Quote (LegendaryIcicle @ Nov 8 2012 09:34am)
http://www.teamliquid.net/forum/viewmessage.php?topic%5Fid=380798#71st 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

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.