some people argue that it can be used to effectively soften up the toss deathball now. while i agree that this can be used to some extent in exactly that fashion, i really dont want a zerg equivalent to the protoss psistorm. its just doesnt feel right. the fungal growth spell was great in its previous incarnation and didnt need any changes to it. it did exactly what it was supposed to do, ensnare or stall. im also at kind of a loss seeing how effective it will be vs a toss deathball. as stated before i guess it can be used especially due to its 47 dmg vs armored (which comprises most of the deathball) but i dont know if this is what blizzard really intended for the spell. it just feels like they havent given the whole concept of fungal growth too much thought when they were thinking about changing it.
infestor is a buff, nice changes - Page 8
Forum Index > StarCraft 2 Strategy |
krok(obs)
Germany264 Posts
some people argue that it can be used to effectively soften up the toss deathball now. while i agree that this can be used to some extent in exactly that fashion, i really dont want a zerg equivalent to the protoss psistorm. its just doesnt feel right. the fungal growth spell was great in its previous incarnation and didnt need any changes to it. it did exactly what it was supposed to do, ensnare or stall. im also at kind of a loss seeing how effective it will be vs a toss deathball. as stated before i guess it can be used especially due to its 47 dmg vs armored (which comprises most of the deathball) but i dont know if this is what blizzard really intended for the spell. it just feels like they havent given the whole concept of fungal growth too much thought when they were thinking about changing it. | ||
Yoshi Kirishima
United States10159 Posts
And the FG will be great for things like blink stalkers or even mech, without stunning them for so long (which really messed up the matchups imo, for example 8 second stun on a pushing mech army is too long) | ||
Assirra
Belgium4169 Posts
Wich means Zerg will have even less ways to set up an attack. I rather had it as a way to control the battlefield, we will see i guess. | ||
Existor
Russian Federation4295 Posts
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uSnAmplified
United States1029 Posts
The long root duration was one of its selling points, it could delay pushes that much longer. I dont think extra damage is as good versus mech as people think, an 110 hp infestor is going to get obliterated by siege tanks anyways, so its not like it will suddenly become a good unit versus mech. The projectile is also very dodge-able, its going to screw up ZvZ by making fungaling faster air units very hard, and faster ground units are going to be able to dodge it. It roots blink stalkers but now they can blink before it even hits them, whats the logic in that? | ||
BleaK_
Norway593 Posts
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morimacil
France921 Posts
In a non-engagement, you'll see the infestor in the corner of your vision as the fungal ball comes at you. In an engagement, he's got so many places he could logically cast, you'd have to predict when and where he casts in order to dodge. It's not like psi storm where you see it and then move out of the way to mitigate damage. Once fungal hits you, you can't move and you take all the damage. You dont have to predict when and where someone casts in order to dodge. You can just look at the projectile, and dodge that. The patch turns infestors into banelings! Imagine a standard ZvT situation: Bunch a tanks sieged up. Some marines running about in between the tanks. Now, if you run in banelings, the marines run away, the tanks kill the banelings. However, if you have infestors and banelings, you can fungal, and kill the marines with your banelings. After the patch, the infestor is basically the same as banelings. Instead of complementing the baneling by restricting mobility, it does the exact same thing banelings do. aoe damage that can be dodged by kiting. After the patch, having infestors against the marine tank, is the same thing as having banelings. If your opponent is careless, you can kill all the marines easily. If he is paying attention to them, and kiting banelings and fungal missiles, then the marines stay alive while the tanks shoot stuff. So that kinda makes them worthless in the early and midgame really. I mean, if your opponent is kiting/splitting, they will suck, and if he isnt, you might as well use banelings. They dont really serve as detection anymore due to the extremely short time, and they wont really help hold air units in place for your queens to kill (again, due to the extremely short time). So for pretty much all purposes, they are banelings. A unit that deals a moderate amount of aoe damage, which can relatively easily be dodged. Sound familiar? Thats because its both a baneling, and a new infestor. | ||
blackbrrd
Norway477 Posts
Psionic Storm 80 damage over 4 seconds, 9 range, 1,5 radius, targetting all Fungal Growth 36/47 damage over 4 seconds, 9 range, 2,0 radius, immobilizing, enemy only High Templar 50m/150g, 80hp light, 1.87 move, can morph into archon Infestor 100m/150g, 110hp armored, 2.5 move (3.25 on creep), can get burrow, can move while burrowed The new more front-loaded damage of Fungal Growth means it can be used much in the same fashion as Psionic Storm and since it doesn't hit your own units there is no problem using it with melee units. | ||
EdSlyB
Portugal1621 Posts
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morimacil
France921 Posts
The only real comparison to storm in fact, is that they are both spells that deal aoe damage. | ||
EmilA
Denmark4618 Posts
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NexUmbra
Scotland3776 Posts
On February 26 2011 14:22 shakenbake wrote: this seems ridiculously OP. infestors were already REALLY strong. sigh... Not really, its not like you seen them all the time >.> I usually only seen Infestation Pit so someone could get to Hive Tech... | ||
syllogism
Finland5948 Posts
On February 27 2011 06:34 EmilA wrote: Very interesting how Blizzard went from nerfing fungal growth to hell on last PTR (yet reconsidering) to massively buffing it on the next. Both changes actually achieve the same; that is to say make mass air more viable even when there are infestors out | ||
Mjolnir
912 Posts
At higher levels, where this spell is needed the most, it will be a nerf. Fungal Growth was better for control, and instantly pinning down moving squads. To me, the damage was always secondary to using it as a tool to prevent or facilitate escapes and ideal army positioning. Now, anyone worth their salt will bait this spell and dodge it like it's going out of style. Think of Psi-Storm... that spell is instant and it's still dodged like it's cake. The increased dps is appealing, I won't argue that; but I'm not sure it'll pay off in the long run when everyone can avoid the spell when it most matters - mid game as players are scrambling for map control and trying to mass up at the same time. That, to me, is when FG really shines. Defensively and offensively, the longer snare is huge. FG has a small radius, and the linked video of how easy it is for people to avoid the spell makes me think that Masters and above (i.e. pros) will take advantage of this in a big way. | ||
Lobotomist
United States1541 Posts
So yes, the DPS has been buffed, but the lockdown and useability has been nerfed. So...I guess just changed really. | ||
oOOoOphidian
United States1402 Posts
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morimacil
France921 Posts
On February 27 2011 06:34 EmilA wrote: Very interesting how Blizzard went from nerfing fungal growth to hell on last PTR (yet reconsidering) to massively buffing it on the next. Its annoying when ppl just think its a buff. Its not a buff, its a nerf. Upsides: with twice the amount of infestors, you can do twice the amount of damage you did prepatch Downsides: Can easily be dodged Can no longer be used as detection Can no longer be used effectively without a huge investment Can no longer be used to prevent drops with some infested terrans and a fungal from a single infestor Can no longer be used to delay a push Can no longer be used to grant your units a positional advantage Can no longer be used to limit mobility | ||
Whitewing
United States7483 Posts
On February 26 2011 13:07 obsid wrote: @pirates, hopefuly protoss deathballs become "not-standard" in the future. And we see a lot more harrass based, multi-pronged attacks. Not if they are removing kaydarin amulet it won't. Robo units are so immobile, and gateway units suck. Every protoss late game will be using a robo army, because of how good hydras are against the only 3rd option: the stargate. Plus, infestors, which apparently are buffed, crush phoenix play. So no, deathball will be even more standard than it is now. | ||
ckukner
Turkey54 Posts
I bet after few days people will understand that this is just a major nerf to zerg as kaydarin amulet is to protoss. | ||
Ghost-z
United States1291 Posts
In other words its role is shifting from a support unit to an AoE unit where mass infestor will be much stronger. I was never much of a fan of the instant cast spells. I like the higher skill involved with projectile attacks and it make games more entertaining. As a zerg player I can say I like the changes. | ||
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