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Active: 1300 users

[Dec 4] Wings of Liberty Balance patch - Page 14

Forum Index > SC2 General
913 CommentsPost a Reply
Prev 1 12 13 14 15 16 46 Next All
NEEDZMOAR
Profile Blog Joined December 2011
Sweden1277 Posts
December 04 2012 20:26 GMT
#261
This is stupid... other casters/aoe damage are still just as strong and gamecontrolling...
Exquisite
Profile Joined November 2012
United States11 Posts
December 04 2012 20:26 GMT
#262
On December 05 2012 05:12 Zahir wrote:
Show nested quote +
On December 05 2012 05:10 Batch wrote:
On December 05 2012 05:07 Zahir wrote:
Just gonna throw this out here...
Poll: Blizz should try to make more fundamental changes to WoL...

Yes, make fungal slow instead of root and reduce hsm energy/increase range! (58)
 
73%

No, WoL's core game play needs to be preserved (21)
 
27%

79 total votes

Your vote: Blizz should try to make more fundamental changes to WoL...

(Vote): Yes, make fungal slow instead of root and reduce hsm energy/increase range!
(Vote): No, WoL's core game play needs to be preserved



Can't you wait and see how these nerfs works out before proposing even more nerfs to infestors?


I should probably add that fungal nerfs could be balanced by, for example, buffing hydras... The point is not simply to weaken Zerg, but to make a more micro friendly game.


Thank you! Its ideas like this that need to get noticed. Most non-zerg players spend so much time QQing because infestors are too strong but the truth is all of the match ups are very difficult for zerg if they dont get infestors. The game needs to be changed in a way that if they are getting nerfed, then it is because other lair tech units are getting buffed.
Skyling
Profile Joined May 2011
United States76 Posts
December 04 2012 20:26 GMT
#263
how about we stop trying to make such core changes to WOL at the end of the game play. In around 4 months HOTS will be coming out. Put off all the core game play changes until HOTS.

I fully agree with this patch. IMO we should only worry about changing the numbers in WOL since WOL is being phased out in 4 months.
FlashBerg
Profile Joined November 2012
Sweden18 Posts
December 04 2012 20:28 GMT
#264
Sure this is good but i dunno how much it will really change things. It's pointless to speculate to much as we will find out regardless in a few days of laddering
The world needs more garlic bread
BigBossX
Profile Joined September 2008
United Kingdom357 Posts
December 04 2012 20:28 GMT
#265
On December 05 2012 05:24 Exquisite wrote:
Show nested quote +
On December 05 2012 05:21 ElMeanYo wrote:
How about making fungal only root ground units? It doesn't make much sense for fungal to stop air units anyways.

This way Zerg can still damage air fleets with fungal but can't chain fungal them. Dropships and Warp Prisms can get away while still taking damage. Mutas and Vikings can not all die to a few fungals... a player could react to a fungal by moving away or spitting them before the second fungal.


That would dramatically affect ZvZ in a negative way.

Hydras and ITs
Account252508
Profile Joined February 2012
3454 Posts
December 04 2012 20:28 GMT
#266
--- Nuked ---
ProfessionalNoob
Profile Joined October 2012
United States75 Posts
December 04 2012 20:28 GMT
#267
Range is actually super significant, because 8 range forces infestors to be well in range of collosi, templar, and ghosts when casting anything.
eviltomahawk
Profile Blog Joined August 2010
United States11135 Posts
December 04 2012 20:28 GMT
#268
On December 05 2012 05:10 Batch wrote:
Show nested quote +
On December 05 2012 05:07 Zahir wrote:
Just gonna throw this out here...
Poll: Blizz should try to make more fundamental changes to WoL...

Yes, make fungal slow instead of root and reduce hsm energy/increase range! (58)
 
73%

No, WoL's core game play needs to be preserved (21)
 
27%

79 total votes

Your vote: Blizz should try to make more fundamental changes to WoL...

(Vote): Yes, make fungal slow instead of root and reduce hsm energy/increase range!
(Vote): No, WoL's core game play needs to be preserved



Can't you wait and see how these nerfs works out before proposing even more nerfs to infestors?

Indeed. If they're just enough, then no further action needs to be taken. If they're too much, then we definitely don't need another nerf on top of what we're currently getting. If they're not enough, then we can talk about more nerfs like Fungal slow.

The most major changes will probably happen in HotS, which is only 4 months away and with a major balance patch for the beta in the near future that should overhaul the game.
ㅇㅅㅌㅅ
BigBossX
Profile Joined September 2008
United Kingdom357 Posts
Last Edited: 2012-12-04 20:30:15
December 04 2012 20:29 GMT
#269
On December 05 2012 05:26 NEEDZMOAR wrote:
This is stupid... other casters/aoe damage are still just as strong and gamecontrolling...

Obvious patchzerg is obvious

Nothing in the game dominates the way infestors do, and the only unit that came close was ghost with snipe that got instantly nerfed to uselessness
WhiteSatin
Profile Joined December 2012
United States308 Posts
December 04 2012 20:30 GMT
#270
These changes are OK but definitely not enough.
I think the range should have been nerfed even one more point.
Also, they should buff the ghost and bring it back to how it was before.
Blizzard is taking now super-baby-steps compared to nerfing stuff to oblivion like they used to do, which is good, but the fact that they are taking THESE baby steps now is actually ridiculous. I lost faith in the balance team :/
Account252508
Profile Joined February 2012
3454 Posts
December 04 2012 20:30 GMT
#271
--- Nuked ---
FeyverN
Profile Blog Joined November 2012
United States104 Posts
December 04 2012 20:31 GMT
#272
On December 05 2012 04:48 Defenestrator wrote:
Show nested quote +
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.


Use hydras for sentry/immo =P

Hydralisks are terrible and they may not come out in time. They lose to everything, not to mention their slow speed and squishy HP.
fuck
Exquisite
Profile Joined November 2012
United States11 Posts
December 04 2012 20:31 GMT
#273
On December 05 2012 05:25 ElMeanYo wrote:
Show nested quote +
On December 05 2012 05:24 Exquisite wrote:
On December 05 2012 05:21 ElMeanYo wrote:
How about making fungal only root ground units? It doesn't make much sense for fungal to stop air units anyways.

This way Zerg can still damage air fleets with fungal but can't chain fungal them. Dropships and Warp Prisms can get away while still taking damage. Mutas and Vikings can not all die to a few fungals... a player could react to a fungal by moving away or spitting them before the second fungal.


That would dramatically affect ZvZ in a negative way.


Mutas might not just be a gimmicky, timing-based ZvZ strategy then? Keep in mind a good fungal will still do alot of damage to them.


Yea I mean 1 fungal takes out 25% of a mutas health (correct me if im mistaken) but with out the root and because fungals dont stack, it'd be near impossible to get 4 consecutive fungals on a pack of mutas. And the muta timing attack strat relies on the infestor player wasting fungals on the mutas anyway so that there are less fungals to be used on the incoming roaches.
c0sm0naut
Profile Joined April 2011
United States1229 Posts
December 04 2012 20:32 GMT
#274
as a random player i think the biggest impacts this will have:

1. infested terran die in 2 shots now(?) from upgrade tanks or are left at way lower HP. this means mech doesn't kill itself as easily anymore

2. fungal range reduction means ghosts are amore viable counter now, and that infestors will be more exposed. it will be good to see the micro games this creates, instead of fungal almost always being cast from a safe distance
BigBossX
Profile Joined September 2008
United Kingdom357 Posts
December 04 2012 20:34 GMT
#275
On December 05 2012 05:32 c0sm0naut wrote:
as a random player i think the biggest impacts this will have:

1. infested terran die in 2 shots now(?) from upgrade tanks or are left at way lower HP. this means mech doesn't kill itself as easily anymore

2. fungal range reduction means ghosts are amore viable counter now, and that infestors will be more exposed. it will be good to see the micro games this creates, instead of fungal almost always being cast from a safe distance


Won't surviving ITs spawn with full health? The same way every zerg unit does.
NOOBALOPSE
Profile Joined June 2011
Canada802 Posts
December 04 2012 20:34 GMT
#276
On December 05 2012 03:15 Alryk wrote:
Woah, this is interesting. I dunno if a 1 range reduction will do much, but I like the IT and raven seeker missile changes.

It will because now it's lower than feedback and EMP.
NOOBALOPSE
Profile Joined June 2011
Canada802 Posts
December 04 2012 20:34 GMT
#277
On December 05 2012 05:34 BigBossX wrote:
Show nested quote +
On December 05 2012 05:32 c0sm0naut wrote:
as a random player i think the biggest impacts this will have:

1. infested terran die in 2 shots now(?) from upgrade tanks or are left at way lower HP. this means mech doesn't kill itself as easily anymore

2. fungal range reduction means ghosts are amore viable counter now, and that infestors will be more exposed. it will be good to see the micro games this creates, instead of fungal almost always being cast from a safe distance


Won't surviving ITs spawn with full health? The same way every zerg unit does.

yes. They will. Doesn't say anything about when they spawn.
Assirra
Profile Joined August 2010
Belgium4169 Posts
Last Edited: 2012-12-04 20:35:29
December 04 2012 20:35 GMT
#278
On December 05 2012 05:30 WhiteSatin wrote:
These changes are OK but definitely not enough.
I think the range should have been nerfed even one more point.
Also, they should buff the ghost and bring it back to how it was before.
Blizzard is taking now super-baby-steps compared to nerfing stuff to oblivion like they used to do, which is good, but the fact that they are taking THESE baby steps now is actually ridiculous. I lost faith in the balance team :/

Oh come on. This is getting silly.
Before when they nerfed stuff fast it was the "let the game develop blizzard!" and now they said ok, we will play it your way and take our sweet time and try to not break even more stuff its "stop taking baby steps, nerf everything in the ground!"
Some people are never happy it seems.
WhiteSatin
Profile Joined December 2012
United States308 Posts
December 04 2012 20:36 GMT
#279
Can a mod add a poll in the OP like we did for all the other balance topics ?
I.E. - Right direction, but needs more tweaks, Wrong direction, needs to be redone. etc.etc. ?
awesomoecalypse
Profile Joined August 2010
United States2235 Posts
December 04 2012 20:36 GMT
#280
Very nice. Particularly the range reduction on Fungal
He drone drone drone. Me win. - ogsMC
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