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Nov 8 2012 10:34am
http://www.teamliquid.net/forum/viewmessage.php?topic_id=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
Member
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Nov 8 2012 10:38am
I'm all for nerfing other races
Member
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Nov 8 2012 10:40am
Quote (Sigzz @ Nov 8 2012 12:38pm)
I'm all for nerfing other races


(_ _)
Member
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Nov 8 2012 11:13am
good concepts, something should be made out of them.
Member
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Nov 8 2012 11:17am
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
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Nov 8 2012 11:28am
Quote (dwalk1989 @ Nov 8 2012 05:17pm)
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


or making 16 broodlords at once, anywehere on the map.
du dum
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Nov 8 2012 11:30am
Quote (crazysmoker92 @ 8 Nov 2012 19:28)
or making 16 broodlords at once, anywehere on the map.
du dum


they have to make corruptors first.
It's still not the same.
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Nov 8 2012 11:32am
Quote (crazysmoker92 @ Nov 8 2012 12:28pm)
or making 16 broodlords at once, anywehere on the map.
du dum


im talking about the infestor/ht/ghost dynamic not ranged siege units
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Nov 8 2012 11:35am
Quote (dwalk1989 @ Nov 8 2012 05:32pm)
im talking about the infestor/ht/ghost dynamic not ranged siege units


All I want is to have khydarian back. Maybe it will fix late game pvz
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Nov 8 2012 11:37am
Khydarian was broken beyond belief, counterattacking and dropping toss was completely useless because they could just warp 4 hts and instantly fuck up all your shit no effort required

Pathogen and M Reactor is not nearly as good

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