On November 18 2017 14:18 KaiserCommander wrote:
And that's where a specialized caster must be, in it's niche,
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
Forum Index > SC2 General |
Topdoller
United Kingdom3860 Posts
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
Iraq16955 Posts
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
1810 Posts
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
Sweden3427 Posts
| ||
Barnabaszu
5 Posts
| ||
hiroshOne
Poland425 Posts
| ||
Isarios
United States153 Posts
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. | ||
Charoisaur
Germany15955 Posts
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 | ||
hiroshOne
Poland425 Posts
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 | ||
AxiomBlurr
786 Posts
| ||
FanaticCZ
Czech Republic287 Posts
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?! | ||
Lillekanin
Denmark192 Posts
| ||
SHODAN
United Kingdom1106 Posts
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
19 Posts
| ||
Hephaistas89
38 Posts
| ||
Hephaistas89
38 Posts
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
Austria24417 Posts
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. | ||
Mun_Su
France2063 Posts
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 | ||
Loccstana
United States833 Posts
-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 | ||
SHODAN
United Kingdom1106 Posts
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 | ||
| ||
![]() StarCraft 2 StarCraft: Brood War League of Legends Heroes of the Storm Other Games Organizations
StarCraft 2 • Berry_CruncH212 StarCraft: Brood War• Hupsaiya ![]() • practicex ![]() • Light_VIP ![]() • AfreecaTV YouTube • intothetv ![]() • Kozan • IndyKCrew ![]() • LaughNgamezSOOP • Migwel ![]() • sooper7s League of Legends |
FEL
BSL20 Non-Korean Champi…
BSL20 Non-Korean Champi…
Bonyth vs Zhanhun
Dewalt vs Mihu
Hawk vs Sziky
Sziky vs QiaoGege
Mihu vs Hawk
Zhanhun vs Dewalt
Fengzi vs Bonyth
Sparkling Tuna Cup
Online Event
uThermal 2v2 Circuit
The PondCast
Replay Cast
Korean StarCraft League
CranKy Ducklings
|
|