Infestor rework - Page 2
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ZergLingShepherd1
404 Posts
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_indigo_
Slovenia171 Posts
2. Neural Parasite is available without upgrade and can be cast while burrowed. Costs 75 energy (down from 100) 3. Fungal Growth is now an upgrade and can be cast at 11 range (up from 10) (75 starting energy upgrade removed) (would encourage more burrow use which is cool if mules are in fact getting removed) | ||
Quineotio
Australia128 Posts
On August 16 2015 23:14 _indigo_ wrote: 1. Infested Marines benefit from the ranged upgrades again 2. Neural Parasite is available without upgrade and can be cast while burrowed. Costs 75 energy (down from 100) 3. Fungal Growth is now an upgrade and can be cast at 11 range (up from 10) (75 starting energy upgrade removed) (would encourage more burrow use which is cool if mules are in fact getting removed) I like this. It makes infestors a bit weak when they spawn though. A single infested terran isn't going to do anything, so until they got 75 energy they'd be kinda useless. I think you'd need to buff fungal growth a bit to compensate for them not being able to cast it when they spawn. | ||
HellHound
Bulgaria5962 Posts
On August 16 2015 23:21 Quineotio wrote: I like this. It makes infestors a bit weak when they spawn though. A single infested terran isn't going to do anything, so until they got 75 energy they'd be kinda useless. I think you'd need to buff fungal growth a bit to compensate for them not being able to cast it when they spawn. He meant that infestors have 75 energy by default | ||
_indigo_
Slovenia171 Posts
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ZergLingShepherd1
404 Posts
On August 16 2015 23:14 _indigo_ wrote: 1. Infested Marines benefit from the ranged upgrades again 2. Neural Parasite is available without upgrade and can be cast while burrowed. Costs 75 energy (down from 100) 3. Fungal Growth is now an upgrade and can be cast at 11 range (up from 10) (75 starting energy upgrade removed) (would encourage more burrow use which is cool if mules are in fact getting removed) This would help Infestor alot. Im more in favor of NP being a missle with a small aoe tho... the enemy can dodge it. But if the hit connects you gain control of that unit. | ||
Dillon1
118 Posts
But its not that big of a deal! Bane mines should end up being used early midgame and spore bomb if used at all will be really easy to stop unless you skip the raven they can't jump, don't shoot a missle and cannot unburrow and run away. Zerg should have some potential without bEing forced dow path a. Mutas or path b hydra lurker Kinda like how toss can 2 base tech all in rather reliably because they just have so many options. . Not one game have I just been like I'm opening infestors As fire the armor debuff maybe it doesn't need to be a thing but I just don't care for green storm plus root is just not creative and not fun to do unless you chain the mutasor snag 20 marines root imo doesn't belong in rts | ||
Dillon1
118 Posts
as a more hard anti ground caster that can compete with mutas or lurkers | ||
Dillon1
118 Posts
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ZergLingShepherd1
404 Posts
On August 17 2015 01:24 Dillon1 wrote: The mind control should only get bio units imo And you would use it only in ZvZ ? LOL | ||
Dillon1
118 Posts
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ZergLingShepherd1
404 Posts
On August 17 2015 01:56 Dillon1 wrote: Nawww you could snag ghosts and hts. I would just stealhis ovies that's how zerg control everything anyway You would have to buff the range alot to avoid snipe and feedback but it would work. | ||
ZergLingShepherd1
404 Posts
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Dillon1
118 Posts
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ZergLingShepherd1
404 Posts
On August 17 2015 03:11 Dillon1 wrote: Imagine if ovies took damage per sec for controlling to many zerg That would be a bit dumb.... | ||
Dillon1
118 Posts
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ZergLingShepherd1
404 Posts
On August 17 2015 06:36 Dillon1 wrote: For sure but it would totes make sense Lore wise... id dont see how usually zerg with to much control or less control become feral | ||
MorpheusLord
Ukraine5 Posts
On August 15 2015 11:28 Dillon1 wrote: 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, reduces armor by 2 during the spell. Plague only spreadable to biological units. deals 10 HP damage through shields to biological units. per second I wish they have the time to redesign like this... poor infestor. | ||
FeyFey
Germany10114 Posts
LotV is a bit different in that regard, but so far they really didn't bother with unit balancing, so its hard to tell really. But there are good examples since WoL when it comes to things that need active player control to give benefits. The Sentry. Massed to spam Forcefields without end. But you don't see that single Sentry behind your Zealots providing a +2 armor +2 shield buff against ranged units. Even though its only 6ish button clicks to create and use. (I know the biggest issue is that its missing energy to be used asap, but that would be way to OP) I guess one problem is that the effects are to weak to have a large enough impact, if it needs your full attention. Like Burrow for example. You would think people would research it every game seeing what it provides for so little cost. I think spellcasters will either be massed or never be used unless they either slow the game down, or find a way to create powerful spells that don't work when massed. Maybe they have to change how spellcasters affect the supply. So far they always were really cheap supply wise for what they did provide. Maybe Sc2 is just to fast paced for spellcasters that don't do their stuff on auto. so it might be a good idea to throw in a Warcraft 3 Sorc, with a weak auto spell and a strong active ability. | ||
Dillon1
118 Posts
And thank you morpheus lord Im hoping they make the infestor more interesting at least only 1/3 spells ever see action Add Im rather proud of my plague idea Anyways how to fast quote? | ||
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