• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 08:16
CEST 14:16
KST 21:16
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
uThermal's 2v2 Tour: $15,000 Main Event2Serral wins EWC 202543Tournament Spotlight: FEL Cracow 202510Power Rank - Esports World Cup 202580RSL Season 1 - Final Week9
Community News
Weekly Cups (Jul 28-Aug 3): herO doubles up6LiuLi Cup - August 2025 Tournaments4[BSL 2025] H2 - Team Wars, Weeklies & SB Ladder10EWC 2025 - Replay Pack4Google Play ASL (Season 20) Announced63
StarCraft 2
General
The GOAT ranking of GOAT rankings uThermal's 2v2 Tour: $15,000 Main Event RSL Revival patreon money discussion thread Official Ladder Map Pool Update (April 28, 2025) Weekly Cups (Jul 28-Aug 3): herO doubles up
Tourneys
LiuLi Cup - August 2025 Tournaments WardiTV Mondays RSL Season 2 Qualifier Links and Dates StarCraft Evolution League (SC Evo Biweekly) Global Tourney for College Students in September
Strategy
Custom Maps
External Content
Mutation # 485 Death from Below Mutation # 484 Magnetic Pull Mutation #239 Bad Weather Mutation # 483 Kill Bot Wars
Brood War
General
ASL Season 20 Ro24 Groups StarCraft player reflex TE scores BW General Discussion Google Play ASL (Season 20) Announced BGH Auto Balance -> http://bghmmr.eu/
Tourneys
KCM 2025 Season 3 Small VOD Thread 2.0 [Megathread] Daily Proleagues [ASL20] Online Qualifiers Day 2
Strategy
Fighting Spirit mining rates [G] Mineral Boosting Simple Questions, Simple Answers Muta micro map competition
Other Games
General Games
Stormgate/Frost Giant Megathread Total Annihilation Server - TAForever Nintendo Switch Thread Beyond All Reason [MMORPG] Tree of Savior (Successor of Ragnarok)
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Heroes of StarCraft mini-set
TL Mafia
TL Mafia Community Thread Vanilla Mini Mafia
Community
General
Russo-Ukrainian War Thread Things Aren’t Peaceful in Palestine US Politics Mega-thread The Games Industry And ATVI European Politico-economics QA Mega-thread
Fan Clubs
INnoVation Fan Club SKT1 Classic Fan Club!
Media & Entertainment
[\m/] Heavy Metal Thread [Manga] One Piece Movie Discussion! Anime Discussion Thread Korean Music Discussion
Sports
2024 - 2025 Football Thread Formula 1 Discussion TeamLiquid Health and Fitness Initiative For 2023
World Cup 2022
Tech Support
Gtx660 graphics card replacement Installation of Windows 10 suck at "just a moment" Computer Build, Upgrade & Buying Resource Thread
TL Community
TeamLiquid Team Shirt On Sale The Automated Ban List
Blogs
Gaming After Dark: Poor Slee…
TrAiDoS
[Girl blog} My fema…
artosisisthebest
Sharpening the Filtration…
frozenclaw
ASL S20 English Commentary…
namkraft
momentary artworks from des…
tankgirl
from making sc maps to makin…
Husyelt
Customize Sidebar...

Website Feedback

Closed Threads



Active: 670 users

[Dec 4] Wings of Liberty Balance patch - Page 36

Forum Index > SC2 General
913 CommentsPost a Reply
Prev 1 34 35 36 37 38 46 Next All
Assirra
Profile Joined August 2010
Belgium4169 Posts
December 05 2012 12:36 GMT
#701
On December 05 2012 21:30 plogamer wrote:
Show nested quote +
On December 05 2012 21:21 Antylamon wrote:
On December 05 2012 21:16 Andr3 wrote:
You guys remember how much changed when immortals "ONLY" got a +1 range upgrade?

I think this patch might help a lot, I'm glad Blizzard is making ~small~ adjustments.

And we all remember the rampage when Queens got +2 range.


+1 range on immortal made a night and day difference because of other Protoss units that would block and prevent immortals from being able to fire.

+2 range on queens also made a huge difference because they could go against the short ranged hellions much more effectively.

-1 range on infestor will not be as huge a change because infestors are still very safe behind Broodlord range, broodlings. What makes infestors super safe isn't just their range, but also the fact that tanks have to unseige against broodlords. Tanks are the number 1 killer of infestors in TvZ. I'm hoping more ghosts will be employed due to the changes, since they're slightly less susceptible to broodlings (ie, they won't kill their own units)

BUT, it's a a change in the right direction.


Let's wait a while before we say it didn't make much difference.
Before both the roach and immortal range + 1 people said exactly the same thing "it barely changes anything".
Then a bit later we saw how huge those changes actually were.
Scrubwave
Profile Joined July 2010
Poland1786 Posts
Last Edited: 2012-12-05 12:37:33
December 05 2012 12:36 GMT
#702
--- Nuked ---
Snowbear
Profile Blog Joined July 2010
Korea (South)1925 Posts
Last Edited: 2012-12-05 12:38:36
December 05 2012 12:38 GMT
#703
On December 05 2012 19:01 ETisME wrote:
Show nested quote +
On December 05 2012 18:56 SamsLiST wrote:
On December 05 2012 18:50 ETisME wrote:
On December 05 2012 18:47 Moochlol wrote:
On December 05 2012 18:35 birchman wrote:
Let's see if this has any positive effect. It would be really nice to not see as many infestors for a while.



Zerg is still going to make Infestor im afraid, they only way to cost effectively hold waves of good bio tank pushes. Also Infester is still the safest way to get to t3 against Toss. If anything you will see more of them to make up for the nerf. If some new game play comes from this patch I would be surprised.

that's how I feel as well, strangely Zerg didn't get any kind of buff in other units to compensate a big nerf of their core unit


lol Infestors got abused so much they are their "coreunit" now?


are they not the "coreunit" now?
you are telling me they are not part of infestor broodlord deathball?

without infestors, there will be no zerg deathball at all


Infestors are still good, you act like they are REMOVED.

Another question you need to ask yourself is: is it normal that the race with the best macro options, has the best army? Ever dealt with broodlord infestor as terran???
Hryul
Profile Blog Joined March 2011
Austria2609 Posts
December 05 2012 12:41 GMT
#704
I don't like it. It still doesn't help against the "no rush 15 min" games. Atleast I can't see a big impact.
Countdown to victory: 1 200!
plogamer
Profile Blog Joined January 2012
Canada3132 Posts
Last Edited: 2012-12-05 12:44:56
December 05 2012 12:43 GMT
#705
On December 05 2012 21:36 Assirra wrote:
Show nested quote +
On December 05 2012 21:30 plogamer wrote:
On December 05 2012 21:21 Antylamon wrote:
On December 05 2012 21:16 Andr3 wrote:
You guys remember how much changed when immortals "ONLY" got a +1 range upgrade?

I think this patch might help a lot, I'm glad Blizzard is making ~small~ adjustments.

And we all remember the rampage when Queens got +2 range.


+1 range on immortal made a night and day difference because of other Protoss units that would block and prevent immortals from being able to fire.

+2 range on queens also made a huge difference because they could go against the short ranged hellions much more effectively.

-1 range on infestor will not be as huge a change because infestors are still very safe behind Broodlord range, broodlings. What makes infestors super safe isn't just their range, but also the fact that tanks have to unseige against broodlords. Tanks are the number 1 killer of infestors in TvZ. I'm hoping more ghosts will be employed due to the changes, since they're slightly less susceptible to broodlings (ie, they won't kill their own units)

BUT, it's a a change in the right direction.


Let's wait a while before we say it didn't make much difference.
Before both the roach and immortal range + 1 people said exactly the same thing "it barely changes anything".
Then a bit later we saw how huge those changes actually were.


I think I explained pretty clearly why immortal and queen buff were a huge changes. Ah, I edited a bit to make it clearer.

The -1 range isn't as big a change because it doesn't have the kind of zero to hero (or in reverse for the infestor) dynamic. Ghosts snipe is what got buffed against infestors since tanks are still impotent to kill infestors when broodlords hit the field.

Here is the edited version for your convenience.

+1 range on immortal made a night and day difference because of other Protoss units that would block and prevent immortals from being able to fire. (edit: basically went from doing practically 0 dps to full dps)

+2 range on queens also made a huge difference because they could go against the short ranged hellions much more effectively. (edit: again, went from doing - 0 dps to full dps, since players used to be able to kite queens with hellions)
sweetbabyjesus
Profile Joined September 2010
Denmark168 Posts
December 05 2012 13:03 GMT
#706
Is the patch in effect yet?
Crabs
Guileful
Profile Joined November 2012
Kazakhstan137 Posts
December 05 2012 13:08 GMT
#707
Blizzard ears have finally opened to hear out THE players. Oh, God, I thought dat day would never come
Joker58
Profile Joined October 2011
France44 Posts
December 05 2012 13:12 GMT
#708
Nice patch. STORM the EGGS !!!
Jaehoon I will never forget your fails ♥
mahO
Profile Joined April 2011
France274 Posts
December 05 2012 13:22 GMT
#709
People are really funny talking about "patch zergs", they wouldnt pass diamond as zergs, but they dare insult the entire career of some pros because they're new? A guy named Inca made it to the finals of the most competitive tournament we got in SC2, he disappeared since because he's just bad, what race did he play? Oh... And I guess the immortal all in is fine, very balanced, if Blizzard keep listening to gold leagues butthurts and patching in consequence this game will never be stable, they just dont let people adapt to the meta and refine their play, they just patch whenever there's a switch in the winnings, it's actually terrible for the future of this game, temporary fixes but wont look at the fact that Zerg need fungals, an anti-micro spell to stay alive, and same for Protoss with forcefields, I just dont see how esport could last more than 2 years with such poor design in general, the hype will go away, people will slowly switch to mobas when all they'll watch on GSL is immortal allins vs zerg trying to brood infestor, even HotS wont fix the core problems, but hey, on the bright side, the gold leagues wont whine so much on battle.net forums!
jumai
Profile Joined July 2011
Canada115 Posts
December 05 2012 13:24 GMT
#710
I find it weird how many people assume -1 range to fungal won't be impactful when the -2 range to neural parasite completely removed even researching it from the entire zvp gamespan between colossus count hitting 2 and mothership construction. I mean, I know using NP causes a greater window of exposure for the infestors, but that's a *huge* amount of the game that NP got kicked out of. Even an analogous, but much less extreme outcome has room to make significant impact.

Infestors are still good, but we should notice a difference once everyone adjusts.
Scrubwave
Profile Joined July 2010
Poland1786 Posts
December 05 2012 13:29 GMT
#711
--- Nuked ---
plogamer
Profile Blog Joined January 2012
Canada3132 Posts
December 05 2012 13:37 GMT
#712
On December 05 2012 22:29 Scrubwave wrote:
Show nested quote +
On December 05 2012 22:24 jumai wrote:
I find it weird how many people assume -1 range to fungal won't be impactful when the -2 range to neural parasite completely removed even researching it from the entire zvp gamespan between colossus count hitting 2 and mothership construction. I mean, I know using NP causes a greater window of exposure for the infestors, but that's a *huge* amount of the game that NP got kicked out of. Even an analogous, but much less extreme outcome has room to make significant impact.

Infestors are still good, but we should notice a difference once everyone adjusts.


Because NP with range 9 had the same range as colossi, for example? That change made a difference. What difference does -1 range on fungal make?


Sigh, exactly, I've been presenting the differences and it just falls on deaf ears. These people cannot even point out -how- it could make a difference theoretically. They just assume it will make a huge difference because it happened with other units, when the other units were functioning on very different principles.
Protosnake
Profile Joined September 2011
France295 Posts
Last Edited: 2012-12-05 13:41:15
December 05 2012 13:40 GMT
#713
On December 05 2012 22:29 Scrubwave wrote:
Show nested quote +
On December 05 2012 22:24 jumai wrote:
I find it weird how many people assume -1 range to fungal won't be impactful when the -2 range to neural parasite completely removed even researching it from the entire zvp gamespan between colossus count hitting 2 and mothership construction. I mean, I know using NP causes a greater window of exposure for the infestors, but that's a *huge* amount of the game that NP got kicked out of. Even an analogous, but much less extreme outcome has room to make significant impact.

Infestors are still good, but we should notice a difference once everyone adjusts.


Because NP with range 9 had the same range as colossi, for example? That change made a difference. What difference does -1 range on fungal make?


You start by saying that -2 on neural deleted the spell because Colossus had 9 range and NP 9
But you fail to see how Fungal going from 9 to 8 might be impactful against Colossi ?

Also, infestor now outranged by ghost and more vulnerable to tank fire
malaan
Profile Joined September 2010
365 Posts
December 05 2012 13:41 GMT
#714
Still doesn't fix that a bad zerg can max out on roaches by 11 minutes into the game and constantly deny you ever getting a third base safely, still doesnt stop lategame infestor brood lord being way too cos efficient.

Still means I can be 10x the skill of my zerg opponent and lose the game to one missed force field while he makes 100 mistakes and still a-moves to victory with his tier 3 army.

Yorbon
Profile Joined December 2011
Netherlands4272 Posts
Last Edited: 2012-12-05 13:48:53
December 05 2012 13:42 GMT
#715
On December 05 2012 22:37 plogamer wrote:
Show nested quote +
On December 05 2012 22:29 Scrubwave wrote:
On December 05 2012 22:24 jumai wrote:
I find it weird how many people assume -1 range to fungal won't be impactful when the -2 range to neural parasite completely removed even researching it from the entire zvp gamespan between colossus count hitting 2 and mothership construction. I mean, I know using NP causes a greater window of exposure for the infestors, but that's a *huge* amount of the game that NP got kicked out of. Even an analogous, but much less extreme outcome has room to make significant impact.

Infestors are still good, but we should notice a difference once everyone adjusts.


Because NP with range 9 had the same range as colossi, for example? That change made a difference. What difference does -1 range on fungal make?


Sigh, exactly, I've been presenting the differences and it just falls on deaf ears. These people cannot even point out -how- it could make a difference theoretically. They just assume it will make a huge difference because it happened with other units, when the other units were functioning on very different principles.
all your theorycrafting is very nice, but someone like morrow already feels the difference (i thought he said that in this thread, i'll look it up). To be honest, i value his experience higher than your theories. Theorycrafting after testing is useful for understanding. Theorycrafting before testing is above all prone to error. Besides, keeping the possibility of having an impact open is way different than having blind faith in change. The point is you may be right, but you yourself don't actually know.

there you go:
On December 05 2012 20:43 MorroW wrote:
Show nested quote +
On December 05 2012 20:38 SupLilSon wrote:
So has anyone had enough time to test out the changes to any degree? Mostly interested in any new dynamics with the Raven or Fungal range.

just tested it in single player unit tester

the fungal range change is definetly noticable in viking tank vs broodlord infestor scenarios as well as the spine infestor colossus forcefield one


to add to that i just wanna point out +3 is the magic upgrade number for colossus to rape infested terran eggs in 2 shots, where as without upgrades or +2 it takes 3 shots.

before patch with 0-0 it took 4 shots, so big difference there too

Lysanias
Profile Joined March 2011
Netherlands8351 Posts
December 05 2012 13:46 GMT
#716
On December 05 2012 21:36 Scrubwave wrote:
Show nested quote +
On December 05 2012 21:16 Andr3 wrote:
You guys remember how much changed when immortals "ONLY" got a +1 range upgrade?

I think this patch might help a lot, I'm glad Blizzard is making ~small~ adjustments.

+1 on immortals made them stop dancing behind other units, +2 on queens made a difference because helions were no longer viable against queens what does -1 on fungal change?


Give it a short time and see then ? Snipe will simply be amazing vs infestors.
On the highest play what seems like small tweeks can already make huge differences.
Tanukki
Profile Joined June 2011
Finland579 Posts
Last Edited: 2012-12-05 13:50:14
December 05 2012 13:49 GMT
#717
You can generalise it like this: range reduced by 1/9 - caster 1/9 more vulnerable to attacks. Zergs already lose games when their infestors get too close and get picked off by ranged units or counterspells, that's going to be a more common sight from now on. It's a good balance change, hard to say if it'll be enough though.
mrvidek
Profile Joined May 2011
Romania15 Posts
December 05 2012 13:49 GMT
#718
On December 05 2012 22:40 Protosnake wrote:
Show nested quote +
On December 05 2012 22:29 Scrubwave wrote:
On December 05 2012 22:24 jumai wrote:
I find it weird how many people assume -1 range to fungal won't be impactful when the -2 range to neural parasite completely removed even researching it from the entire zvp gamespan between colossus count hitting 2 and mothership construction. I mean, I know using NP causes a greater window of exposure for the infestors, but that's a *huge* amount of the game that NP got kicked out of. Even an analogous, but much less extreme outcome has room to make significant impact.

Infestors are still good, but we should notice a difference once everyone adjusts.


Because NP with range 9 had the same range as colossi, for example? That change made a difference. What difference does -1 range on fungal make?


You start by saying that -2 on neural deleted the spell because Colossus had 9 range and NP 9
But you fail to see how Fungal going from 9 to 8 might be impactful against Colossi ?

Also, infestor now outranged by ghost and more vulnerable to tank fire

Oh, poor "infestor now outranged by ghost and more vulnerable to tank fire". You try and snipe infestor while spliting marines and focusfire banelings. This assuming you are sieged.
Notfragile
Profile Joined April 2011
Greece713 Posts
December 05 2012 13:51 GMT
#719
Great patch!! Seems like a good way to make mass infestor play useless without severely weakening the zerg midgame.
Now for the terrans saying the raven change is useless, consider the following:

It makes the transition from mech to late game mech much smoother. You don't have to dump a huge amount of gas for multiple starports to have an effective and quick transition. The 1 tech lab on the banshee producing starport can research corvid reactor while you start mining gas from the 4th. Then you can even start producing ravens out of 1 starport at 13-14 minutes so they can pool enough energy for HSM when the broodlords arrive. And then add additional starports as your income increases and the game turns to end game (and more air focused) compositions.

Also, this means that for bio players that want to incorporate ravens, they can only have 2 starports with tech labs (for the 2 upgrades that are left) and do not need to commit to 3 starports (plus the 150 extra gas cost). This can lead to a smoother transition that does not pin the terran in his base and nullifies all agression (aka no medivac and tank production). If the ravens are produced without the need of a 4 base economy they can be made much earlier, pool more energy and actually be effective without the need for the terran to turtle while the zerg player banks 5k/5k to switch into dozens of ultras.

(or anyway I hope it turns out to be that way)
"The art of war is of vital importance to the state" || MVP.Keen fan since the day he stole my heart with a double 2rax. http://i.imgur.com/A82cl.gif
Scrubwave
Profile Joined July 2010
Poland1786 Posts
December 05 2012 13:51 GMT
#720
--- Nuked ---
Prev 1 34 35 36 37 38 46 Next All
Please log in or register to reply.
Live Events Refresh
LiuLi Cup
11:00
#1
WardiTV526
TKL 215
IntoTheiNu 49
LiquipediaDiscussion
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
Lowko294
TKL 215
Rex 78
trigger 31
StarCraft: Brood War
Britney 38565
actioN 9983
Sea 4129
Rain 3714
ggaemo 2537
Bisu 1477
Mong 744
Larva 549
Zeus 461
BeSt 440
[ Show more ]
Barracks 319
Stork 305
Pusan 182
Mini 171
hero 149
ZerO 133
Soulkey 131
Dewaltoss 93
sSak 93
Snow 91
Soma 75
TY 62
Killer 46
Shine 45
Sharp 42
JYJ40
Sea.KH 36
Sacsri 33
soO 33
Sexy 28
Icarus 25
[sc1f]eonzerg 19
sorry 18
yabsab 18
sas.Sziky 16
JulyZerg 13
Bale 11
scan(afreeca) 9
IntoTheRainbow 9
EffOrt 1
Terrorterran 1
Dota 2
qojqva1579
Gorgc1294
XcaliburYe613
Fuzer 200
boxi98149
Counter-Strike
zeus573
kRYSTAL_34
SPUNJ29
Other Games
gofns15328
singsing2499
B2W.Neo1270
crisheroes451
DeMusliM306
RotterdaM240
XaKoH 230
SortOf136
hiko75
ArmadaUGS47
ZerO(Twitch)15
Organizations
Other Games
BasetradeTV24
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 15 non-featured ]
StarCraft 2
• StrangeGG 48
• davetesta19
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• iopq 2
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• WagamamaTV455
League of Legends
• Jankos667
Upcoming Events
uThermal 2v2 Circuit
2h 44m
RSL Revival
13h 44m
RSL Revival
21h 44m
SC Evo League
23h 44m
uThermal 2v2 Circuit
1d 2h
CSO Cup
1d 3h
Sparkling Tuna Cup
1d 21h
uThermal 2v2 Circuit
2 days
Wardi Open
2 days
RotterdaM Event
3 days
[ Show More ]
Replay Cast
3 days
RSL Revival
4 days
The PondCast
5 days
Replay Cast
6 days
LiuLi Cup
6 days
Liquipedia Results

Completed

ASL Season 20: Qualifier #2
FEL Cracow 2025
CC Div. A S7

Ongoing

Copa Latinoamericana 4
Jiahua Invitational
BSL 20 Team Wars
KCM Race Survival 2025 Season 3
BSL 21 Qualifiers
uThermal 2v2 Main Event
HCC Europe
BLAST Bounty Fall Qual
IEM Cologne 2025
FISSURE Playground #1
BLAST.tv Austin Major 2025

Upcoming

ASL Season 20
CSLPRO Chat StarLAN 3
BSL Season 21
BSL 21 Team A
RSL Revival: Season 2
Maestros of the Game
SEL Season 2 Championship
WardiTV Summer 2025
Thunderpick World Champ.
MESA Nomadic Masters Fall
CS Asia Championships 2025
Roobet Cup 2025
ESL Pro League S22
StarSeries Fall 2025
FISSURE Playground #2
BLAST Open Fall 2025
BLAST Open Fall Qual
Esports World Cup 2025
BLAST Bounty Fall 2025
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2025 TLnet. All Rights Reserved.