What are your thoughts on the balance test map?
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Survivor61316
United States470 Posts
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Nyvis
France284 Posts
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Verator
United States283 Posts
On November 23 2012 08:57 Survivor61316 wrote: These changes are much needed to nerf the impossible to kill zerg late game army. GGlords and winfestors got their nicknames for a reason. Just like Freewin colossus and unbeatable forcefields and imbastim. | ||
Survivor61316
United States470 Posts
On November 23 2012 09:04 Nyvis wrote: The problem is Zerg lategame, but the nerf targets zerg midgame way too hard. Zergs are based a lot on infestors to hold midgame pushs in PvZ (sentry based ...), and this patch will make it really difficult. I think trying it with only HT and Ghosts being unaffected might be a solution (they'll be able to counter the infestors freely if they're undefended, and it won't affect zergs defence in midgame. Well the sentry immortal push is actually designed to get there before infestors pop out, so in really doesnt change it all that much. Perhaps if the protoss pushes later after they pop this could be a problem, but I feel like adjusted scouting techniques to see if/when this push is coming would give the zerg ample time to build more defensive units and structures to counter it. | ||
rQdjay
United States22 Posts
On November 23 2012 09:04 Nyvis wrote: The problem is Zerg lategame, but the nerf targets zerg midgame way too hard. Zergs are based a lot on infestors to hold midgame pushs in PvZ (sentry based ...), and this patch will make it really difficult. I think trying it with only HT and Ghosts being unaffected might be a solution (they'll be able to counter the infestors freely if they're undefended, and it won't affect zergs defence in midgame. Completely agree with this. There are way too many psionic units to be unaffected by fungal, such as warp prism and archon. IMO I don't believe the reason that ghosts and high templar are currently not a very viable response to infestors is because of the stun. Making ghosts and ht immune to stun would seem like a possible solution to experiment with. I don't think we should be focusing on nerfing the infestor, but instead having better responses to the infestor. | ||
Survivor61316
United States470 Posts
On November 23 2012 09:16 Verator wrote: Just like Freewin colossus and unbeatable forcefields and imbastim. Yeah, sorry man, Ive never heard a caster or anyone else use those terms until right now.. | ||
Antylamon
United States1981 Posts
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Diceman45
United States27 Posts
On November 23 2012 09:16 Verator wrote: Just like Freewin colossus and unbeatable forcefields and imbastim. Corruptor's > Colossi. and I've actually been having some success with Ling/Hydra against the push. | ||
merinerkongprine
Canada20 Posts
On November 23 2012 09:21 Survivor61316 wrote: Yeah, sorry man, Ive never heard a caster or anyone else use those terms until right now.. Ive also never heard casters use gglords or winfestors either | ||
Survivor61316
United States470 Posts
On November 23 2012 11:13 merinerkongprine wrote: Ive also never heard casters use gglords or winfestors either Listen to husky, day9, or hd sometime then bro | ||
Nuclease
United States1049 Posts
On November 23 2012 12:39 Survivor61316 wrote: Listen to husky, day9, or hd sometime then bro | ||
clever_us
United States329 Posts
my response would be closer to | ||
ProCheeto
United States15 Posts
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HououinKyouma
Australia152 Posts
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Cereb
Denmark3388 Posts
Also the fact that you can't stop the archons at all from going into the vortex, too. Honestly, I almost feel this is more of a buff to those two units than to HTs and ghosts. Projectile is a great idea though. On November 23 2012 08:57 Survivor61316 wrote: These changes are much needed to nerf the impossible to kill zerg late game army. GGlords and winfestors got their nicknames for a reason. | ||
Korhag
1 Post
But nowadays the questions about balance and infestors decreased the joy of watching games. I think this new change is an interesting way to approach this problem. But I do not know about being completely immune to fungal thing. Maybe it should at least reveal cloaked psionic units or both immobilize and reveal them but no damage. Because while fighting with a Mothership it would be interesting and I think also would be very hard when sentries or archons still cloaked while other fungaled units revealed. Like I said I am not enjoying playing the game I just enjoy watching them so I could be missing some important points. But when I think about the Psionic Storm or HSM, it is possible to dodge them to some point and need some skill to use. But fungal is not like that I think that is the main reason why it kills the joy of watching (and maybe also playing). Because when I see a good landed storm I really appreciate the storm user or when someone dodged a storm I also appreciate the dodger. But it is not the case with the fungal. According to me it should be harder to use not just an automatic way to both immobilize and damage the opponent. Maybe adding a projectile or a kind of warning around the point where fungal is going the land (I have really no idea what the duration or the speed of projectile would be). But It is good that there will be still balancing updates before HotS is out. I was actually afraid that nothing will change in WoL because of the HotS. | ||
Skytt
Scotland333 Posts
The raven change is fine. | ||
gamingaddictmike
Canada30 Posts
If it means anything I play masters P, Diamond Random. Trying to be unbiased but Protoss is definitely my main race. As for this patch, I imagine they will limit it, as sentry, archon, dt, and warp prism all apply. Does this mean dt's will no lnger be uncloaked by a fungal? Seems a bit silly. Warp prism is a really strong way to stop zerg from getting out of hand, and if zergs have a harder time dealing with it that might be too stronger (although a patrolling corrupter or two would actually make a big difference even despite their cost.) I really really strongly feel the ghost changes would be unneccessary if the snipe nerf had not been so excessive so long ago. Most zerg players back then agreed that it needed to be nerfed, but that the nerf was too strong. If snipe did more damage it would make getting a couple ghosts more viable, without making it OP. I can't be sure if the fungal nerf to ghosts will make a huge difference but I guess it is nice to see some ideas on the table. The only way I would be really upset is this ends up with no changes. PvZ at the moment is flawed. Whether it is unbalanced or not the matchup suffers from problems in game design. I'm not bringing anything new to the table when I say this, only echoing many, many pros. To the Protoss and Terran players in thread, try not to rage too much.. To the Zerg, try to think realistically about Brood Lord Infestor. Even if you don't think it is too strong, don't you at least find it makes for uninteresting games? The community spends too much time raging at each other and provoking each other (trying not to sound like an elitist dick, but really some people are so immature about this that I feel like I am in a LoL forum) Hopefully some people respond with constructive criticism too my thoughts. Cheers. | ||
lahara
Germany140 Posts
On November 23 2012 09:54 Diceman45 wrote: Corruptor's > Colossi. and I've actually been having some success with Ling/Hydra against the push. now thats just dandy that you have success in woodleague against woodleaguers while the push theyre attempting to do has silly winrates in progames | ||
lahara
Germany140 Posts
youd take a bath in your own puke in a toilet? | ||
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