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Active: 1853 users

Blizzard Plans to Nerf Infestors (WoL) - Page 7

Forum Index > SC2 General
Post a Reply
Prev 1 5 6 7 8 9 19 Next All
Glenn313
Profile Joined August 2011
United States475 Posts
January 11 2013 03:53 GMT
#121
Sounds like a plan.
Hey man
wptlzkwjd
Profile Joined January 2012
Canada1240 Posts
January 11 2013 03:53 GMT
#122
On January 11 2013 12:36 Badfatpanda wrote:
You know what would be cool? If Blizzard realized that THEY were the ones that put oil on the flame by buffing queen range. Try reverting it, TvZ will be fixed in a snap and taking away IT upgrades would fix TvP for the most part.

But they never admit their mistakes. That's why we're in this mess 6 months later.


But...what does queen range have to do with late game tvz?
Feel free to add me on steam: http://steamcommunity.com/id/MagnusAskeland/
LeafMeAlone
Profile Blog Joined November 2010
United States301 Posts
January 11 2013 03:56 GMT
#123
On January 11 2013 12:53 wptlzkwjd wrote:
Show nested quote +
On January 11 2013 12:36 Badfatpanda wrote:
You know what would be cool? If Blizzard realized that THEY were the ones that put oil on the flame by buffing queen range. Try reverting it, TvZ will be fixed in a snap and taking away IT upgrades would fix TvP for the most part.

But they never admit their mistakes. That's why we're in this mess 6 months later.


But...what does queen range have to do with late game tvz?


Early game -> Mid game -> End game

They all affect each other , zerg basically skips early and half of the mid game because of queens and the ability to drone really hard
~_~
gosublade
Profile Joined May 2011
632 Posts
January 11 2013 03:56 GMT
#124
On January 11 2013 12:53 wptlzkwjd wrote:
Show nested quote +
On January 11 2013 12:36 Badfatpanda wrote:
You know what would be cool? If Blizzard realized that THEY were the ones that put oil on the flame by buffing queen range. Try reverting it, TvZ will be fixed in a snap and taking away IT upgrades would fix TvP for the most part.

But they never admit their mistakes. That's why we're in this mess 6 months later.


But...what does queen range have to do with late game tvz?

it escalates..
Not even death can save you from me.
Qwyn
Profile Blog Joined December 2010
United States2779 Posts
January 11 2013 04:02 GMT
#125
Man you should have kept the Neft in the title Kadaver.

It was epic. You read it and you see nerf. Then you read it again.

This is a great change to the infestor that should have happened a bit earlier. But later is better than never.

Makes ITs more in line with auto-turrets.
"Think of the hysteria following the realization that they consciously consume babies and raise the dead people from their graves" - N0
FabledIntegral
Profile Blog Joined November 2008
United States9232 Posts
January 11 2013 04:03 GMT
#126
Honestly, I really like IT being a little on the "too much" side. SC2 needs things like that.

I'd rather see another nerf to fungal. Fungal is the issue - boring to watch, boring to use, boring to play against. Like many have stated, I'd rather see it not completely root - but then again, it'd be too much like the Queen's ensnare from BW. And we all know Blizz is doing their best not to reuse BW spells and have SC2 different.
My_Fake_Plastic_Luv
Profile Joined March 2010
United States257 Posts
January 11 2013 04:05 GMT
#127
Hey I know people are like taxed out on infestor ideas and such... and this might not be the best place to post it, but after some deep thought, I came up with a change for infestors that would still make them useful, but not op. Instead of damaging the units fungaled... the units fungaled are unable to output damage (or a reduction). This way zerg can stop drops, protect bls, slow/trap armies, and the infestors design wouldn't be significantly changed, however this would require zerg to bring other units to kill off fungaled things (perhaps Infested Ts can't shoot fungaled stuff), and also the opponent can bring his army in a position to save the fungaled units, yet have to be positioned in such a way that more of their army is not fungaled. With this change things can no longer be fungaled to death and would require the Z to do more than just spam fungals. Also this way a ridiculous amount of infestors won't be as viable, because they are doing no damage. I think it would be fun to watch a Z army and a T army converge on a group of fungaled units. I think this type of positional game-play is fun to watch and can help separate pro/amateurs.

David Kim please read this..... =D

Thoughts?
Its going to be a glorious day, I feel my luck could change
ikh
Profile Joined May 2010
United Kingdom251 Posts
Last Edited: 2013-01-11 04:07:46
January 11 2013 04:07 GMT
#128
On January 11 2013 13:03 FabledIntegral wrote:
Honestly, I really like IT being a little on the "too much" side. SC2 needs things like that.

while i certainly would agree with that statement to an extent, do you think infested terrans offer potential for interesting gameplay? i would argue it's an even more boring skill than fungal growth is, i have not once seen myself go "wow, those are some really nice infested terrans! yowch!" and i really can't imagine that happening any time soon. that's the kind of skill i would argue could/should be situationally powerful, but definitely not race defining or "too much".
LeafMeAlone
Profile Blog Joined November 2010
United States301 Posts
January 11 2013 04:09 GMT
#129
On January 11 2013 13:03 FabledIntegral wrote:
Honestly, I really like IT being a little on the "too much" side. SC2 needs things like that.

I'd rather see another nerf to fungal. Fungal is the issue - boring to watch, boring to use, boring to play against. Like many have stated, I'd rather see it not completely root - but then again, it'd be too much like the Queen's ensnare from BW. And we all know Blizz is doing their best not to reuse BW spells and have SC2 different.


They already have so many parallels with HotS to BW yet they say they want a different game. :I Sooooooo many parallels.
~_~
anguyenm
Profile Joined January 2012
United States47 Posts
January 11 2013 04:09 GMT
#130
We're currently thinking the last patch wasn't enough.


YESSSSSSSSSSSSS.
YEEEEEEEEEEEEEEESSSSSSSSSS.
Bring terran back >
mikell
Profile Joined August 2010
Australia352 Posts
January 11 2013 04:09 GMT
#131
here's an idea - just make fungal cost 100 energy.
drone hard
Dontkillme
Profile Joined November 2011
Korea (South)806 Posts
January 11 2013 04:10 GMT
#132
Hopefully this carries over to Hots since WoL is pretty much gonna be played for only 2 more months.
Bomber & Jaedong & FlaSh & SNSD <3
usethis2
Profile Joined December 2010
2164 Posts
January 11 2013 04:10 GMT
#133
On January 11 2013 09:58 Cyro wrote:
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


I have never understood this argument. Protoss air sucks, period. Do you ever see Protoss air in PvT? Never. In PvP? Yeah once every 10 game or so, for the most part as a mind game. Prior to 4-gate nerf Protoss air was non-existent in PvP even more so than in PvT.

P uses a lot more variety of units in PvZ than in PvT or PvP. I don't understand why P players don't demand better air against T and in mirror matches as well, not just in PvZ.
FabledIntegral
Profile Blog Joined November 2008
United States9232 Posts
January 11 2013 04:10 GMT
#134
On January 11 2013 13:07 ikh wrote:
Show nested quote +
On January 11 2013 13:03 FabledIntegral wrote:
Honestly, I really like IT being a little on the "too much" side. SC2 needs things like that.

while i certainly would agree with that statement to an extent, do you think infested terrans offer potential for interesting gameplay? i would argue it's an even more boring skill than fungal growth is, i have not once seen myself go "wow, those are some really nice infested terrans! yowch!" and i really can't imagine that happening any time soon. that's the kind of skill i would argue could/should be situationally powerful, but definitely not race defining or "too much".


I think it offers a ton of depth in how they are used. They draw fire. They have a delay in how long it takes to spawn. It requires a ton of effort to spam a bunch at once (which could be used elsewhere), so you have to decide if it's worth it. At the same time it leads into queing them up having a bunch more potential, which is decision making, and they can be used when infestors are burrowed, adding depth to burrow play.

On the flip side, it forces a decision out of your opponent. Do I engage the IT? If I just move away, the IT will die from limited time. But we all know it's not that simple, sometimes you need to engage, sometimes you've committed, sometimes you need to save a CC from burning down, sometimes you simply can't retreat due to Zerg's other units.

IT offer a lot more to the game than people give it credit for. I can't imagine how you can think fungal is more interesting.
geokilla
Profile Joined May 2011
Canada8244 Posts
January 11 2013 04:10 GMT
#135
I think Infestors should be changed so that it only slows the unit that got fungaled, and not do a full root and making everything immobile. The Infested Terran change is good as well, but not enough imo because at the end of the day, they are free units. Fungals + Infested Terrans in a max fight is just deadly as it provides a lot of DPS.

What you should do is revert the Queen patch, and go from Queen range from 5 to 4 or even back to 3. Right now, Zerg is completely skipping the early and mid game and heading straight for the late game. Zerg late game is pretty much impossible to beat.
usethis2
Profile Joined December 2010
2164 Posts
January 11 2013 04:17 GMT
#136
I think what they're worried about is the final WoL GSL with 7 Z's in Ro8 (or something in that vein). They're worried about getting bad PR right before the new game hits. (Blizzard can't balance their games!) Someone higher-up must have tapped D. Kim's shoulders and said "Hey, it'd be great we could show off how we can make balanced games before the launch of the sequel!" And startled D. Kim feels anxious about his job security. Rofl.

Kind of lame and pathetic attempt to punish players for Blizzard's short-term business profit.
wptlzkwjd
Profile Joined January 2012
Canada1240 Posts
January 11 2013 04:17 GMT
#137
On January 11 2013 12:56 LeafMeAlone wrote:
Show nested quote +
On January 11 2013 12:53 wptlzkwjd wrote:
On January 11 2013 12:36 Badfatpanda wrote:
You know what would be cool? If Blizzard realized that THEY were the ones that put oil on the flame by buffing queen range. Try reverting it, TvZ will be fixed in a snap and taking away IT upgrades would fix TvP for the most part.

But they never admit their mistakes. That's why we're in this mess 6 months later.


But...what does queen range have to do with late game tvz?


Early game -> Mid game -> End game

They all affect each other , zerg basically skips early and half of the mid game because of queens and the ability to drone really hard


I know but when both players are maxed out and on even footing, it won't make any difference.
Feel free to add me on steam: http://steamcommunity.com/id/MagnusAskeland/
FabledIntegral
Profile Blog Joined November 2008
United States9232 Posts
January 11 2013 04:18 GMT
#138
On January 11 2013 13:17 wptlzkwjd wrote:
Show nested quote +
On January 11 2013 12:56 LeafMeAlone wrote:
On January 11 2013 12:53 wptlzkwjd wrote:
On January 11 2013 12:36 Badfatpanda wrote:
You know what would be cool? If Blizzard realized that THEY were the ones that put oil on the flame by buffing queen range. Try reverting it, TvZ will be fixed in a snap and taking away IT upgrades would fix TvP for the most part.

But they never admit their mistakes. That's why we're in this mess 6 months later.


But...what does queen range have to do with late game tvz?


Early game -> Mid game -> End game

They all affect each other , zerg basically skips early and half of the mid game because of queens and the ability to drone really hard


I know but when both players are maxed out and on even footing, it won't make any difference.

Of course it does.... how you got there is entirely relevant.
ikh
Profile Joined May 2010
United Kingdom251 Posts
Last Edited: 2013-01-11 04:27:40
January 11 2013 04:20 GMT
#139
On January 11 2013 13:10 FabledIntegral wrote:
Show nested quote +
On January 11 2013 13:07 ikh wrote:
On January 11 2013 13:03 FabledIntegral wrote:
Honestly, I really like IT being a little on the "too much" side. SC2 needs things like that.

while i certainly would agree with that statement to an extent, do you think infested terrans offer potential for interesting gameplay? i would argue it's an even more boring skill than fungal growth is, i have not once seen myself go "wow, those are some really nice infested terrans! yowch!" and i really can't imagine that happening any time soon. that's the kind of skill i would argue could/should be situationally powerful, but definitely not race defining or "too much".


I think it offers a ton of depth in how they are used. They draw fire. They have a delay in how long it takes to spawn. It requires a ton of effort to spam a bunch at once (which could be used elsewhere), so you have to decide if it's worth it. At the same time it leads into queing them up having a bunch more potential, which is decision making, and they can be used when infestors are burrowed, adding depth to burrow play.

On the flip side, it forces a decision out of your opponent. Do I engage the IT? If I just move away, the IT will die from limited time. But we all know it's not that simple, sometimes you need to engage, sometimes you've committed, sometimes you need to save a CC from burning down, sometimes you simply can't retreat due to Zerg's other units.

IT offer a lot more to the game than people give it credit for. I can't imagine how you can think fungal is more interesting.

quite easily, but then again, agree to disagree. the part about infested terran spam taking mechanical effort, that's not true at all as long as you have a scroll wheel on your mouse. instant energy dump if that's what you want. not sure what the official stance on that is in tournaments though, heard both that it's legit and forbidden. even so, i would not exactly agree that it takes a ton of effort, or even a decent amount of it, to IT energy dump normally. i can click something like 10-15 times per second easily, that's 250-375 energy used per second. and i'm far from a professional 5000apm korean. (e: 100 clicks in 7,5 seconds with maybe 60 of em in the first 3,5)

from a spectator perspective, i don't know if anyone could watch some of the infestor heavy endgame zvz's and not go "wow, this is some bullshit" and alt-tabbing away when (almost) all that happens is mountains of IT colliding until the game ends . this coming from someone who has never thought anything of the sort about like any game ever as far as i can recall. i don't think fungal at its current form is an interesting skill, but i think it's possible to balance it to not be a boring one. either by tweaking the numbers or by more drastically changing how it works. infested terrans, not so much.
TAMinator
Profile Joined February 2011
Australia2706 Posts
January 11 2013 04:22 GMT
#140
Sounds like a good change. That, or increase the energy needed for IT so you dont spawn so many
Prev 1 5 6 7 8 9 19 Next All
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