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I really see no place for the infestor in the game right now and really just wanna see it used in some builds! I never see any builds where someone rushes some infestors out to attack in a timing. I propose a few ability additions or adjustments
I believe it should it should really provide an alternative to the 2 techpath force that is zerg ( mutas, roach hydra)
Spore bomb: The infestor launches a small green mine that hides just below the surface to detonate when a unit travels over it releasing a disgusting, corrosive and putrid smelling webbing that slows movement speed and deals damage to light units with a double slow to massive units 30% slow for 3 seconds. New spore bombs take 1 full second to become active, autocast may be turned off but starts turned on ( to resemble fungal as much as possible Deals 10 damage per second range of detonation on spore bomb is 2.0 radius aoe Duration is indefinite Range: same as fungal is now HP: 25 Armor 0 Energy cost: 50
Wouldn't it be cool if infestors like banes exploded when popped, ( I mean look at how volatile they look :3)
Volatility: When destroyed the infestor explodes in 2.0 radius aoe in a shower of corrosive web - thus activating the dubuff
Allow missile ups and armor ups to work for them once more!
I also wish to propose a hive tech upgrade for infestors that lets them, while burrowed to cast the spore bomb from underground without an indication of direction that it came from.
Removal of neural parasite if it's not going to give the infestor a shield of some sort while it is launching and active. I hope for something like +4 armor while possessing and increasing the range of neural to like 11
Replace it with an anti heavy unit spell called Infestation Plague! Infestation plague: 7.5 range 125energy Initial Target takes a more severe form of the plague dealing triple dps for the duration. Slows armored units 45% creates a virulent plague cloud 200 aoe for 5 seconds if it dies during the spell, infecting units within this radius, . Plague only spreadable to biological units. deals 10 HP damage through shields to biological units. per second
Poll: infestor rework?Yes! (60) 83% No! (12) 17% 72 total votes Your vote: infestor rework? (Vote): Yes! (Vote): No!
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I always loved the idea of Plague. It would help Zerg break Deathballs.
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I know imagine if you somehow eek how infestor, lurker and someone is trying to a move roach your face in and you just place a few then watch a few lurkers defend a base for you spreading the plague like wildfire if they is massive clumpling! It also will counter adept balls quite nicely with the shield pierce.
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Honestly if the infestor is going to get a rework, then I think new abilities need to be introduced to replace what is currently on the infestor due to having irrelevancy.
If you look at what zerg lacks then I feel there are four big points that a spellcaster could fill
-Slow/Stun (arguably they could keep fungal for this, or something like ensnare) -Some type of single target removal for high-impact units -Production disruption (say the ability to infest buildings like the old BW queen or the earlier infestor ideas from sc2 alpha) -Unit sustain (ie super healing, or efficiency spell to allow your troops to trade better)
Everything else I feel is covered by the viper.
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The second ability actually does remove lots of high impact units!
It can utterly lay waste to most units dealing 150 damage over 5 seconds to the unit then leaving a 5 second cloud causing a 50 damage over 5 seconds killing unupgraded marines, zerglings and high templar and banelings in one infection. The initial infection has 7 range although it might need more due to feedback and snipe having much longer range, it kills a roach in 1 shot, causing chaotic splitting to stop infection, it deals 3/4 a lurkers hp , kills a hydra kills a ghost kills lots of stuff >.> , it also deals damage through shields remember so it can most definitely used against adepts and zealots to some degree
As for the acidic webbing I'm trying to cameo ensare but make it more evolved, explaining the corrosiveness.
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I don't think the infestor needs to change that much. It used to be a good unit, but they nerfed it too hard. All they have to do is roll back the nerfs a bit.
I don't really like the way they nerfed fungle growth. I think the problem with it was the root, not the instant hit. I would increase the projectile speed but make it a speed debuff instead of a root. Make it slow units by 50%, increasing up to 90% over the current duration (to represent the fungus growing). So if you can catch the enemy army it gives you a mobility advantage, but the opponent can still micro a bit to mitigate damage.
I would also consider allowing upgrades to work on infested terran again.
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Infestor needs to cover an area that already isn't covered by the Viper, which acts as an end game spell caster with high single target kill shots with Abduct, PB for mass air combat, and area denial with Cloud.
Therefore since the Viper already has end game covered and is more of an anti mech/anti mass air unit, it's time to make the Infestor specialize in ground combat.
This can be accomplished by buffing Fungal to have slightly longer range/+ damage to armored, removing neural and Infested Terrans, and be given an ability that doesn't limit micro on the opponents side but allows Zerg ground armies to take better engagements.
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On August 15 2015 16:47 jpg06051992 wrote: Infestor needs to cover an area that already isn't covered by the Viper, which acts as an end game spell caster with high single target kill shots with Abduct, PB for mass air combat, and area denial with Cloud.
Therefore since the Viper already has end game covered and is more of an anti mech/anti mass air unit, it's time to make the Infestor specialize in ground combat.
This can be accomplished by buffing Fungal to have slightly longer range/+ damage to armored, removing neural and Infested Terrans, and be given an ability that doesn't limit micro on the opponents side but allows Zerg ground armies to take better engagements.
Basically he needs a support role.
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At quineotio
Spore bomb would work alot like spider mines did for the vulture but with no jump but would be reminiscent of the queens ensnare and it deals damage like fungal does! This is the infestors anti light unit spell that causes hesitation and calls for massive detection ( like a dt or banshee does) and adds a whole new dynamic once late lair tech starts rolling around
The Plague on the other hand is the anti armored spell <3 that can bbe effectively used against key units such a unburrowing suddenly and plaguing a group of high templar, possibly catching him unaware sniping off like 5 key units if he doesn't react in time! or even snagging a hydra with it spreading out hydras is actually pretty difficult, although the secondary damage wont kill your hydras it most definitely will cost you lots of money if you don't micro well and I feel that this game really needs more micro vs micro potential!
All in all this leaves the infestor more of the anti ground support unit that it should be ( I'm pretty sure fungal is launched at the ground and somehow catches air units it's fucking dumb looking) and the vipers abduct and cloud can still be very useful against clumps of slowmoving powerful high hp and stationary units such as liberators and tanks
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On August 15 2015 23:12 Dillon1 wrote: At quineotio
Spore bomb would work alot like spider mines did for the vulture but with no jump but would be reminiscent of the queens ensnare and it deals damage like fungal does! This is the infestors anti light unit spell that causes hesitation and calls for massive detection ( like a dt or banshee does) and adds a whole new dynamic once late lair tech starts rolling around
The Plague on the other hand is the anti armored spell <3 that can bbe effectively used against key units such a unburrowing suddenly and plaguing a group of high templar, possibly catching him unaware sniping off like 5 key units if he doesn't react in time! or even snagging a hydra with it spreading out hydras is actually pretty difficult, although the secondary damage wont kill your hydras it most definitely will cost you lots of money if you don't micro well and I feel that this game really needs more micro vs micro potential!
All in all this leaves the infestor more of the anti ground support unit that it should be ( I'm pretty sure fungal is launched at the ground and somehow catches air units it's fucking dumb looking) and the vipers abduct and cloud can still be very useful against clumps of slowmoving powerful high hp and stationary units such as liberators and tanks
Plague was a very good tool in BW, mostly because Zerg has no real anti-armor units.
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Although I love how the plague spell worked on the defiler it didn't make me think of a plague because it wasn't transferable to other units! This is more plaguey in my mind it could even affect buildings meaning it was more of a corrosive acid
And I'm not so sure about how plague was actually used in BW was it used against armored units only?
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On August 16 2015 01:48 Dillon1 wrote:Although I love how the plague spell worked on the defiler it didn't make me think of a plague because it wasn't transferable to other units! This is more plaguey in my mind it could even affect buildings meaning it was more of a corrosive acid And I'm not so sure about how plague was actually used in BW was it used against armored units only?
Plaugue was used on clump units... mostly on mech since bio wasnt a thing to last until then.
Terran would start with marines and medics + tanks and then slowly chageing his compostion with science vessels etc.
Zerg would use hydra and lings then go into Lurkers to end the Bio and latter add Ultralisk and Defiler to kill the mech army. Dark Swarm was a must have to engage and Plague was used on science vessels and anything else that was clumped up.
This is why Zerg has trouble now... Bliding cloud is not the same as Dark Swarm... the PDD is closer related to Dark Swarm.
Abduct has taken the place of the old queen ability that killed units with 1 ability. And soon Parasitic Boom will be a plague/irradiate like of air.
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On August 16 2015 02:30 ZergLingShepherd1 wrote:Show nested quote +On August 16 2015 01:48 Dillon1 wrote:Although I love how the plague spell worked on the defiler it didn't make me think of a plague because it wasn't transferable to other units! This is more plaguey in my mind it could even affect buildings meaning it was more of a corrosive acid And I'm not so sure about how plague was actually used in BW was it used against armored units only? Plaugue was used on clump units... mostly on mech since bio wasnt a thing to last until then. Terran would start with marines and medics + tanks and then slowly chageing his compostion with science vessels etc. Zerg would use hydra and lings then go into Lurkers to end the Bio and latter add Ultralisk and Defiler to kill the mech army. Dark Swarm was a must have to engage and Plague was used on science vessels and anything else that was clumped up. This is why Zerg has trouble now... Bliding cloud is not the same as Dark Swarm... the PDD is closer related to Dark Swarm. Abduct has taken the place of the old queen ability that killed units with 1 ability. And soon Parasitic Boom will be a plague/irradiate like of air. Sc2 zerg cannot even be compared in any way and form to starcraft 2 zerg. They are complete opposite races. Their units are in no way, shape and form even similiar compared to BW. lings counter Marines for example, and the amount of drones required is like night and day. So you cannot draw conclusions why Zerg is struggling based on BW.
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On August 15 2015 21:59 ZergLingShepherd1 wrote:Show nested quote +On August 15 2015 16:47 jpg06051992 wrote: Infestor needs to cover an area that already isn't covered by the Viper, which acts as an end game spell caster with high single target kill shots with Abduct, PB for mass air combat, and area denial with Cloud.
Therefore since the Viper already has end game covered and is more of an anti mech/anti mass air unit, it's time to make the Infestor specialize in ground combat.
This can be accomplished by buffing Fungal to have slightly longer range/+ damage to armored, removing neural and Infested Terrans, and be given an ability that doesn't limit micro on the opponents side but allows Zerg ground armies to take better engagements. Basically he needs a support role.
Exactly, make him cheaper and weaker, lower gas to 100 and give him abilities that make him a dedicated support rather then the must have end game Viper.
Zergs shouldn't only be building Infestation Pit to tech to Hive, Infestors need to be a viable choice.
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On August 16 2015 03:23 jpg06051992 wrote:Show nested quote +On August 15 2015 21:59 ZergLingShepherd1 wrote:On August 15 2015 16:47 jpg06051992 wrote: Infestor needs to cover an area that already isn't covered by the Viper, which acts as an end game spell caster with high single target kill shots with Abduct, PB for mass air combat, and area denial with Cloud.
Therefore since the Viper already has end game covered and is more of an anti mech/anti mass air unit, it's time to make the Infestor specialize in ground combat.
This can be accomplished by buffing Fungal to have slightly longer range/+ damage to armored, removing neural and Infested Terrans, and be given an ability that doesn't limit micro on the opponents side but allows Zerg ground armies to take better engagements. Basically he needs a support role. Exactly, make him cheaper and weaker, lower gas to 100 and give him abilities that make him a dedicated support rather then the must have end game Viper. Zergs shouldn't only be building Infestation Pit to tech to Hive, Infestors need to be a viable choice.
I agree they could be something like a zerg senty with some support abilitys.
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I would like to see improved neural parasite.......it has potential to be so great in games. It would be way better to see neural parasite than the viper yoink, which violates physics. Here is my idea:
Make neural parasite last just as long as now, but don't require that an infestor maintain contact with the victim.
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On August 16 2015 08:38 phantomfive wrote: I would like to see improved neural parasite.......it has potential to be so great in games. It would be way better to see neural parasite than the viper yoink, which violates physics. Here is my idea:
Make neural parasite last just as long as now, but don't require that an infestor maintain contact with the victim.
Yep making Neural Parasite a missle would be great... that way the enemy could dodge like they do to FG. Also the upgrade is an overnerf... it was done when Infestor where OP
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On August 15 2015 23:12 Dillon1 wrote: At quineotio
Spore bomb would work alot like spider mines did for the vulture but with no jump but would be reminiscent of the queens ensnare and it deals damage like fungal does! This is the infestors anti light unit spell that causes hesitation and calls for massive detection ( like a dt or banshee does) and adds a whole new dynamic once late lair tech starts rolling around
The Plague on the other hand is the anti armored spell <3 that can bbe effectively used against key units such a unburrowing suddenly and plaguing a group of high templar, possibly catching him unaware sniping off like 5 key units if he doesn't react in time! or even snagging a hydra with it spreading out hydras is actually pretty difficult, although the secondary damage wont kill your hydras it most definitely will cost you lots of money if you don't micro well and I feel that this game really needs more micro vs micro potential!
All in all this leaves the infestor more of the anti ground support unit that it should be ( I'm pretty sure fungal is launched at the ground and somehow catches air units it's fucking dumb looking) and the vipers abduct and cloud can still be very useful against clumps of slowmoving powerful high hp and stationary units such as liberators and tanks
It sounds like you want to get rid of the infestor and introduce a new unit. I don't think you need to change the infestor that much - it still has a role. I think if you made changes similar to what I suggested in my last post the infestor would be in a better spot.
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As the title says I want a rework of the current not a new unit! And it will retain infested terrans for multi faceted harass options ( although either way I want it to get buffed)
The infestor to me has like 2 roles right now! Locking down a person who goes 40 mutas, which is atm overlapping the function and design of parasite bomb! and to SOMETIMES and i mean sometimes get me some good roach hydra or marine fungals which with the spore bomb you will get much of the same feeling while having some zoning potential while teching to a fast hive tech because with queens and plague you can snipe medivacs more reliably without BEING UTTERLY FUCKING FORCED I SAY YOU to go mutas against the lame ass tankvac shit sorry for my rage against that concept but I hate it so much
But if not the mine idea then yes I would love to see fungal buffed to like 10 range or a projectile speed, And the fungus growing is what is doing damage to the units I think yo
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On August 16 2015 12:01 Dillon1 wrote:As the title says I want a rework of the current not a new unit! And it will retain infested terrans for multi faceted harass options ( although either way I want it to get buffed) The infestor to me has like 2 roles right now! Locking down a person who goes 40 mutas, which is atm overlapping the function and design of parasite bomb! and to SOMETIMES and i mean sometimes get me some good roach hydra or marine fungals which with the spore bomb you will get much of the same feeling while having some zoning potential while teching to a fast hive tech because with queens and plague you can snipe medivacs more reliably without BEING UTTERLY FUCKING FORCED I SAY YOU to go mutas against the lame ass tankvac shit sorry for my rage against that concept but I hate it so much But if not the mine idea then yes I would love to see fungal buffed to like 10 range or a projectile speed, And the fungus growing is what is doing damage to the units I think yo
The thing is, what you're asking for is the complete revamp of a unit that already has a function in the game. I like the infestor but I think blizzard went too far with their initial nerfs.
As I said above, the main problem with infestors was that fungle growth could lock down an entire army with no room for counterplay. Blizzard's reaction was to make the projectile harder to hit, but that didn't solve the problem, it just made the problem happen less often. I think it would make more sense to change the root into a slow. The main difficulty in engaging with zerg is positioning. Fungle as a slow would still help the zerg player gain a positional advantage, but would not be a complete lock down after you hit the first fungle.
I also think they should allow infested terrans to benefit from upgrades. Infested terran spam used to be a valid tactic to break an entrenched position, which is something zerg traditionally have trouble with, and something that the swam host was introduced to help with. Without upgrades they are just too weak. If adding upgrades to infested terran is too strong, then maybe add an upgrade at infestation pit that makes infested terran stronger.
With regard to your ideas in particular, I think the spore bomb is very similar to both the widow mine and baneling, and I'm not sure that kind of positional control tool is something you want to give to zerg. Zerg have lurkers to control space as well.
Making your infestors explode when they die is a cool idea. They're traditionally a unit you want to keep away from the enemy, but this would add an interesting bit of utility. Making infested terran explode would be way too powerful.
Infestation plague is similar to my suggestion about fungle. I think the aoe cloud and armor reduction are both too strong. If you want an anti armor option, I think it would make more sense to increase the amount of damage fungle growth does to armored units.
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