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Nov 8 2012 11:38am
Quote (crazysmoker92 @ Nov 8 2012 01:35pm)
All I want is to have khydarian back. Maybe it will fix late game pvz


but it'll break mid game pvz pvt
Greedy expansions vs terran and just warp in 4 templars to shut down bio aggression
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Nov 8 2012 11:40am
Quote (dwalk1989 @ Nov 8 2012 01:17pm)
removing the energy upgrade would be a dumb option

theres a difference between building a unit and waiting the entire build duration and instantly warping in a high templar anywhere on the map


as much as I like to bash on zergs ... this is correct. An infestor switch would cost you like 2 minutes game-time without the energy upgrade ... which is a bit rediculous. (or on rebuilding)

Also, in the late-game where infestors are particularily powerful, the energy upgrade won't make a difference.




I like the idea of being able to either

1. dodge the projectile
2. have units slowed so they can avoid the second fungal
3. fungal only takes units down to 1 hp, so you still need supporting units to finish it off - and the opposing player can rotate the damaged units out

IT supply doesn't make any sense, infestor supply 3 would slow down infestors in the mid-game and cap them in the late-game so I don't think this is a TERRIBLE idea, but it's not great

Radius change useless ... even a 0.5 radius decrease would break the spell. If anything the radius could be increased and the spell could be nerfed for time/damage/slow/projectile
NP on massive units useless because it's already useless (range 7)

Self-damage is almost insignificant because only zerglings would be affected

This post was edited by eyewuvd2 on Nov 8 2012 11:42am
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Nov 8 2012 11:58am
Quote (LegendaryIcicle @ Nov 8 2012 09:34am)
http://www.teamliquid.net/forum/viewmessage.php?topic%5Fid=380798#7

1st change:
Make Fungal Growth not immobilize units but slow their movement. Units will move 50-70% slower. Numbers can be changed.
- Agree, 50% slow movement seem reasonable atleast this way one fungal won't guarantee the death of 20 army supply and a 30% slower movement for massive units (if massive units can break forcefields they should be able to break fungal), and does not lock interceptors

2nd change:
Make that Fungal Growth can't kill units but will damage them until 1 HP remains. It's like the Plague from Brood War but damage is the same as it is.
- Disagree, storm can kill and snipe can kill infestors should have a skill that can kill without having to cast infested terrans and wait for it to pop

3rd change:
Reduce Fungal Growth radius of effect. It's really simple change. It's similar to Ghost EMP nerf.
- Agree, storm and EMP are both 1.5 radius

4th change:
Remove mana upgrade from Infestor Pit. It's similar to High Templar Khaydarin Amulet nerf.
- Agree, only if you remove moebius reactor as well and disagree if K ammy comes back. Can't give one spell caster an advantage and the other two none

5th change:
Neural Parasite cant be used on Massive units. This change is mainly for Mothership steal balancing.
- Disagree, late game PvZ in itself is horribly designed and changing the way mothership can be played out will destroy it more but increase energy cost

6th change:
Make infestor 3 supply instead of 2. So you cant make too many of them in 200/200 unit composition.
- Disagree, not necessary if other nerfs to infestors were being applied

7th change:
Give Infested Terran eggs the same amount of HP as Infested Terran itself. So it's actually usefull to focus eggs before they spawn.
- Disagree, but increase the IT cost to 50/cast not 25/cast

8th change:
The fungal becomes a projectile. So you can dodge it.
- Disagree, if theres a movement slow nerf this won't be necessary

9th change:
Fungal Growth can affect your own units like Psyonic Storm/Hunter Seeker Missle or Plague from BW. So you will target enemy units more accurate.
- Agree, if storm can hit your own units and emp can hit your own units fungals should hit your own units




share your thoughts


1, 3, and 9 sound good. But 9 alone is not gonna cut it, Zergs don't fungal themselves often enough for it to make a huge difference (outside of maybe ZvZ if the armies bunch up). I think #1 is the best proposed change.

2nd change is pretty lulzy, build infestors and a few mutas. Enjoy bouncing attacks.
Anyways, defilers were best for dark swarm not plague :P

Quote (eyewuvd2 @ Nov 8 2012 10:40am)
as much as I like to bash on zergs ... this is correct. An infestor switch would cost you like 2 minutes game-time without the energy upgrade ... which is a bit rediculous. (or on rebuilding)

Also, in the late-game where infestors are particularily powerful, the energy upgrade won't make a difference.




I like the idea of being able to either

1. dodge the projectile
2. have units slowed so they can avoid the second fungal
3. fungal only takes units down to 1 hp, so you still need supporting units to finish it off - and the opposing player can rotate the damaged units out

IT supply doesn't make any sense, infestor supply 3 would slow down infestors in the mid-game and cap them in the late-game so I don't think this is a TERRIBLE idea, but it's not great

Radius change useless ... even a 0.5 radius decrease would break the spell.  If anything the radius could be increased and the spell could be nerfed for time/damage/slow/projectile
NP on massive units useless because it's already useless (range 7)

Self-damage is almost insignificant because only zerglings would be affected


Yeah, supply doesn't make much difference I'll agree. And self-damage would be pretty useless, but at least would be consistent with the other spells in terms of mechanics. But I think the big thing is the immobilization. A slow effect would really balance out the spell. Surprised I hadn't heard of it before.
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Nov 8 2012 12:03pm
I like #1, #3, and #9. Rest are overkill.

Actually, I also like the idea of fungal not being able to kill you. Makes massing them less effective for defense.

This post was edited by Floooopy on Nov 8 2012 12:04pm
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Nov 8 2012 12:05pm
I think the two biggest complaints about FG are as follows:


Immobolization (and subsequent immobolizations via more fungals) completely shut down the ability to micro units (there is no way to avoid the 2nd fungal, or retreat damaged units) and

This dynamic creates a pretty unforgiving situation, where a bad fungal or two loses the game.





How about for air units, if they get fungalled their behaviour is similar to when they "stop" command ... rather than staying stacked up. This way they'll naturally spread out after the first fungal, but all the rest of the current mechanics remain intact

This post was edited by eyewuvd2 on Nov 8 2012 12:06pm
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Nov 8 2012 12:06pm
Quote (eyewuvd2 @ Nov 8 2012 11:05am)
I think the two biggest complaints about FG are as follows:


Immobolization (and subsequent immobolizations via more fungals) completely shut down the ability to micro units and

This dynamic creates a pretty unforgiving situation, where a bad fungal or two loses the game.





How about for air units, if they get fungalled their behaviour is similar to when they "stop" command ... rather than staying stacked up.  This way they'll naturally spread out after the first fungal, but all the rest of the current mechanics remain intact


That would be good too but it doesn't stop the chain fungal on your whole marine force with 0 you can do about it.
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Nov 8 2012 12:09pm
I still feel like none of this is changing the fact that fungal >>> blink in zvp. How do they address that?
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Nov 8 2012 12:09pm
Bring back OP ghosts and let zergs know how it feels to get raped by a few OP units again.

But seriously, radius nerf sounds reasonable

This post was edited by Thing1 on Nov 8 2012 12:16pm
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Nov 8 2012 12:14pm
Quote (Floooopy @ Nov 8 2012 11:09am)
I still feel like none of this is changing the fact that fungal >>> blink in zvp. How do they address that?


I think the radius nerf would help there. But then that leaves the Terrans upset because their units can't move...it's a tough call for sure.

Quote (Thing1 @ Nov 8 2012 11:09am)
Bring back OP ghosts and let zergs know how it feels to get rapped by a few OP units again.

But seriously, radius nerf sounds reasonable


Sniiiiiiiiiiiipe lolollololololololol

This post was edited by BardOfXiix on Nov 8 2012 12:14pm
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Nov 8 2012 12:30pm
I really want to see #1 being incorporated (whole interceptors and massive units fiasco) and higher energy cost for infested terrans
Pretty much my only concern regarding infestors right now.
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