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Active: 1188 users

Blizzard Plans to Nerf Infestors (WoL) - Page 2

Forum Index > SC2 General
Post a Reply
Prev 1 2 3 4 5 17 18 19 Next All
Deckard.666
Profile Joined September 2012
152 Posts
Last Edited: 2013-01-10 23:53:59
January 10 2013 23:02 GMT
#21
On January 11 2013 07:55 KadaverBB wrote:
changed thread title


Ty

On January 11 2013 07:58 prOpSnuffe wrote:
+ Show Spoiler +
On January 11 2013 07:50 Laryleprakon wrote:
Try having fungal slow and not root, at least try it :/


This, fungal rooting has always been the problem, why don't they understand it?


I agree, they should just make it a strong slow. It basically accomplishes the same thing at the beggining of the engagement, but you can avoid being chain fungaled.
However, I think this is a step in the right direction. I still have hopes they are gonna get to the point where they nerf fungal... eventually....
ACrow
Profile Joined October 2011
Germany6583 Posts
January 10 2013 23:03 GMT
#22
Well deserved neft!
But too late to save P this season, sooo few of us made it in. Oh well, I'm cheering for Taeja then!
Get off my lawn, young punks
Laryleprakon
Profile Joined May 2011
New Zealand9496 Posts
January 10 2013 23:03 GMT
#23
On January 11 2013 08:01 Sandermatt wrote:
Show nested quote +
On January 11 2013 07:50 Laryleprakon wrote:
Try having fungal slow and not root, at least try it :/


This gets suggested over and over again, but there is a reason it is not implemented, and the reason are mutas in ZvZ.


Perhaps, I would still love to see them try it on a test map with like a 50-75% slow or something. If it doesn't work then the community will stop asking for it.
PhoenixVoid
Profile Blog Joined December 2011
Canada32742 Posts
January 10 2013 23:04 GMT
#24
I guess it is somewhat significant, but massing Infestors will still happen, and ITs will still be prevalent in all match-ups. I've always been a proponent of increasing Infestor supply to 3, so massing Infestors would be a tactic that would dent the army supply, rather than simply nerfing Fungal or ITs.
I'm afraid of demented knife-wielding escaped lunatic libertarian zombie mutants
skYTosS
Profile Joined January 2013
United States188 Posts
January 10 2013 23:04 GMT
#25

Changing rules all the time, that's good for a sports, right?
Nathanias
Profile Blog Joined April 2010
United States290 Posts
January 10 2013 23:05 GMT
#26
I've been wanting this for a while now, I think it'll do a great job of stopping infested Terran spam and give better odds to real unit compositions. Infesteds wills till be able to soak damage and kill vikings, but won't be able to demolish full mech or bio armies anymore
CommentatorNever give up, Never surrender
Sandermatt
Profile Joined December 2010
Switzerland1365 Posts
Last Edited: 2013-01-10 23:06:47
January 10 2013 23:06 GMT
#27
On January 11 2013 08:02 Deckard.666 wrote:
Show nested quote +
On January 11 2013 07:55 KadaverBB wrote:
changed thread title


Ty

Show nested quote +
On January 11 2013 07:58 prOpSnuffe wrote:
+ Show Spoiler +
On January 11 2013 07:50 Laryleprakon wrote:
Try having fungal slow and not root, at least try it :/


This, fungal rooting has always been the problem, why don't they understand it?


I agree, they should just make it a strong slow. It basically acomplishes the same thing at the beggining of the engagement, but you can avoid being chain fungaled.
However, I think this is a step in the right direction.


Every change that makes fungal harder to hit (slow projectile), or not rooting, benefits especially the fast units. This emans mutalisks profit a lot from it. Fungals are the only thing that keeps non muta ZvZ viable. Blizzard knows that (they even wrote something like that). Therefore the infestor has to be nerved in different ways (fungal range/infested terrans)
WeRRa
Profile Joined December 2010
378 Posts
January 10 2013 23:08 GMT
#28
This comes way to late, 2 months till hots is out. Not to mention that then the balance switches from Z>P>T to P>Z=T. Isn't like infestor would be the only broken thing wich should have been changed months ago.
InnoVation Fighting!!!
Sandermatt
Profile Joined December 2010
Switzerland1365 Posts
January 10 2013 23:08 GMT
#29
On January 11 2013 08:03 Laryleprakon wrote:
Show nested quote +
On January 11 2013 08:01 Sandermatt wrote:
On January 11 2013 07:50 Laryleprakon wrote:
Try having fungal slow and not root, at least try it :/


This gets suggested over and over again, but there is a reason it is not implemented, and the reason are mutas in ZvZ.


Perhaps, I would still love to see them try it on a test map with like a 50-75% slow or something. If it doesn't work then the community will stop asking for it.


I guess it is not so hard for the comunity to make such a map, but I do not even see an idea of non muta ZvZ.
Zenbrez
Profile Joined June 2012
Canada5973 Posts
January 10 2013 23:09 GMT
#30
On January 11 2013 07:56 Aveng3r wrote:
christmas came early

Or perhaps late
Refer to my post.
Godwrath
Profile Joined August 2012
Spain10131 Posts
January 10 2013 23:11 GMT
#31
On January 11 2013 08:01 zhurai wrote:
doesn't this only affect like... ZvP, and maybe ZvZ?

cause iirc the main issue of the infestor was the fungal in ZvT


It affects mech TvZ also.
EmilA
Profile Joined October 2010
Denmark4618 Posts
January 10 2013 23:16 GMT
#32
Would give mech a chance of working again
http://dotabuff.com/players/122305951 playing other games
Zealot Lord
Profile Joined May 2010
Hong Kong747 Posts
January 10 2013 23:16 GMT
#33
Good change.. but like people have said.. its way too late - theres only 2 months left in WoL anyways =/

Though I guess its better than nothing, at least it will hopefully make the last WoL code S GSL season epic!
zhurai
Profile Blog Joined September 2010
United States5660 Posts
January 10 2013 23:18 GMT
#34
On January 11 2013 08:09 Zenbrez wrote:
Show nested quote +
On January 11 2013 07:56 Aveng3r wrote:
christmas came early

Or perhaps late

or perhaps a take 2
Twitter: @zhurai | Site: http://zhurai.com
ApocAlypsE007
Profile Blog Joined January 2011
Israel1007 Posts
January 10 2013 23:23 GMT
#35
Too little... too late... a very good change, but with two month left before HotS comes out and resets the scene, I don't think it matters that much.
I'm playing the game, the one that will take me to my end, i'm waiting for the rain, TO WASH-- WHO I AM!!!
PVJ
Profile Blog Joined July 2012
Hungary5221 Posts
January 10 2013 23:25 GMT
#36
On January 11 2013 07:58 prOpSnuffe wrote:
Show nested quote +
On January 11 2013 07:50 Laryleprakon wrote:
Try having fungal slow and not root, at least try it :/


This, fungal rooting has always been the problem, why don't they understand it?

Why aren't they at least giving it a try? I never understood
The heart's eternal vow
Warzilla
Profile Joined December 2010
Czech Republic311 Posts
January 10 2013 23:26 GMT
#37
On January 11 2013 08:04 skYTosS wrote:

Changing rules all the time, that's good for a sports, right?


SC2 is NOT a sport. It is an e-sport. Also "a sports" what the hell and youre the one who is a native speaker lolzies :D
"AFTER LOST GAME - I usually run around in circles yelling "WHY OH GOD WHY" in my room, pointing towards the sky. After 5 to 10min ,i get tired and go back to playing"
Confuse
Profile Joined October 2009
2238 Posts
January 10 2013 23:29 GMT
#38
I really hate changes that mess with the consistency of a game. Having a single summoned unit be without upgrades (i believe all other summons have a boost to their attack) is kinda gross. why not just change it so that their base damage starts lower by 2?

sigh, whatever; i guess i just feel bad for progamers who's livelihood is reliant on balance changes that arise from when they are doing their job too well.
If we fear what we do not understand, then why is ignorance bliss?
ejozl
Profile Joined October 2010
Denmark3437 Posts
Last Edited: 2013-01-10 23:34:23
January 10 2013 23:30 GMT
#39
Show nested quote +
On January 11 2013 07:50 Laryleprakon wrote:
Try having fungal slow and not root, at least try it :/



This, fungal rooting has always been the problem, why don't they understand it?

Why aren't they at least giving it a try? I never understood


The root effect is what's cool about Fungal Growth, it creates positioning and help melee units surround.
The damage part, for me was always the silly part, making it much better than Storm/EMP and for not much reason.

The change is good, but so late and so obvious that it really frustrates me, many Terran/Protoss players that could've been getting more prize money, but wasn't rewarded due to imbalance.
SC2 Archon needs "Terrible, terrible damage" as one of it's quotes.
speknek
Profile Joined February 2012
758 Posts
January 10 2013 23:33 GMT
#40
On January 11 2013 08:01 Sandermatt wrote:
Show nested quote +
On January 11 2013 07:50 Laryleprakon wrote:
Try having fungal slow and not root, at least try it :/


This gets suggested over and over again, but there is a reason it is not implemented, and the reason are mutas in ZvZ.

It still deals a lot of dmg to muta's and they destroy muta's way too hard atm anyway (don't pretend zergs ever split their muta's), so it's certainly something worth trying out.
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