in ANY composition. They should have a role in the Zerg arsenal rather than the tech that Zergs rush to and mass every game

Zerg late game composition is better than Protoss and Terran (Infestor/Broodlord/Corruptor)
• The Terran answer toCorruptor/Broodlord should be mass Vikings but Infestors are simply too good against them
Protoss cannot engage the army directly without landing a Vortex which creates uninteresting, very one-sided battles



Zerg

Infestor:

Fungal Growth no longer does damage
• A 4-second area of effect stun is powerful enough in its own right, no need for this spell to do the damage that it does. Chain fungals are also not interesting from a player or user perspective.
• If this becomes too large of a nerf then Fungal Growth could have an effect similar to Corruption that amplifies damage. This at least maintains the role of the Infestor being a support unit and requires the Zerg to have other units to make the Infestor viable.

Infested Terrans take any damage that was received while an egg
• Infested Terrans have become useful as tanks (damage soakers, not siege tanks) in high-level games which makes no sense and is fairly imbalanced.
• If ITs are somehow considered too good still consider increasing the energy cost to 40 from 25. (lowers the number of ITs a full-energy Infestor can spawn to 5 from 8)

Fungal Growth no longer affects air units
• Dangerous change for sure and changes ZvX matchups significantly.
• Stargate, Spire, and Starport play are all buffed in ZvX.
• All types of drop play are buffed in ZvX
• Helps weaken the late game Zerg composition at the cost of making Zerg extremely vulnerable to mass air. To make a change like this the Zerg must receive a buff against massed air in some other area.


Hydralisk:

New togglable Split-Shot mode added (similar to Medusa from DOTA)
•When toggled the Hydralisk goes into Split-Shot mode immediately
•Toggling of Split-Shot mode has a 5-second cooldown
on Split-Shot mode the Hydralisk launches 3 Projectiles that each do 50% of their base damage
• Improves Zerg Hydra compositions vs. mass air and improves the Hydralisk vs. the powerful Sentry/Immortal all-in
• Hydras may be viable vs. massed Bio

As with any subjective proposal I'm sure there are holes in my logic but I'm always happy to have constructive discussion that hopefully leads to a more compelling and well-balanced game.



applying both of your fungal nerfs at the same time will make fungal absolutely horrible, no?

otherwise nice nerfs and thinking

and the medusa hydra, at first i WTF'ed and then i started thinking this is absolutely awesome! I'd say it would need a +2 upgrade scaling even more with splitshot but otherwise, really smart idea imo. Would also be a good opportunity to give the hydra a less bonerkilling attack animation


The nerfs to Fungal would definitely be significant, and possibly too much, but I feel like it's a good starting point for balance iteration. The ability to completely restrict the movement of enemy units is still a very strong ability imo, especially when Zerg can take advantage of the ability with units like Banelings, Ultras, and HOPEFULLY the improved Hydralisk.

If the changes were too extreme I think there are alternate buffs that could be made to Fungal Growth which would leave the ability as a support ability rather than it's current "one-size fits all" implementation. Examples: Increase stun duration, Fungal amplifies damage to stunned units, Units that are Fungaled have reduced LOS while Fungaled.


Last sentence: Viper.


Yep, but the Viper isn't in WoL.

Ideally we'd have a more balanced, dynamic WoL and adjust some of the units in HOTS during the next 4 months as needed. I have my own opinions on the role the Viper currently fills in HOTS but I'll leave those for another day.
Half-Man Half-Amazing
Enzymatic
Profile Joined August 2011
Canada1301 Posts
Last Edited: 2012-11-22 18:41:52
November 22 2012 18:40 GMT
#1255
There are two problems with changing fungal so that it doesn't effect psionic units...

First of all, Fungal isn't necessarily the only problem... Infested Terran is also ridiculously good (if not just as good as fungal).

Second of all.. The main problem with fungal vs Protoss is Fungal on Stalkers and Collosus... You don't often even see it used on Sentry/HT/Archons in the late-game. So I'm not sure just how much impact this change is going to have if any at all after the mid-game. Infestor/Broodlord is going to likely be just as potent as before.

I don't really understand blizzards aim with the proposed change of fungal not effecting psionic units.. Like are they trying to make Warp-prism carrying HT to feedback Infestors popular in the late-game or something? I dunno, but I don't have much hope in this change doing much. Either that, or blizzard is trying to get us to all-in off 2 bases more.
"Who hired this awful fountain gunner? He can't hit shit." - Yiss
Account252508
Profile Joined February 2012
3454 Posts
November 22 2012 18:42 GMT
#1256
--- Nuked ---
FakeDeath
Profile Joined January 2011
Malaysia6060 Posts
Last Edited: 2012-11-22 18:43:48
November 22 2012 18:42 GMT
#1257
On November 23 2012 02:37 convention wrote:
Show nested quote +
On November 23 2012 01:46 Assirra wrote:
On November 23 2012 00:53 FakeDeath wrote:
These changes will force zergs into heavier turtling and that is the last thing we need.
....................

I think this is what a lot of people don't seem to understand.
Take away dropp harass defense and what do you think the zerg will do?
Turtle even more then now to get that deathball of infestor/broodlord.

So the patch makes infestor/BL bad at stopping drops. So that implies that zerg will now turtle to infestor/BL more often because of how strong drops are now? How does that make sense. In my opinion, because of how difficult WP will be to stop with infestor/BL, zerg will now have a group a lings, maybe a few mutas as well, as a mobile defense. That takes supply away from the mass infestor/BL army, which is a good thing! It lets the other races go from having a 10% chance of killing the zerg deathball, to maybe a 20% chance if they can do enough damage with drops. It also gives protoss a chance to take out the infestors in the zerg army with HT in WP drops with feedback. With the infestors dead, then it might be possible to chip away at the BLs. That would be awesome to see. This is definitely, without a doubt, a step in the right direction.


No zergs is gonna make mutas to stop drops in the late-game.
It's gonna be corrupters.

Want to know why it will forced zergs into heavier turtling?
Because you need more static-defense on all your bases.

Zergs will still go Bls/Infestor but they just won't get their deathballs so fast deal to more investment in more static-defense.
Hence Zergs will just turtle longer to get their deathball composition.

Play your best
Big J
Profile Joined March 2011
Austria16289 Posts
November 22 2012 18:45 GMT
#1258
On November 23 2012 03:08 aZealot wrote:
So much Zerg qq...

Any more feedback from people who have actually played the map? Specifically Protoss?

Most of the feedback thus far, and it's a little thin on the ground, appears to be Terran.


Well, I'm not good with Protoss, but I'm experimenting with DT Prism in ZvP. Basically they all die to losing a crucial base at some point, but it's nonsense, they all have no clue how to deal with it or don't even know that fungal doesn't work against DT/Prism any longer... I guess this will need a few months of Pro-Testing until we know what is possible and what isn't.
Still gonna post the replays, to show you what I mean...

http://drop.sc/277836
http://drop.sc/277835
http://drop.sc/277834
http://drop.sc/277833
http://drop.sc/277832
Crawdad
Profile Joined September 2012
614 Posts
November 22 2012 18:51 GMT
#1259
On November 23 2012 03:45 Big J wrote:
Well, I'm not good with Protoss, but I'm experimenting with DT Prism in ZvP. Basically they all die to losing a crucial base at some point, but it's nonsense, they all have no clue how to deal with it or don't even know that fungal doesn't work against DT/Prism any longer... I guess this will need a few months of Pro-Testing until we know what is possible and what isn't.
Still gonna post the replays, to show you what I mean...


They have no idea what to do because the Infestor filled a crucial hole.

Hydras and Ultras need buffs, if not in WoL, in HotS.
Big J
Profile Joined March 2011
Austria16289 Posts
November 22 2012 19:00 GMT
#1260
On November 23 2012 03:51 Crawdad wrote:
Show nested quote +
On November 23 2012 03:45 Big J wrote:
Well, I'm not good with Protoss, but I'm experimenting with DT Prism in ZvP. Basically they all die to losing a crucial base at some point, but it's nonsense, they all have no clue how to deal with it or don't even know that fungal doesn't work against DT/Prism any longer... I guess this will need a few months of Pro-Testing until we know what is possible and what isn't.
Still gonna post the replays, to show you what I mean...


They have no idea what to do because the Infestor filled a crucial hole.

Hydras and Ultras need buffs, if not in WoL, in HotS.


Watch the replays.
They have no clue how to defend against Stalker-Prism play, they simply don't have spores at keytimings (not that I think it would matter in some cases, the DTs would kill the spore and still kill the hatch), they have no clue what the patch actually does (comment from an opponent who asked my why his fungal doesn't work) and they simply fail to macro while getting harassed (probably just as hard as I do while harassing). It's really hard to judge from a few games. Could be that at diamond just no Protoss ever goes DT and therefore all the zergs cut that corner and I collected the gain...
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