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Community Feedback Update - November 17 - Page 5

Forum Index > SC2 General
333 CommentsPost a Reply
Prev 1 2 3 4 5 6 7 15 16 17 Next All
Topdoller
Profile Joined March 2011
United Kingdom3860 Posts
November 18 2017 07:48 GMT
#81
On November 18 2017 14:18 KaiserCommander wrote:
Show nested quote +
On November 18 2017 10:45 Tyrhanius wrote:
Why deleting fungal like that ?

Yes it's deleting, no one will ever build infestor except for IT vs skytoss, it's worst than during the area when no one play them...

The dmg is ridiculous 30 dmg... a HT is cheaper and storm does 80dmg...

So the utility ? Oh no it just slows...

The survability ? no, infestor without burrow is instant killed by tanks/feedback.

So you'll have an ability that does no dmg, a unit very expensive that die really fast, and a spell that is now close to useless...


And that's where a specialized caster must be, in it's niche,


So you would agree that High Templars should be nerfed to the ground
ZigguratOfUr
Profile Blog Joined April 2012
Iraq16955 Posts
November 18 2017 08:00 GMT
#82
On November 18 2017 16:48 Topdoller wrote:
Show nested quote +
On November 18 2017 14:18 KaiserCommander wrote:
On November 18 2017 10:45 Tyrhanius wrote:
Why deleting fungal like that ?

Yes it's deleting, no one will ever build infestor except for IT vs skytoss, it's worst than during the area when no one play them...

The dmg is ridiculous 30 dmg... a HT is cheaper and storm does 80dmg...

So the utility ? Oh no it just slows...

The survability ? no, infestor without burrow is instant killed by tanks/feedback.

So you'll have an ability that does no dmg, a unit very expensive that die really fast, and a spell that is now close to useless...


And that's where a specialized caster must be, in it's niche,


So you would agree that High Templars should be nerfed to the ground


For all their sins no one builds 30 high templars and go around monobattling all comers.
yht9657
Profile Joined December 2016
1810 Posts
November 18 2017 08:09 GMT
#83
This is one of the fastest feedback response in lotv tbh.

I still member this time last year it took them 3 months to nerf liberator and wm when PvT winrate was 40%.

Good to know balance change is based on player base instead of real balance issues

Foxxan
Profile Joined October 2004
Sweden3427 Posts
Last Edited: 2017-11-18 08:26:17
November 18 2017 08:20 GMT
#84
This is exactly how you do small balance changes. You base it on the observation.
Barnabaszu
Profile Joined November 2015
5 Posts
November 18 2017 08:25 GMT
#85
Demuslim proposed some time ago that turrets no longer require eng bay to be built. Seems like a good idea vs early oracle, what do u think?
hiroshOne
Profile Joined October 2015
Poland425 Posts
November 18 2017 08:26 GMT
#86
The problem is that Infestor nerf is an overkill. I don't mind tweaking units stas, but now Infestor is worse than before design changes and in the same time, ghost is buffed as hell. Basically with these changes TvZ lategame will be hell for Zerg players. Infestors won't be able to protect Broodlords or even help Ultras to catch enemy's army...We used to abuse Infestors as we had no other option for lategame. Now we have none. If they want nerf fungal radius-ok- but leave burrow cast. If they want delete burrow cast- leave the radius and revert projectile to instant. If they want nerf Infestor to the ground- nerf Ghosts and High Templars too, not buff them! Zerg always had problem with valid casters. Now it's back.
Ultima Ratio Regum
Isarios
Profile Joined March 2014
United States153 Posts
November 18 2017 08:55 GMT
#87
... what did i just read. and then i just read a comment that late game Terran doesn't have reliable detection. WHAT did i just read.
This is terrrible.

Zerg needs to have strong AOE AA to avoid letting Protoss get into air death balls.
Infestor are already extremely hard to use. They should be stronger and slightly easier.

The big problem with oracles is also their effective firepower in mass, not their survivability. Instead of making them more glass cannony, lower their speed of damage, increase their HP just slightly.
The previous patch reducing the duration time of statis wards and revelation is a step in the right direction.

Zerg also needs ways of dealing with Terran air. Medivacs and Liberators are far too effective without ways to counter them.
Blahhh
Charoisaur
Profile Joined August 2014
Germany15979 Posts
November 18 2017 09:52 GMT
#88
On November 18 2017 17:26 hiroshOne wrote:
The problem is that Infestor nerf is an overkill. I don't mind tweaking units stas, but now Infestor is worse than before design changes and in the same time, ghost is buffed as hell. Basically with these changes TvZ lategame will be hell for Zerg players. Infestors won't be able to protect Broodlords or even help Ultras to catch enemy's army...We used to abuse Infestors as we had no other option for lategame. Now we have none. If they want nerf fungal radius-ok- but leave burrow cast. If they want delete burrow cast- leave the radius and revert projectile to instant. If they want nerf Infestor to the ground- nerf Ghosts and High Templars too, not buff them! Zerg always had problem with valid casters. Now it's back.

"TvZ lategame will be hell for Zerg players"


Yeah... no
Many of the coolest moments in sc2 happen due to worker harassment
hiroshOne
Profile Joined October 2015
Poland425 Posts
November 18 2017 10:16 GMT
#89
On November 18 2017 18:52 Charoisaur wrote:
Show nested quote +
On November 18 2017 17:26 hiroshOne wrote:
The problem is that Infestor nerf is an overkill. I don't mind tweaking units stas, but now Infestor is worse than before design changes and in the same time, ghost is buffed as hell. Basically with these changes TvZ lategame will be hell for Zerg players. Infestors won't be able to protect Broodlords or even help Ultras to catch enemy's army...We used to abuse Infestors as we had no other option for lategame. Now we have none. If they want nerf fungal radius-ok- but leave burrow cast. If they want delete burrow cast- leave the radius and revert projectile to instant. If they want nerf Infestor to the ground- nerf Ghosts and High Templars too, not buff them! Zerg always had problem with valid casters. Now it's back.

"TvZ lategame will be hell for Zerg players"


Yeah... no


Oh yeah? We'll see after these changes hit the ladder. Ultras were nerfed, broodlords were nerfed, nowninfestors nerfed, swarmhosts nerfed and in the same time we got Thor buff, ghost buff. We'll see
Ultima Ratio Regum
AxiomBlurr
Profile Blog Joined November 2012
786 Posts
November 18 2017 10:24 GMT
#90
Excellent direction!! Anyone notice how this game has become more and more starbow!!! EEEK!!! Loving this new patch!
FanaticCZ
Profile Joined December 2011
Czech Republic287 Posts
November 18 2017 10:42 GMT
#91
On November 18 2017 19:16 hiroshOne wrote:
Show nested quote +
On November 18 2017 18:52 Charoisaur wrote:
On November 18 2017 17:26 hiroshOne wrote:
The problem is that Infestor nerf is an overkill. I don't mind tweaking units stas, but now Infestor is worse than before design changes and in the same time, ghost is buffed as hell. Basically with these changes TvZ lategame will be hell for Zerg players. Infestors won't be able to protect Broodlords or even help Ultras to catch enemy's army...We used to abuse Infestors as we had no other option for lategame. Now we have none. If they want nerf fungal radius-ok- but leave burrow cast. If they want delete burrow cast- leave the radius and revert projectile to instant. If they want nerf Infestor to the ground- nerf Ghosts and High Templars too, not buff them! Zerg always had problem with valid casters. Now it's back.

"TvZ lategame will be hell for Zerg players"


Yeah... no


Oh yeah? We'll see after these changes hit the ladder. Ultras were nerfed, broodlords were nerfed, nowninfestors nerfed, swarmhosts nerfed and in the same time we got Thor buff, ghost buff. We'll see


What?!
INnoVation is the GOAT!
Lillekanin
Profile Joined July 2011
Denmark192 Posts
November 18 2017 10:55 GMT
#92
They should just release this update asap...
ProgamerStreaming on http://da.twitch.tv/lillekanin
SHODAN
Profile Joined November 2011
United Kingdom1133 Posts
November 18 2017 11:02 GMT
#93
On November 18 2017 19:55 Lillekanin wrote:
They should just release this update asap...


AGREED, or at least make the changes available on the test map
beheamothsc
Profile Joined August 2017
19 Posts
November 18 2017 11:10 GMT
#94
basically you want wol back. just revert back to wol, game might be balanced as ther are the new units now
Hephaistas89
Profile Joined July 2017
38 Posts
November 18 2017 11:19 GMT
#95
Fungal nerf is too much, infestor will be near extinct again
Hephaistas89
Profile Joined July 2017
38 Posts
November 18 2017 11:21 GMT
#96
On November 18 2017 17:00 ZigguratOfUr wrote:
Show nested quote +
On November 18 2017 16:48 Topdoller wrote:
On November 18 2017 14:18 KaiserCommander wrote:
On November 18 2017 10:45 Tyrhanius wrote:
Why deleting fungal like that ?

Yes it's deleting, no one will ever build infestor except for IT vs skytoss, it's worst than during the area when no one play them...

The dmg is ridiculous 30 dmg... a HT is cheaper and storm does 80dmg...

So the utility ? Oh no it just slows...

The survability ? no, infestor without burrow is instant killed by tanks/feedback.

So you'll have an ability that does no dmg, a unit very expensive that die really fast, and a spell that is now close to useless...


And that's where a specialized caster must be, in it's niche,


So you would agree that High Templars should be nerfed to the ground


For all their sins no one builds 30 high templars and go around monobattling all comers.


People do that with infestors and are actually succesful?

Doubt that very much
Olli
Profile Blog Joined February 2012
Austria24420 Posts
November 18 2017 11:23 GMT
#97
On November 18 2017 20:21 Hephaistas89 wrote:
Show nested quote +
On November 18 2017 17:00 ZigguratOfUr wrote:
On November 18 2017 16:48 Topdoller wrote:
On November 18 2017 14:18 KaiserCommander wrote:
On November 18 2017 10:45 Tyrhanius wrote:
Why deleting fungal like that ?

Yes it's deleting, no one will ever build infestor except for IT vs skytoss, it's worst than during the area when no one play them...

The dmg is ridiculous 30 dmg... a HT is cheaper and storm does 80dmg...

So the utility ? Oh no it just slows...

The survability ? no, infestor without burrow is instant killed by tanks/feedback.

So you'll have an ability that does no dmg, a unit very expensive that die really fast, and a spell that is now close to useless...


And that's where a specialized caster must be, in it's niche,


So you would agree that High Templars should be nerfed to the ground


For all their sins no one builds 30 high templars and go around monobattling all comers.


People do that with infestors and are actually succesful?

Doubt that very much


They probably can in the current patch.
Administrator"Declaring anything a disaster because aLive popped up out of nowhere is just downright silly."
Mun_Su
Profile Joined December 2012
France2063 Posts
November 18 2017 11:30 GMT
#98
On November 18 2017 20:23 Olli wrote:
Show nested quote +
On November 18 2017 20:21 Hephaistas89 wrote:
On November 18 2017 17:00 ZigguratOfUr wrote:
On November 18 2017 16:48 Topdoller wrote:
On November 18 2017 14:18 KaiserCommander wrote:
On November 18 2017 10:45 Tyrhanius wrote:
Why deleting fungal like that ?

Yes it's deleting, no one will ever build infestor except for IT vs skytoss, it's worst than during the area when no one play them...

The dmg is ridiculous 30 dmg... a HT is cheaper and storm does 80dmg...

So the utility ? Oh no it just slows...

The survability ? no, infestor without burrow is instant killed by tanks/feedback.

So you'll have an ability that does no dmg, a unit very expensive that die really fast, and a spell that is now close to useless...


And that's where a specialized caster must be, in it's niche,


So you would agree that High Templars should be nerfed to the ground


For all their sins no one builds 30 high templars and go around monobattling all comers.


People do that with infestors and are actually succesful?

Doubt that very much


They probably can in the current patch.


They did it a lot
INno <3 - TY - Maru - Taeja - Rain <3 - Classic <3 - Stephano <3 - soO <3 - Soulkey - Dark - SERRAL =O / END REGION LOCK
Loccstana
Profile Blog Joined November 2012
United States833 Posts
Last Edited: 2017-11-18 11:33:33
November 18 2017 11:30 GMT
#99
Good changes but more is needed. My suggestions for next patch:

-Make blink stalkers unable to move or attack for 2 seconds after blink
-Remove energy from medivac, just make it heal
-Reduce nuke calldown to 14 seconds, increase damage to around 800
-Reduce widow mine supply to 1, decrease cost to 50/25, reduce cooldown to 25 seconds
-Increase EMP radius to 2
[url]http://i.imgur.com/lw2yN.jpg[/url]
SHODAN
Profile Joined November 2011
United Kingdom1133 Posts
Last Edited: 2017-11-18 11:52:34
November 18 2017 11:33 GMT
#100
On November 18 2017 20:30 Loccstana wrote:
My suggestions for next patch:

-Make blink stalkers unable to move or attack for 2 seconds after blink
-Remove energy from medivac, just make it heal
-Reduce nuke calldown to 14 seconds, increase damage to around 800
-Reduce widow mine supply to 1, decrease cost to 50/25, reduce cooldown to 25 seconds
-Increase EMP radius to 2


spotted the terran player

I would redress your suggestions slightly:

- no
- keep medivac energy, but give us some cute trick to drain it empty (e.g. manual cast on a full hp unit still drains energy). kinda like banshees can spam cloak / uncloak to keep them safe from feedbacks.
- 500 damage to units, 800 to buildings. the red dot probably needs to be bigger
- sounds fair enough
- 1.75 radius, but reduce the infestor model size
Prev 1 2 3 4 5 6 7 15 16 17 Next All
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