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Blizzard Plans to Nerf Infestors (WoL) - Page 17

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autoexec
Profile Blog Joined July 2011
United States530 Posts
January 12 2013 22:42 GMT
#321
Why don't they just get rid of fungal and find a new casting power for the infestors? People will continue to complain about it so just eliminate the problem.
Sumadin
Profile Joined August 2011
Denmark588 Posts
January 13 2013 08:22 GMT
#322
On January 13 2013 07:42 autoexec wrote:
Why don't they just get rid of fungal and find a new casting power for the infestors? People will continue to complain about it so just eliminate the problem.


Because of mutas. For a race who got no other AOE anti air ZvZ would turn into permanent Muta vs Muta with no way to stall their movements. Fungal is also the primary spell that allows Zerg to take air battles as mass vikings has no real Zerg Air-to-Air counter. And no Hydras don't really work vs Terrans.

As much as i may dislike the design of fungal there is no questiom that it is need right now.
The basic key to beating a priest is playing a deck that is terrible.
Sumadin
Profile Joined August 2011
Denmark588 Posts
Last Edited: 2013-01-13 08:57:34
January 13 2013 08:22 GMT
#323
Sorry for douple post.
The basic key to beating a priest is playing a deck that is terrible.
usethis2
Profile Joined December 2010
2164 Posts
January 13 2013 08:49 GMT
#324
On January 12 2013 22:27 DarkLordOlli wrote:
Show nested quote +
On January 12 2013 22:11 NEEDZMOAR wrote:
On January 12 2013 22:06 DarkLordOlli wrote:
On January 12 2013 21:37 NEEDZMOAR wrote:
On January 12 2013 20:15 DarkLordOlli wrote:
This is enough if it goes through. Carriers here I come!

Other suggestions:
- You could have fungal stun only light units (important examples: phoenix, mutas, lings, marines). Units like void rays are already slow enough. Fungal effectively makes them all in units as you either win the fight or lose your whole army (which means game over).

- You could also approach infestor/BL by nerfing BLs. They're too early in the game to be as game deciding. Maybe reduce broodling spawn rate so you can trade more efficiently with a ground army.
Or, instead of that, have the same upgrade nerf for broodlings. Because they're free units as well. Free units should never trade as efficiently vs super expensive units as they currently do.

Not saying do all of these at once.



U mean like the way u would want blink stalkers ( essentially free units) to trade against BLs without infestors being able to root them?


Like... what... I don't even...
Stalkers are 125/50. How on earth is that free? I also recommend you read the last statement I made, I even put it in bold letters for you.



in consideration to how much BLs cost (300 min 250 gas 4 supply per BL, add Gspire+ spire (comparable to blink and twilight In some ways but not nearly as efficient since u need TC for +2 upgrades)), its basically free when you think of how easily they would counter BL in lategame zvp without fungals.


Did you consider what broodlings cost? Nothing. You can't even take out the source because of fungal. So basically a perfectly controlled infestor/BL army trades nothing but energy for an entire protoss army. Stalkers are NOT free. Nowhere near free.

Which is kind of weird argument. Do marines and stalkers pay for every bullets and lazer beam they shoot out? They're free, too. You could consider psi storm as million particle-sized "free" units that do damage over time as well. Which can be replenished unlimited as long as the templar can stay alive.

Different animations or durations don't mean anything is "free."
plogamer
Profile Blog Joined January 2012
Canada3132 Posts
January 13 2013 09:06 GMT
#325
On January 13 2013 17:49 usethis2 wrote:
Show nested quote +
On January 12 2013 22:27 DarkLordOlli wrote:
On January 12 2013 22:11 NEEDZMOAR wrote:
On January 12 2013 22:06 DarkLordOlli wrote:
On January 12 2013 21:37 NEEDZMOAR wrote:
On January 12 2013 20:15 DarkLordOlli wrote:
This is enough if it goes through. Carriers here I come!

Other suggestions:
- You could have fungal stun only light units (important examples: phoenix, mutas, lings, marines). Units like void rays are already slow enough. Fungal effectively makes them all in units as you either win the fight or lose your whole army (which means game over).

- You could also approach infestor/BL by nerfing BLs. They're too early in the game to be as game deciding. Maybe reduce broodling spawn rate so you can trade more efficiently with a ground army.
Or, instead of that, have the same upgrade nerf for broodlings. Because they're free units as well. Free units should never trade as efficiently vs super expensive units as they currently do.

Not saying do all of these at once.



U mean like the way u would want blink stalkers ( essentially free units) to trade against BLs without infestors being able to root them?


Like... what... I don't even...
Stalkers are 125/50. How on earth is that free? I also recommend you read the last statement I made, I even put it in bold letters for you.



in consideration to how much BLs cost (300 min 250 gas 4 supply per BL, add Gspire+ spire (comparable to blink and twilight In some ways but not nearly as efficient since u need TC for +2 upgrades)), its basically free when you think of how easily they would counter BL in lategame zvp without fungals.


Did you consider what broodlings cost? Nothing. You can't even take out the source because of fungal. So basically a perfectly controlled infestor/BL army trades nothing but energy for an entire protoss army. Stalkers are NOT free. Nowhere near free.

Which is kind of weird argument. Do marines and stalkers pay for every bullets and lazer beam they shoot out? They're free, too. You could consider psi storm as million particle-sized "free" units that do damage over time as well. Which can be replenished unlimited as long as the templar can stay alive.

Different animations or durations don't mean anything is "free."


Comparing broodlings to marine bullets is misleading.

A) Marine bullets have no HP, and end up soaking up substantial damage,
B) They don't cause friendly-fire from seige tanks.

But yeah, the idea behind the topic originally is the fact that these 'seemingly free' (since you dispute the 'free' semantics), are just too powerful. Case in point, infested terrans.
nailertn
Profile Joined September 2010
48 Posts
January 13 2013 09:19 GMT
#326
On January 13 2013 17:22 Sumadin wrote:
Show nested quote +
On January 13 2013 07:42 autoexec wrote:
Why don't they just get rid of fungal and find a new casting power for the infestors? People will continue to complain about it so just eliminate the problem.


Because of mutas. For a race who got no other AOE anti air ZvZ would turn into permanent Muta vs Muta with no way to stall their movements. Fungal is also the primary spell that allows Zerg to take air battles as mass vikings has no real Zerg Air-to-Air counter. And no Hydras don't really work vs Terrans.

As much as i may dislike the design of fungal there is no questiom that it is need right now.


Muta vs. viking is slightly viking favored, corruptor vs. viking is slightly corruptor favored. No terran will equal a zerg in air unit production, air superiority is zerg's for the taking. Besides if a terran goes "mass viking" he already lost.
Insoleet
Profile Joined May 2012
France1806 Posts
Last Edited: 2013-01-13 10:06:22
January 13 2013 10:05 GMT
#327
Fungle was given to zerg at the time were zerg was not cost effective against terran, and had equal or less macro capabilities.

But with the queen buff, zerg has got the macro power it needs. But fungle is still there, this spell which was used to fix zerg at the time were it couldnt macro correctly.

We need to nerf fungle, so that it does as much dps as it did before the buff.

Before the 8 to 4 seconds buff, fungle was doing :
- 36 damages over 8 seconds = 4 dps
Now, it does :
- 30 damages over 4 seconds = 7.5 dps

Just set fungle so that it does only 16 damages. And you here fungle get fixed.

It still stucks mutas (which can be destroyed with fungle + queens now).
But against marines, zerg needs banelings. Because medivacs will be able to save more marines with their heal.
We still can see epic fungles engagements, (like stephano vs mkp for those who remember) but fungle alone wont kill units.
SomeONEx
Profile Joined April 2011
Sweden641 Posts
January 13 2013 10:09 GMT
#328
I'm glad the infestor is receiving some attention, but I still have to ask;
Isn't fungal the real problem?
BW hwaiting!
Sumadin
Profile Joined August 2011
Denmark588 Posts
January 13 2013 12:38 GMT
#329
On January 13 2013 18:19 nailertn wrote:
Show nested quote +
On January 13 2013 17:22 Sumadin wrote:
On January 13 2013 07:42 autoexec wrote:
Why don't they just get rid of fungal and find a new casting power for the infestors? People will continue to complain about it so just eliminate the problem.


Because of mutas. For a race who got no other AOE anti air ZvZ would turn into permanent Muta vs Muta with no way to stall their movements. Fungal is also the primary spell that allows Zerg to take air battles as mass vikings has no real Zerg Air-to-Air counter. And no Hydras don't really work vs Terrans.

As much as i may dislike the design of fungal there is no questiom that it is need right now.


Muta vs. viking is slightly viking favored, corruptor vs. viking is slightly corruptor favored. No terran will equal a zerg in air unit production, air superiority is zerg's for the taking. Besides if a terran goes "mass viking" he already lost.


Still no solution to Mutas vs Mutas...

Mass Viking would be the natural responce if there is alot of Broodlords present. And adding a few ravens will change the favor to the vikings against corruptor. There is no facing a lategame terran with the infrastructure in Air-to-Air. This is still an extremely expensive trade for the zerg, and they can't keep their trading tactics going for long without being cost efficiant. Which they really can't. Even if they can split for seekers they still must take note of the PDDs.
The basic key to beating a priest is playing a deck that is terrible.
Kpaxlol
Profile Joined April 2010
813 Posts
January 13 2013 12:40 GMT
#330
Well who cares. HotS is coming in 2 months.
<3 bw
Kettchup
Profile Joined October 2010
United States1911 Posts
January 13 2013 12:54 GMT
#331
Has there ever been consideration of an increased supply cost for them? I've never thought that their strength is as much of an issue compared to how easily massed they are. Same issue for Ghosts back before they got nerfed, the problem was that terran would get 30 of them and snipe/emp everything. Nerfing the number of them seems like the better solution than nerfing the unit.
Vanadiel
Profile Joined April 2012
France961 Posts
January 13 2013 12:58 GMT
#332
On January 13 2013 18:19 nailertn wrote:
Show nested quote +
On January 13 2013 17:22 Sumadin wrote:
On January 13 2013 07:42 autoexec wrote:
Why don't they just get rid of fungal and find a new casting power for the infestors? People will continue to complain about it so just eliminate the problem.


Because of mutas. For a race who got no other AOE anti air ZvZ would turn into permanent Muta vs Muta with no way to stall their movements. Fungal is also the primary spell that allows Zerg to take air battles as mass vikings has no real Zerg Air-to-Air counter. And no Hydras don't really work vs Terrans.

As much as i may dislike the design of fungal there is no questiom that it is need right now.


Muta vs. viking is slightly viking favored, corruptor vs. viking is slightly corruptor favored. No terran will equal a zerg in air unit production, air superiority is zerg's for the taking. Besides if a terran goes "mass viking" he already lost.


No it's not, because Viking has better range so Corrupteur can ben kited without fungal, and there is still the Thor support that does wonder;

To be honest, the power of infested terran is more an issue for PvZ than TvZ so it's still a good nerf, but the main problem right now is still TvZ and fungal. But I don't think you can nerf fungal itself because every thing in zerg arsenal relies on it, so, for me, the best way to nerf infestor is to make them harder to use, by making them smaller. One of the main problem for terran is when they nerf the radius of EMP to fix some balance issue of TvP, it also affected TvZ and the strenght of EMP against infestor. So by making them smaller, EMP will hit more infestor, and this will also make them more sensible to tank splash and colossus.
Snusmumriken
Profile Joined April 2012
Sweden1717 Posts
January 13 2013 13:15 GMT
#333
On January 13 2013 19:05 Insoleet wrote:
We still can see epic fungles engagements, (like stephano vs mkp for those who remember) but fungle alone wont kill units.


The thing is, there is absolutely nothing epic about fungals at all. Its superboring to watch, its superboring to play both with and against and it is just a shitty designed spell. Yes its needed at this point in zvz but lets not pretend a crutch is a real leg.

There are various things that could be tested:

1. Make fungal only root on creep otherwise only slow
2. Nerf damage output of fungal somewhat
3. only make fungal root air
4. Make fungal a projectile

Either one of these would probably be just fine with some finetuning. I personally prefer the first or the last over the others but either would work.

I understand that blizzard doesnt want to make a lot of changes to wol at this point as its not going to be played much in a few months so theyll probably do the easiest change if any change at all.
Amove for Aiur
ejozl
Profile Joined October 2010
Denmark3553 Posts
January 13 2013 13:24 GMT
#334
The reason we're not seeing any crazy changes to Fungal is that they're scared of destroying the balance in WoL.
It might be that it is better for the game to change the design for Fungal, but that's what they're doing in HotS, as for WoL they just have to make it a little more fair until HotS comes to save the day.
There's still tons of prize money to give out in WoL, so we should respect this decision.
SC2 Archon needs "Terrible, terrible damage" as one of it's quotes.
Olli
Profile Blog Joined February 2012
Austria24422 Posts
Last Edited: 2013-01-13 13:26:11
January 13 2013 13:25 GMT
#335
Make fungal only root light units would also be a possible way to nerf it. Oh and make warp prisms light units.
Administrator"Declaring anything a disaster because aLive popped up out of nowhere is just downright silly."
ganil
Profile Joined August 2009
253 Posts
January 13 2013 13:32 GMT
#336
(About TvZ)

I think the problem is that:
- Z can be super greedy and be totally safe.
- Z can be agressive (2 bases timing) and destroy greedy T (Z goes from no unit to big army in no time at all: no way to scout in time).
- Z lategame too good.

No amount of nerf on the infestor is going to fix that.
totauksz
Profile Blog Joined January 2013
Ghana190 Posts
January 13 2013 13:33 GMT
#337
On January 13 2013 17:49 usethis2 wrote:
Show nested quote +
On January 12 2013 22:27 DarkLordOlli wrote:
On January 12 2013 22:11 NEEDZMOAR wrote:
On January 12 2013 22:06 DarkLordOlli wrote:
On January 12 2013 21:37 NEEDZMOAR wrote:
On January 12 2013 20:15 DarkLordOlli wrote:
This is enough if it goes through. Carriers here I come!

Other suggestions:
- You could have fungal stun only light units (important examples: phoenix, mutas, lings, marines). Units like void rays are already slow enough. Fungal effectively makes them all in units as you either win the fight or lose your whole army (which means game over).

- You could also approach infestor/BL by nerfing BLs. They're too early in the game to be as game deciding. Maybe reduce broodling spawn rate so you can trade more efficiently with a ground army.
Or, instead of that, have the same upgrade nerf for broodlings. Because they're free units as well. Free units should never trade as efficiently vs super expensive units as they currently do.

Not saying do all of these at once.



U mean like the way u would want blink stalkers ( essentially free units) to trade against BLs without infestors being able to root them?


Like... what... I don't even...
Stalkers are 125/50. How on earth is that free? I also recommend you read the last statement I made, I even put it in bold letters for you.



in consideration to how much BLs cost (300 min 250 gas 4 supply per BL, add Gspire+ spire (comparable to blink and twilight In some ways but not nearly as efficient since u need TC for +2 upgrades)), its basically free when you think of how easily they would counter BL in lategame zvp without fungals.


Did you consider what broodlings cost? Nothing. You can't even take out the source because of fungal. So basically a perfectly controlled infestor/BL army trades nothing but energy for an entire protoss army. Stalkers are NOT free. Nowhere near free.

Which is kind of weird argument. Do marines and stalkers pay for every bullets and lazer beam they shoot out? They're free, too. You could consider psi storm as million particle-sized "free" units that do damage over time as well. Which can be replenished unlimited as long as the templar can stay alive.

Different animations or durations don't mean anything is "free."


congrats, you don't understand what free units mean, that's a hell of a performance.

you together with that guy who thinks stalkers are free units are priceless.
Baum
Profile Blog Joined April 2010
Germany1010 Posts
Last Edited: 2013-01-13 14:05:28
January 13 2013 13:58 GMT
#338
On January 12 2013 21:35 NEEDZMOAR wrote:
Show nested quote +
On January 12 2013 09:47 nailertn wrote:
On January 12 2013 07:14 NEEDZMOAR wrote:
since infestors are the only thing keeping Z cost efficient against bio balls, nerfing fungal is retarded, nerfing ITs is fine I guess.


Banelings are alive and well. Just because there is a superior - brokenly so - alternative doesn't mean they don't work. Not even code S level micro is consistent enough against them to warrant the tag 'cost effective', never mind the other 99.9% of the player base. Not to mention they are infinitely more exciting to watch than mass fungal.


banelings are never cost efficient on a pro level unless your opponent screws up, and thats the key words, you have to rely on your opponent screwing up for banelings to be a good gasdump.

besides, what about zvp and zvz? and no its not exciting to watch something just because there are more explosions and whatnot, I hate banelings, I hate watching it, I hate having to make them, why? because, as Ive already mentioned before, I have to rely on my opponent to fuck up, and I have to rely on luck, with medivacs banelings might not even do enough damage, blink stalkers would just be stupidly good if fungal were removed, you think zvp lategame is passive now? remove fungal and no zerg would ever attack, ever...

you know whats really breaking this game? bioballs + medivacs + infinite selection + clumping up, there u have it, without that, the other races wouldnt have to rely on guaranteed aoe damage and crowdcontrol ( sentries / infestors).

Do you realise how easy it was for T to break down equally good zerg players who didnt have Idra / DRG / leenocks apm to play muta ling bling cost efficiently?


Zerg rarely ever has to be cost efficient because their economy is usually better. Also the reason Banelings are effective versus Bio is that even when your opponent is splitting his units it means that your lings can actually be way more effective so forcing your opponent to split is also a reason for making banelings not just to punish a player for not splitting.


On January 13 2013 19:09 SomeONEx wrote:
I'm glad the infestor is receiving some attention, but I still have to ask;
Isn't fungal the real problem?


Actually I think ITs are a much bigger one right now. Sure fungal is unforgiving and a very strong spell but the reason you can mass infestors is that ITs make up for the loss of supply of actual fighting units. If the only thing you can do with Infestors is fungal then you only want to make enough infestors to fungal a big part of the army. You don't need 15+ infestors to do that.
I want to be with those who share secret things or else alone.
MrF
Profile Joined October 2011
United States320 Posts
January 13 2013 15:01 GMT
#339
On January 13 2013 17:49 usethis2 wrote:
Show nested quote +
On January 12 2013 22:27 DarkLordOlli wrote:
On January 12 2013 22:11 NEEDZMOAR wrote:
On January 12 2013 22:06 DarkLordOlli wrote:
On January 12 2013 21:37 NEEDZMOAR wrote:
On January 12 2013 20:15 DarkLordOlli wrote:
This is enough if it goes through. Carriers here I come!

Other suggestions:
- You could have fungal stun only light units (important examples: phoenix, mutas, lings, marines). Units like void rays are already slow enough. Fungal effectively makes them all in units as you either win the fight or lose your whole army (which means game over).

- You could also approach infestor/BL by nerfing BLs. They're too early in the game to be as game deciding. Maybe reduce broodling spawn rate so you can trade more efficiently with a ground army.
Or, instead of that, have the same upgrade nerf for broodlings. Because they're free units as well. Free units should never trade as efficiently vs super expensive units as they currently do.

Not saying do all of these at once.



U mean like the way u would want blink stalkers ( essentially free units) to trade against BLs without infestors being able to root them?


Like... what... I don't even...
Stalkers are 125/50. How on earth is that free? I also recommend you read the last statement I made, I even put it in bold letters for you.



in consideration to how much BLs cost (300 min 250 gas 4 supply per BL, add Gspire+ spire (comparable to blink and twilight In some ways but not nearly as efficient since u need TC for +2 upgrades)), its basically free when you think of how easily they would counter BL in lategame zvp without fungals.


Did you consider what broodlings cost? Nothing. You can't even take out the source because of fungal. So basically a perfectly controlled infestor/BL army trades nothing but energy for an entire protoss army. Stalkers are NOT free. Nowhere near free.

Which is kind of weird argument. Do marines and stalkers pay for every bullets and lazer beam they shoot out? They're free, too. You could consider psi storm as million particle-sized "free" units that do damage over time as well. Which can be replenished unlimited as long as the templar can stay alive.

Different animations or durations don't mean anything is "free."

its not about the different animations and i think you knew that before you posted, marine bullets and stalker lazers aren't units that soak up fire and block movement, so that's a horrible comparison. Broodling are free units there is no room for discussion, not saying its OP but its true that they are free infinitely replenishing units, and so are infested terrans.
HunterXHunter is awesome
Insoleet
Profile Joined May 2012
France1806 Posts
January 13 2013 15:09 GMT
#340
What about changing the mechanism of Infested Terrans.

To be able to spawn some, we would need to use the ability "morph eggs" on our infestors, for like 5 mineralz. Like on the carriers, you would need to build IT in the infestor before spawning them.
But its different than carriers because you launch your eggs on the ground, and then they morph in ITs. It's just, it doesnt cost energy, but it cost mineralz, need ot be stocked in the infestor, and each egg would have a built time.
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