I dont understand how this fixes PvZ lategame... call me bad or whatever, but if the fungal range decrease is meant to encourage and buff more high templar use, you would need like 1 ht per 1 or 2 infestors, assuming they dont die to broodlings or spines...
otherwise colossus outranges infestors fungal range, but the broodlords would still be in range.. I mean usually when i play vs broodlord infestor they use that composition defensively and eventually move out once they have crazy amounts of broods and infestors with max energy... but mostly it is me who would have to attack him once hes out of position from his spines, but still... the fungal range is still pretty good and i cant vortex the broods when he splits them... and i am lucky if i can get a clear blink under the broods without being fungaled...
i just thought that they would balance out the infestor broodlord composition in PvZ specifically.. i mean im sure infestors are pretty imba vs terran too... but i thought the serious problem was PvZ.. i mean i'm not gonna just immortal sentry all in every game thats just boring.. but with broodlord infestor its not even challenge, its like almost impossible...
please call me out as a scrub and tell me that i'm wrong, i would like to hear it.. cos i still don't see how i would deal with the zerg deathball without mass carrier... i dont see how the eggs and a minor fungal range change can affect the deathball to an extent that makes a protoss have a chance in the lategame..
Ok, for people that dunno what they're talking about here:
Raven seeker missile removed: What does this do?
It does nothing for Terran lategame. It saves Terran a 1 time cost of 150/150 that was affordable in lategame in the first place. The upgrades were never the problem with ravens. The problem is the reaction time and preparation needed when building ravens. You often times have to prepare them 2-3 minutes in advance in a serious game, because seeker missile takes so long to get energy for. The seeker being removed affects none of the above core issue with the raven being able to pay itself off more frequently to make it a more useful unit.
The only changes that occur is when Terran goes 1/1/1 now in TvP, but mostly TvT, with the 1 raven you make you'll possibly have 1 seeker missile. So basically this is a terrible change from blizzard because it does not address the issue with the raven, and it adversely affects 2/3 match-ups that the change is not even targeted at.
Infested Terran Egg HP reduced from 100 to 70. What does this do?
Lategame TvZ, Lategame PvZ now psi storm and collosus more comfortably counter infested Terran spam. Tanks/collosus with upgrades will end up 2 shotting eggs thrown out which is a huge difference. Does this change much? Well, it's arguable because it depends on the volume of infested Terran eggs and other units
OK edit: i'm not sure how the HP works with infested terrans, the eggs start with 80, they take damage, and they pop with I think the same relative health when they hatch.
Better than nothing.
Fungal growth range reduced from 9 to 8. What does this do?
The fungal growth range reduction is arguably the biggest change because in any RTS game when you mess with the range of a core unit or a unit that's used often it can easily swing balance 1 way or the other (you've seen the results of this with the +2 queen range).
It's a good change, tanks/collosus/ghost/templar may often times kill more infestors coming into range of your units to fungal you. But keep in mind once again...
Fungal hasn't been changed. It still roots your units, it still does the same damage, still has the same duration. So whenever your units are snared it's the exact same scenario as pre-patch. So it's arguable whether this change will do anything. Better than nothing once again.
I honestly think a lot of Terran players will be confused or simply read "Terran buff" when it comes to ravens and not realize it's not actually a buff to the unit in any meaningful way for lategame, or for the rest of the game
The infestor nerfs...thank god...and they don't want to make the same mistake they did with ghosts/reapers where they nerf the unit and then it's utterly trash.
Overall, the end goal of the changes obviously is so the answer to everything is not "build an infestor." Dunno if these changes do that, but they're a start.
I would rather they reduce the FG radius (match emp/storm at 1.5 instead of 2) and a change to IT stats. Either way... at least they're being proactive (I also find it funny that they map tested 80 hp eggs and then just went with 70).
These changes are GREAT. Though I really would've liked a change to fundamental fungal mechanics (stunning is bad imo), this is definitely a (big) step in the right direction. 1 range really changes everything.
These changes won't matter for 95% of the players. Playing macro TvZ or PvZ on ladder will still be a joke. Nobody can spare the APM to never get fungaled even with 1 range decrease.
The range nerf on infestor seems really reasonable (especially in TvZ). But i'm not convinced that the health nerf to infested terran eggs will do anything....
We'll find out soon enough tho =P (Cannot FUKIGN WAIT for proleague to start :D:D)
On December 05 2012 03:20 K3Nyy wrote: I rather they do something about the fungal's damage and restriction rather than its range, but we'll see what this patch does.
The damage and prevention of maneuverability (blink) is necessary. I think this is a great start to rebalance infestors, in fact this might be exactly the solutions needed. Fungal can still deal very well with midgame aggression against stalkers/marines but not they aren't able to combat other casters as well which should bring more dynamic battles to the game. In particular storm will be much more useful in the large infestor BL battles (granted the protoss has good positioning).
On December 05 2012 12:06 MateShade wrote: Why don't you want to discourage infestors? It's fucking boring and killing Starcraft, are you blind blizzard???
Thats finnally a good change. The swarm-egg HP nerf is not really that big of a deal.
1 storm seems to kill them (instead of two) and +1 tanks or colossi seem to 2 shot them (instead of 3 shotting). I saw the numbers on the forum, so i'm not realy sure. But it seems quite big.
Finally. Thanks for listening to something Blizzard. Maybe you realized most left to COD Black Ops 2 until this crap got figured out - at least I did. Back again...hopefully with a new perspective.
On December 05 2012 12:28 SirPinky wrote: Finally. Thanks for listening to something Blizzard. Maybe you realized most left to COD Black Ops 2 until this crap got figured out - at least I did. Back again...hopefully with a new perspective.
omg lol i read this while there was a break in rounds in s&d black ops 2 ahaha