• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 12:30
CEST 18:30
KST 01:30
  • 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
[ASL21] Ro4 Preview: On Course12Code S Season 1 - RO8 Preview7[ASL21] Ro8 Preview Pt2: Progenitors8Code S Season 1 - RO12 Group A: Rogue, Percival, Solar, Zoun13[ASL21] Ro8 Preview Pt1: Inheritors16
Community News
Code S Season 1 (2026) - RO8 Results1Weekly Cups (May 4-10): Clem, MaxPax, herO win1Maestros of The Game 2 announcement and schedule !11Weekly Cups (April 27-May 4): Clem takes triple0RSL Revival: Season 5 - Qualifiers and Main Event12
StarCraft 2
General
Team Liquid Map Contest #22 - The Finalists Code S Season 1 (2026) - RO8 Results MaNa leaves Team Liquid Weekly Cups (May 4-10): Clem, MaxPax, herO win Code S Season 1 - RO8 Preview
Tourneys
2026 GSL Season 2 Qualifiers Maestros of The Game 2 announcement and schedule ! $5,000 WardiTV Spring Championship 2026 SC2 INu's Battles#16 <BO.9> Master Swan Open (Global Bronze-Master 2)
Strategy
Custom Maps
[D]RTS in all its shapes and glory <3 [A] Nemrods 1/4 players
External Content
Mutation # 525 Wheel of Misfortune The PondCast: SC2 News & Results Mutation # 524 Death and Taxes Mutation # 523 Firewall
Brood War
General
Pros React to: TvT Masterclass in FlaSh vs Light BGH Auto Balance -> http://bghmmr.eu/ vespene.gg — BW replays in browser ASL21 Strategy, Pimpest Plays Discussions Flashes ASL S21 Ro8 Review
Tourneys
[ASL21] Semifinals B [Megathread] Daily Proleagues [ASL21] Semifinals A [BSL22] RO8 Bracket Stage + Another TieBreaker
Strategy
Fighting Spirit mining rates [G] Hydra ZvZ: An Introduction Simple Questions, Simple Answers Muta micro map competition
Other Games
General Games
Stormgate/Frost Giant Megathread Nintendo Switch Thread Warcraft III: The Frozen Throne Starcraft Tabletop Miniature Game PC Games Sales Thread
Dota 2
The Story of Wings Gaming
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Deck construction bug Heroes of StarCraft mini-set
TL Mafia
Vanilla Mini Mafia Mafia Game Mode Feedback/Ideas TL Mafia Community Thread Five o'clock TL Mafia
Community
General
US Politics Mega-thread Russo-Ukrainian War Thread UK Politics Mega-thread YouTube Thread European Politico-economics QA Mega-thread
Fan Clubs
The herO Fan Club!
Media & Entertainment
[Manga] One Piece Anime Discussion Thread [Req][Books] Good Fantasy/SciFi books
Sports
2024 - 2026 Football Thread McBoner: A hockey love story Formula 1 Discussion
World Cup 2022
Tech Support
streaming software Strange computer issues (software) [G] How to Block Livestream Ads
TL Community
The Automated Ban List
Blogs
How EEG Data Can Predict Gam…
TrAiDoS
ramps on octagon
StaticNine
Funny Nicknames
LUCKY_NOOB
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1719 users

[Dec 4] Wings of Liberty Balance patch - Page 37

Forum Index > SC2 General
913 CommentsPost a Reply
Prev 1 35 36 37 38 39 46 Next All
Yorbon
Profile Joined December 2011
Netherlands4272 Posts
December 05 2012 13:52 GMT
#721
On December 05 2012 22:49 mrvidek wrote:
Show nested quote +
On December 05 2012 22:40 Protosnake wrote:
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.
You're not reacting to the posts above you. You can be snide all you want about difficulty, but it's about possiblity of changing unit interactions, not difficulty. Your sentiments are an argument why this should make a difference more than if this makes any difference.
Big J
Profile Joined March 2011
Austria16289 Posts
December 05 2012 13:55 GMT
#722
On December 05 2012 22:49 mrvidek wrote:
Show nested quote +
On December 05 2012 22:40 Protosnake wrote:
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.

2011 calling, they want their QQ back.
Protosnake
Profile Joined September 2011
France295 Posts
December 05 2012 13:56 GMT
#723
On December 05 2012 22:49 mrvidek wrote:
Show nested quote +
On December 05 2012 22:40 Protosnake wrote:
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.


If you arent sieged that's your problem, Fungal getting a -1 range force infestor to take a heavier punishment before being able to fungal anything now, that's a fact


No, I'm not saying anything deleted NP, you are.

No Im not, someone else did, , still doesnt change anything to what I said
mrvidek
Profile Joined May 2011
Romania15 Posts
December 05 2012 13:59 GMT
#724
On December 05 2012 22:51 Notfragile wrote:
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)

What if Z goes for ultralisk? Isnt the raven too much of and investment at the 13 14 min hoping(fearing) the z goes broodlords? Remember without upgrade raven still needs time for energy.
Insoleet
Profile Joined May 2012
France1806 Posts
December 05 2012 14:05 GMT
#725
On December 05 2012 22:59 mrvidek wrote:
Show nested quote +
On December 05 2012 22:51 Notfragile wrote:
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)

What if Z goes for ultralisk? Isnt the raven too much of and investment at the 13 14 min hoping(fearing) the z goes broodlords? Remember without upgrade raven still needs time for energy.


You can still drop a seeker missile on infestors when they dont have any energy anymore (happens a lot when the zerg goes ultra). BOOM !
Decendos
Profile Joined August 2011
Germany1341 Posts
December 05 2012 14:06 GMT
#726
http://www.teamliquid.net/forum/viewmessage.php?topic_id=385474&currentpage=7#129

balance before patch:

- T 49%
- P 49%
- Z 52%

so this patch should take away the SIGNIFICANT IMBALANCE of 3%. its just horrible blizzard isnt able to balance the game.

/sarcasm off
Insoleet
Profile Joined May 2012
France1806 Posts
December 05 2012 14:07 GMT
#727
On December 05 2012 22:49 mrvidek wrote:
Show nested quote +
On December 05 2012 22:40 Protosnake wrote:
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.


Well if terran dunno how to shift click action, yes it can be hard to do. lol :>

Good changes overall
blamekilly
Profile Joined April 2011
466 Posts
December 05 2012 14:10 GMT
#728
meh. I would've preferred they actually did something with the fungals... damage reduction, smaller radius, remove the rooting effect or even allow slow movements.
ninjamyst
Profile Joined September 2010
United States1903 Posts
December 05 2012 14:12 GMT
#729
On December 05 2012 22:59 mrvidek wrote:
Show nested quote +
On December 05 2012 22:51 Notfragile wrote:
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)

What if Z goes for ultralisk? Isnt the raven too much of and investment at the 13 14 min hoping(fearing) the z goes broodlords? Remember without upgrade raven still needs time for energy.


I believe it was Taeja that made a crap tons of Ravens against ultralisk and won the game. The raven was used to kill off drones and hatcheries with auto-turrets. Since zerg didn't go broodlords, there were no corruptors on the field and lack of anti-air. The ravens pretty much won him the game.
mrvidek
Profile Joined May 2011
Romania15 Posts
Last Edited: 2012-12-05 14:15:02
December 05 2012 14:14 GMT
#730
On December 05 2012 23:06 Decendos wrote:
http://www.teamliquid.net/forum/viewmessage.php?topic_id=385474&currentpage=7#129

balance before patch:

- T 49%
- P 49%
- Z 52%

so this patch should take away the SIGNIFICANT IMBALANCE of 3%. its just horrible blizzard isnt able to balance the game.

/sarcasm off

Very nice point. But then you surley must have seen the 24-39 TvZ numbers in CODE S. But that's just a pathetic little tourney.
Same source mate.
Scrubwave
Profile Joined July 2010
Poland1786 Posts
December 05 2012 14:14 GMT
#731
--- Nuked ---
Thezzy
Profile Joined October 2010
Netherlands2117 Posts
Last Edited: 2012-12-05 14:15:17
December 05 2012 14:14 GMT
#732
On December 05 2012 23:06 Decendos wrote:
http://www.teamliquid.net/forum/viewmessage.php?topic_id=385474&currentpage=7#129

balance before patch:

- T 49%
- P 49%
- Z 52%

so this patch should take away the SIGNIFICANT IMBALANCE of 3%. its just horrible blizzard isnt able to balance the game.

/sarcasm off


Take a minute and look at the specifics, where you can see in that same thread that TvZ is at 43,5% / 56,5%.
The TvP ratio balances that back out but as there are no Zergs in a TvP you cannot count that for your numbers.

Also take a look at IPL5 (excluding TvP):
TvZ: 29-49
PvZ: 31-41

Code S is equally worse (where the game *should* be most balanced)
TvZ: 24-39
PvZ: 10-17
Playing Terran is like flying down a MULE drop in a marine suit, firing a Gauss Rifle
plogamer
Profile Blog Joined January 2012
Canada3132 Posts
Last Edited: 2012-12-05 14:16:02
December 05 2012 14:15 GMT
#733
On December 05 2012 22:42 Yorbon wrote:
Show nested quote +
On December 05 2012 22:37 plogamer wrote:
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:
Show nested quote +
On December 05 2012 20:43 MorroW wrote:
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



You seriously don't understand how queen and immortal buff made them go from doing no damage to full damage and support everyone using those situations that are completely apples to oranges?

Morrow never said how noticeable it is. Don't try to twist his words for your own purpose if you really do respect him. Do you really think he will equate this change to the immortal range buff or the queen range buff?

And really, as far as ZvT is concerned, IT eggs are used to initiate by giving zerg 3 second window to close in when all seige tanks fire their first volley on IT eggs. It matters little how much damage they can take. Infested terran is a bigger problem for protoss than terrans usually.

I repeat: I'm not saying there is no difference. I'm saying that the difference will never be as big as it was with immortal buff or the queen buff that people keep talking about. Don't hide behind morrow and man up with your own arguments on why it's gonna make a big impact.

Kergy
Profile Joined December 2010
Peru2011 Posts
December 05 2012 14:16 GMT
#734
Tbh this feels like Blizzard trying to polish a turd. There will be problems as long as those god awful game design decisions stay in the game.
Everyday Girl's Day~!
SpikeStarcraft
Profile Joined October 2011
Germany2095 Posts
Last Edited: 2012-12-05 14:20:54
December 05 2012 14:20 GMT
#735
On December 05 2012 23:12 ninjamyst wrote:
Show nested quote +
On December 05 2012 22:59 mrvidek wrote:
On December 05 2012 22:51 Notfragile wrote:
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)

What if Z goes for ultralisk? Isnt the raven too much of and investment at the 13 14 min hoping(fearing) the z goes broodlords? Remember without upgrade raven still needs time for energy.


I believe it was Taeja that made a crap tons of Ravens against ultralisk and won the game. The raven was used to kill off drones and hatcheries with auto-turrets. Since zerg didn't go broodlords, there were no corruptors on the field and lack of anti-air. The ravens pretty much won him the game.


He pretty much won that game anyhow because he always kicked the zergs 4th and 5th and the zerg never tech switched so taeja had the perfect composition against ultra infestor with a lot of marauders + ravens that dont die because he failed to build antiair. Of course if you build only units that hit the ground and let your infestors die all the time way too easily, then ravens are pretty good because they dont ever die.
Godwrath
Profile Joined August 2012
Spain10142 Posts
December 05 2012 14:21 GMT
#736
On December 05 2012 23:06 Decendos wrote:
http://www.teamliquid.net/forum/viewmessage.php?topic_id=385474&currentpage=7#129

balance before patch:

- T 49%
- P 49%
- Z 52%

so this patch should take away the SIGNIFICANT IMBALANCE of 3%. its just horrible blizzard isnt able to balance the game.

/sarcasm off



oh hai tvp has a lot to do with tvz !!! almost the same :D
Flench
Profile Joined June 2012
United States21 Posts
December 05 2012 14:21 GMT
#737
Looks like a perfect patch to me, we will see.
and the gunslinger followed...
mrvidek
Profile Joined May 2011
Romania15 Posts
December 05 2012 14:23 GMT
#738
On December 05 2012 23:14 Thezzy wrote:
Show nested quote +
On December 05 2012 23:06 Decendos wrote:
http://www.teamliquid.net/forum/viewmessage.php?topic_id=385474&currentpage=7#129

balance before patch:

- T 49%
- P 49%
- Z 52%

so this patch should take away the SIGNIFICANT IMBALANCE of 3%. its just horrible blizzard isnt able to balance the game.

/sarcasm off


Take a minute and look at the specifics, where you can see in that same thread that TvZ is at 43,5% / 56,5%.
The TvP ratio balances that back out but as there are no Zergs in a TvP you cannot count that for your numbers.

Also take a look at IPL5 (excluding TvP):
TvZ: 29-49
PvZ: 31-41

Code S is equally worse (where the game *should* be most balanced)
TvZ: 24-39
PvZ: 10-17

Neh...it's just Z having 2 better tournaments. No imbalance here.
Show nested quote +
Who am I kidding?
Decendos
Profile Joined August 2011
Germany1341 Posts
Last Edited: 2012-12-05 14:27:22
December 05 2012 14:24 GMT
#739
On December 05 2012 23:21 Godwrath wrote:
Show nested quote +
On December 05 2012 23:06 Decendos wrote:
http://www.teamliquid.net/forum/viewmessage.php?topic_id=385474&currentpage=7#129

balance before patch:

- T 49%
- P 49%
- Z 52%

so this patch should take away the SIGNIFICANT IMBALANCE of 3%. its just horrible blizzard isnt able to balance the game.

/sarcasm off



oh hai tvp has a lot to do with tvz !!! almost the same :D


learn to read. these are overall winrates. in PvZ P is even favored and even grubby and nony tweeted that they are surprised to see that P is favored.TvZ is pretty heave Z favored while TvP is pretty heavy T favored.


just tested it myself. some people might not understand or havent actually played with or against the new nerfed infestor.

the changes are HUGE!!!!! like omfg. range 8 to range 6 stalker/marauder/immortals or even higher ranged tanks/colossus/ghosts/feedbacks?! fungal is nerfed very hard with this. it is SO MUCH easier to kill infestors now. the range from a stalker/immo/marauder to snipe an infestor went from range 3 to range 2. that is so close to attacking range, especially with blinking or stimming just 2-4 units ahead to snnipe infestors. there will be a lot more dead infestors, believe me.

IT changes is huge also but i am fine with that one since throwing 240 ITs from 30 infestors shouldnt be viable, so its a nice change vs mass IT play.

most people wont get how hard of a nerf these changes are until they see it on top level play with their own eyes. this will make the infestor a lot weaker (not too weak obv).

now i like to see a +2 rangeupgrade or sth. like that for the hydra. gogo blizzard!
Godwrath
Profile Joined August 2012
Spain10142 Posts
Last Edited: 2012-12-05 14:31:27
December 05 2012 14:30 GMT
#740
On December 05 2012 23:24 Decendos wrote:
Show nested quote +
On December 05 2012 23:21 Godwrath wrote:
On December 05 2012 23:06 Decendos wrote:
http://www.teamliquid.net/forum/viewmessage.php?topic_id=385474&currentpage=7#129

balance before patch:

- T 49%
- P 49%
- Z 52%

so this patch should take away the SIGNIFICANT IMBALANCE of 3%. its just horrible blizzard isnt able to balance the game.

/sarcasm off


oh hai tvp has a lot to do with tvz !!! almost the same :D


learn to read. these are overall winrates. in PvZ P is even favored and even grubby and nony tweeted that they are surprised to see that P is favored.TvZ is pretty heave Z favored while TvP is pretty heavy T favored.


just tested it myself. some people might not understand or havent actually played with or against the new nerfed infestor.

the changes are HUGE!!!!! like omfg. range 8 to range 6 stalker/marauder/immortals or even higher ranged tanks/colossus/ghosts/feedbacks?! fungal is nerfed very hard with this. it is SO MUCH easier to kill infestors now. the range from a stalker/immo/marauder to snipe an infestor went from range 3 to range 2. that is so close to attacking range, especially with blinking or stimming just 2-4 units ahead to snnipe infestors. there will be a lot more dead infestors, believe me.

IT changes is huge also but i am fine with that one since throwing 240 ITs from 30 infestors shouldnt be viable, so its a nice change vs mass IT play.

most people wont get how hard of a nerf these changes are until they see it on top level play with their own eyes. this will make the infestor a lot weaker (not too weak obv).

now i like to see a +2 rangeupgrade or sth. like that for the hydra. gogo blizzard!


Are you that slow ? I know those are overall winrates. That's why i am laughing my ass off when you are talking about overall winrates like an argument for the current zerg nerf when TvZ winrates are highly zerg favored, hence why i try to recall you about "PvT". You are just whining.
Prev 1 35 36 37 38 39 46 Next All
Please log in or register to reply.
Live Events Refresh
Big Brain Bouts
16:00
#116
sebesdes vs IbaLIVE!
Percival vs YoungYakov
Reynor vs GgMaChine
RotterdaM448
IndyStarCraft 67
Liquipedia
OSC
13:00
King of the Hill #248
TKL 230
Liquipedia
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
RotterdaM 448
Ryung 354
TKL 230
IndyStarCraft 67
trigger 45
BRAT_OK 42
UpATreeSC 36
MindelVK 7
StarCraft: Brood War
Britney 34674
Calm 5029
Sea 3753
EffOrt 1105
ggaemo 424
Rush 290
actioN 268
BeSt 194
scan(afreeca) 167
firebathero 154
[ Show more ]
Mind 107
Soulkey 103
Dewaltoss 70
ToSsGirL 38
Shinee 33
soO 32
Barracks 30
Shine 14
Terrorterran 12
ajuk12(nOOB) 8
Dota 2
Gorgc8154
qojqva1716
XaKoH 390
syndereN251
League of Legends
Reynor74
Counter-Strike
fl0m8299
Fnx 551
Super Smash Bros
Mew2King86
Other Games
Grubby14880
singsing2235
FrodaN1053
Beastyqt915
hiko838
B2W.Neo677
crisheroes267
Hui .251
KnowMe227
ArmadaUGS121
monkeys_forever119
QueenE61
Trikslyr47
ToD7
Organizations
Counter-Strike
PGL84518
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
[ Show 18 non-featured ]
StarCraft 2
• poizon28 30
• StrangeGG 26
• Adnapsc2 24
• IndyKCrew
• sooper7s
• AfreecaTV YouTube
• intothetv
• Kozan
• LaughNgamezSOOP
• Migwel
StarCraft: Brood War
• blackmanpl 27
• FirePhoenix6
• Michael_bg 5
• STPLYoutube
• ZZZeroYoutube
• BSLYoutube
League of Legends
• Nemesis3392
Other Games
• Shiphtur104
Upcoming Events
Korean StarCraft League
10h 30m
RSL Revival
17h 30m
Clem vs Rogue
Bunny vs Lambo
IPSL
23h 30m
Dewalt vs nOmaD
Ret vs Cross
BSL
1d 2h
Bonyth vs Doodle
Dewalt vs TerrOr
GSL
1d 15h
Cure vs herO
SHIN vs Maru
IPSL
1d 23h
Bonyth vs Napoleon
G5 vs JDConan
BSL
2 days
OyAji vs JDConan
DragOn vs TBD
Replay Cast
2 days
Monday Night Weeklies
2 days
Replay Cast
3 days
[ Show More ]
The PondCast
3 days
GSL
4 days
Replay Cast
5 days
GSL
5 days
Replay Cast
6 days
Sparkling Tuna Cup
6 days
Liquipedia Results

Completed

Proleague 2026-05-14
WardiTV TLMC #16
Nations Cup 2026

Ongoing

BSL Season 22
ASL Season 21
IPSL Spring 2026
KCM Race Survival 2026 Season 2
Acropolis #4
KK 2v2 League Season 1
BSL 22 Non-Korean Championship
SCTL 2026 Spring
RSL Revival: Season 5
2026 GSL S1
Heroes Pulsing #1
Asian Champions League 2026
IEM Atlanta 2026
PGL Astana 2026
BLAST Rivals Spring 2026
IEM Rio 2026
PGL Bucharest 2026
Stake Ranked Episode 1
BLAST Open Spring 2026
ESL Pro League S23 Finals
ESL Pro League S23 Stage 1&2

Upcoming

YSL S3
Escore Tournament S2: W8
CSLAN 4
Kung Fu Cup 2026 Grand Finals
HSC XXIX
uThermal 2v2 2026 Main Event
Maestros of the Game 2
WardiTV Spring 2026
2026 GSL S2
BLAST Bounty Summer Qual
Stake Ranked Episode 3
XSE Pro League 2026
IEM Cologne Major 2026
Stake Ranked Episode 2
CS Asia Championships 2026
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 © 2026 TLnet. All Rights Reserved.