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Blizzard Plans to Nerf Infestors (WoL) - Page 4

Forum Index > SC2 General
Post a Reply
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shid0x
Profile Joined July 2012
Korea (South)5014 Posts
January 11 2013 00:02 GMT
#61
Soo can Terran win the last wol GSL now ? :D please.
RIP MKP
FeyFey
Profile Joined September 2010
Germany10114 Posts
January 11 2013 00:02 GMT
#62
non upgrades wold make infested terrans as useless as autoturrets in the late game. Unlike Autoturrets invested Terrans are pretty bad everywhere else though.
+2 armor and shield upgrades also disable any building harassment. So yeah sounds like another sneak remove of something, they can't balance. But nothing against testing it.
Aunvilgod
Profile Joined December 2011
2653 Posts
January 11 2013 00:05 GMT
#63
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.


Ah, so what? Muta-Hydra sounds much more fun than Roach-Infestor. Especially because you would also see most likely more lings.
ilovegroov | Blizzards mapmaker(s?) suck ass | #1 Protoss hater
KaiserKieran
Profile Blog Joined August 2011
United States615 Posts
January 11 2013 00:21 GMT
#64
I dont really know what nerfs they can do besides removing fungal. It would be cool to just have fungal with like 20 dmg . Even like lowering damage would be fine. Or in the case of removing it make it so that neural parasite costs less energy.
Kreb
Profile Joined September 2010
4834 Posts
January 11 2013 00:30 GMT
#65
I'd prefer an increased cost for ITs. Upping the cost to 30 or 35 would decrease some of the massive IT spammage from 20+ infestors we see late game. 30 energy means 6 per full energy infestor. 35 means 5. Atm its 8.

But removing upgrades is okay too i guess.
Steel
Profile Blog Joined April 2010
Japan2283 Posts
January 11 2013 00:34 GMT
#66
honestly i think the current nerfs are enough, the new range makes it so that infestors get killed really easily by tanks (more than before) so if a terran pulls back behind tanks (in a ling ultra fight) or stalkers behind collosus, almost all infestors die because they do have target priority.

this makes it very difficult to mass infestors and a low infestor count is possible to manage and really not imbalanced in my opinion.

it's almost pretty much impossible to fungal vikings unless a terran walks into it but that's normal it's called bad micro

we haven't seen a lot of tournaments recently but in gsl and proleague zerg have not been dominating at all what is blizzard thinking??
Try another route paperboy.
EssenceSC
Profile Joined August 2012
United Kingdom29 Posts
January 11 2013 00:37 GMT
#67
They nerfed it fine, no one makes 30 infestors anymore cos they will just die more easily to tanks and collosi if they nerf it again zerg will just be trash.
Steel
Profile Blog Joined April 2010
Japan2283 Posts
January 11 2013 00:37 GMT
#68
On January 11 2013 09:05 Aunvilgod 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.


Ah, so what? Muta-Hydra sounds much more fun than Roach-Infestor. Especially because you would also see most likely more lings.


Mutas are already too strong in ZvZ. If you want to go roach infestor and your opponent is going mutalisk you have to pretty much hard counter mutalisk before being able to scout. Ling muta all ins at your third are already hard enough to stop, and not getting a third before mutas is pretty much a loss considering you have to get infestors and a couple of queens or hydras then push to your third while having enough meat to stop ling baneling.

Please don't ruin this matchup even more, mutas are already too strong it's really dumb right now.
Try another route paperboy.
Laurens
Profile Joined September 2010
Belgium4550 Posts
January 11 2013 00:44 GMT
#69
yes please, about time
Sajaki
Profile Joined June 2011
Canada1135 Posts
January 11 2013 00:45 GMT
#70
In regards to the discussion on rooting vs slowing, i honestly think (even though it doesn't make sense according to physics) if fungal rooted air only, and slowed ground. The whole reason fungal needs to root is because mutas/phoenix. But as such its too potent against ground units like marines.
Inno pls...
WhiteSatin
Profile Joined December 2012
United States308 Posts
January 11 2013 00:49 GMT
#71
not only it's too little and too late.. but..
i am pretty fucking shocked that they are "testing it out in the test map"
are you kidding me ? just implement the patch already
Cyro
Profile Blog Joined June 2011
United Kingdom20318 Posts
Last Edited: 2013-01-11 00:59:56
January 11 2013 00:58 GMT
#72
I think its a pretty big deal because IT's do 8 damage to all.

With guardian shield (which extends to air) 6 damage. With 3-3 on everything, instead of dealing 5-6 damage to most toss units (base armor), they do 2-3.

Carriers do 5 damage, so it affects them the most, 60% damage increase and it takes 250 shots to kill them now instead of 75, assuming you have 3-3 upgrades.

If you dont, it is a lot less punishing - Comparing 0-0 air to 3-3 zerg, you do 2.5x as much damage because he does not have armor any more (5 instead of 2), and you dont take extra damage because he doesnt have upgrades either.

In regards to the discussion on rooting vs slowing, i honestly think (even though it doesn't make sense according to physics) if fungal rooted air only, and slowed ground. The whole reason fungal needs to root is because mutas/phoenix. But as such its too potent against ground units like marines.


The opposite suggestion was going around for a while, no root on air because it completely removes the possibility of midgame air presence in WOL PvZ
"oh my god my overclock... I got a single WHEA error on the 23rd hour, 9 minutes" -Belial88
TTOMZ
Profile Joined August 2009
United Kingdom156 Posts
January 11 2013 01:00 GMT
#73
Toss has the Immortal all in the if performed correctly can't be stopped by Zerg, but we better keep nerfing Zerg because clearly since Terran players can't figure out what to do we should just nerf Zerg into the ground. Great logic Blizzard
9 pool you say?
tshi
Profile Joined September 2012
United States2495 Posts
January 11 2013 01:00 GMT
#74
i guess they're doing this for the last GSL?
scrub - inexperienced player with relatively little skill and excessive arrogance
Blargh
Profile Joined September 2010
United States2103 Posts
January 11 2013 01:06 GMT
#75
Is this for real? Could it really be?!
SupLilSon
Profile Joined October 2011
Malaysia4123 Posts
Last Edited: 2013-01-11 01:07:21
January 11 2013 01:06 GMT
#76
Hell... it's about damn time.

Actually, 6 months ago would have been "about damn time." but meh.
Ettick
Profile Blog Joined June 2011
United States2434 Posts
January 11 2013 01:07 GMT
#77


But seriously, I haven't been more excited for a patch since WoW 3.0.2, this has been wanted by practically everyone in the SC2 community for a very long time, and now it is actually going to happen sometime soon™
blade55555
Profile Blog Joined March 2009
United States17423 Posts
January 11 2013 01:09 GMT
#78
On January 11 2013 10:06 SupLilSon wrote:
Hell... it's about damn time.

Actually, 6 months ago would have been "about damn time." but meh.


Blizzards always been slow on this stuff. We zergs can tell you that from personal experience :D
When I think of something else, something will go here
hoby2000
Profile Blog Joined April 2010
United States918 Posts
January 11 2013 01:13 GMT
#79
Things I've learned from this thread:

Blizzard is listening to the community months later.


And anything that deserves a neft is extremely OP because it's pass the stage of nerf.

A lesson without pain is meaningless for nothing can be gained without giving something in return.
TheFish7
Profile Blog Joined February 2012
United States2824 Posts
January 11 2013 01:16 GMT
#80
I think they should cap ITs similar to spider mines. keep the energy cost but once you shoot 8 ITs that infestor is done casting IT for the rest of the game.
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