About what expected from blizzard, a patch that addresses the balance but not the underlying problems that make fungal a boring spell, and the infestor a boring unit. At the least, though, this should shift Zerg focus to other, less boring units, which should be a positive.
[Dec 4] Wings of Liberty Balance patch - Page 11
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Zahir
United States947 Posts
About what expected from blizzard, a patch that addresses the balance but not the underlying problems that make fungal a boring spell, and the infestor a boring unit. At the least, though, this should shift Zerg focus to other, less boring units, which should be a positive. | ||
Defenestrator
400 Posts
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Daumen
Germany1073 Posts
On December 05 2012 04:36 BounceDJC wrote: Oh, so now the game is balanced because Terran will win every game. The Ghost being able to EMP at a range advantage of 1.5 is totally disgusting. It seems like Terran have a way of being able to whine collectively for months until they have an 80% win ratio. As a Protoss I'm sitting here with a smug grin on my face because Colossus will burn every single infestor that ever comes near. Thermal Lance range 9 vs. Fungal range 8. Feedback Range 9 vs Fungal Growth 8. I'm facepalming at this patch, it is disgustingly bad. When did this even get tested?! Actually Zerg whined a lot to get the Buffs... when did Zerg get ever nerfed? when did Terran ever get buffed? (srsly buffed, not the BattleCruiser speed upgrade) Also the 1 Range difference is not that huge as you write here, Ghosts Snipe&EMP also have 1 more range than Psi-Storm / Feedback, HT's can Storm/Feedback anyways, its not that this completely shuts them down... | ||
Gladiator6
Sweden7024 Posts
On December 05 2012 04:45 azzih wrote: Infestor for sure is too strong in certain szenarios and maybe in the lategame. But against some tactics every nerf to infestors will be huge. Like Protoss Sentry-Immortal-allin or a mech-terran especially in midgame. Both really hard to deal with, already right now. It will be even harder to handle after that nerfs. Immortal/sentry all-in hits before infestors are out in almost all cases, don't think they will make such a big difference because you will only get a few out anyways. | ||
Resistentialism
Canada688 Posts
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willyallthewei
United States265 Posts
On December 05 2012 04:31 Sithril wrote: Approved. Its in the right direction. I dont know if this is enough, we will see, but atleast Blizzard is doing something and openly adressing issues! Their strong cautioness is dangerous. Yes, but its just a matter of placing turrets/spores/cannons not directly inside your mineral lines, but a bit to the outside. Anyway, if you send in more than 1 Raven, you can negate all anti-air static def with PDD and freely HS with others. So I dont think that would be a great concern. Edit: also I'm not shure if you may be afraid of Ravens killing spore/turrets/cannons with HS; HS cant target buildings directly. Can we make a balance suggestion to blizzard on this? | ||
nojok
France15845 Posts
On December 05 2012 04:45 azzih wrote: Infestor for sure is too strong in certain szenarios and maybe in the lategame. But against some tactics every nerf to infestors will be huge. Like Protoss Sentry-Immortal-allin or a mech-terran especially in midgame. Both really hard to deal with, already right now. It will be even harder to handle after that nerfs. Mech? It's never been a real problem in ZvT pro level. Concerning the sentry immortal all in, it will just need some more careful micro as they still outrange the whole P army. | ||
GARcher
Canada294 Posts
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trinxified
Canada7774 Posts
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GoodSirTets
Canada200 Posts
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KimJongChill
United States6429 Posts
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Albinoswordfish
United States108 Posts
The fungal range change is the biggest of all. Before Zerg could kill units by simply trading energy, then going into late game have 20+ infestors easily. Now in order to get good fungals off Zerg will probably need to sacrifice infestors (minerals and gas) since feedback/snipe/tanks/colossus all outrange them now. This should reduce the infestor count in the late game which was the biggest problem. Overall I like the changes, it nerfs the infestor and buffs Terran in a minor way that can hopefully balance things but doesn't force Zerg into a new metagame with such a short time in WOL. I think big changes are coming in HOTS, this felt like a quick fix. | ||
Kyrao
United States161 Posts
The limiting factor for raven usage late-game is two-fold: High energy requirements on all abilities and the need for dedicated infrastructure. Unless you want to only make a single raven at a time, you would have two otherwise idle tech labs on starports anyway. Just take a miniute to think about this for a second... it's not that people were having trouble because they're sitting around with high-energy ravens just waiting for the upgrade to finish. This change does very little to buff the raven other than encourage people to use them more because of a perceived buff to the unit. It's not that you just need a starport with tech lab to produce them, you have to get the tech lab to even start the corvid reactor (energy) upgrade in preparation for making them... The whole design of the unit and it's associated tech path is poorly constructed. | ||
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Seeker
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Where dat snitch at?36919 Posts
pretty sick... Let's see what the pros will think of this in a bit ![]() | ||
Plansix
United States60190 Posts
On December 05 2012 04:45 azzih wrote: Infestor for sure is too strong in certain szenarios and maybe in the lategame. But against some tactics every nerf to infestors will be huge. Like Protoss Sentry-Immortal-allin or a mech-terran especially in midgame. Both really hard to deal with, already right now. It will be even harder to handle after that nerfs. Zergs may have to break out one of the 4 units they have not been using due to the infestor being so effective. Maybe its time for the old BL/Ultra tech switch, mid game mutas to abuse mech being slow as crap or considering building units before taking both gasses on their third. Or baneling drops, those were pretty great. But terrans better build a single mid-game raven to remove creep tumors now, damn it. It comes fully upgraded and is worth the gas cost in mules alone. Plus to get a single hunter seeker missile to bring the fear. | ||
Dionyseus
United States2068 Posts
On December 05 2012 03:22 Striding Strider wrote: While this is a change in the right direction, it doesn't make Infesters more fun to watch. But makes them easier to kill before they can cast their fungals which may lead to more interesting endings than what we had. | ||
n0ise
3452 Posts
Also did they just "miraculously" remade the egg nerf from 80 to 70 so it actually makes sense vs storm? | ||
pmp10
3239 Posts
It's scary to think what would have happened without the complain-storm those last few days. | ||
Assirra
Belgium4169 Posts
On December 05 2012 04:55 Plansix wrote: Zergs may have to break out one of the 4 units they have not been using due to the infestor being so effective. Maybe its time for the old BL/Ultra tech switch, mid game mutas to abuse mech being slow as crap or considering building units before taking both gasses on their third. Or baneling drops, those were pretty great. But terrans better build a single mid-game raven to remove creep tumors now, damn it. It comes fully upgraded and is worth the gas cost in mules alone. Plus to get a single hunter seeker missile to bring the fear. All your suggestions have nothing to do with the problem he said tough. which is sentry immortal allin will be stronger now. | ||
BigBossX
United Kingdom357 Posts
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