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Thread: Patch 1.4.0

  1. #81

    Default Re: Patch 1.4.0

    Neural Parasite no longer affecting massive units is by far the dumbest balance change since the game has been released imo. I quit playing zerg a few months ago and switched to terran cuz I was sick of zerg being such a harder race to win with, and now this... seriously? WTF is the point of neural parasite if you can't control massive units. That is pretty much its primary function.

    What now? Neural parasite a stalker? Maybe a zealot or a marine... seriously wtf blizz. At least it's just PTR so hopefully that doesn't make it to the actual ladder. Again, I don't even play zerg anymore so I'm not ranting cuz I feel cheated, I just genuinely think it's a horrible balance change. They need to stop making drastic changes to fix very specific, pidgeon-holed problems. There's always a better solution.

  2. #82

    Default Re: Patch 1.4.0

    Quote Originally Posted by Jabber Wookie View Post
    Neural Parasite no longer affecting massive units is by far the dumbest balance change since the game has been released imo. I quit playing zerg a few months ago and switched to terran cuz I was sick of zerg being such a harder race to win with, and now this... seriously? WTF is the point of neural parasite if you can't control massive units. That is pretty much its primary function.

    What now? Neural parasite a stalker? Maybe a zealot or a marine... seriously wtf blizz. At least it's just PTR so hopefully that doesn't make it to the actual ladder. Again, I don't even play zerg anymore so I'm not ranting cuz I feel cheated, I just genuinely think it's a horrible balance change. They need to stop making drastic changes to fix very specific, pidgeon-holed problems. There's always a better solution.
    Maybe it wasnt a great change, but it was NESSISARY for half the massive units.

    Really, and I play zerg against Grandmaster players on my EU smurf account.. you could literally JUST go infestor/ling and beat almost any protoss every time. Infestors were WAY WAY WAY too good, shuts down every protoss unit and strategy in the game. So honestly, while I dont think this is the right change, I personally think infestors need MORE nerfs if anything. Infested terrans have one of the highest DPS in the game, and can spew out like 30 of them to take out a nexus + 5 cannons, all able to be gotten within 8 minutes??.. THEN add fungal growth ontop of that (basically storm + rooting in one ability) and being able to Parasite motherships and carriers?? geez.

    Zerg has been the best race for awhile now, if you can deal with terran. Honestly, Zerg is the easiest race to win with right now (for past 3 months), you build infestors and a-move basically. Try playing Protoss at a high level and not even being able to leave your base, use any air units for harassing or even take a 2nd expansion thanks to all 3 infestor spells dominating protoss. Lings are overwhelming meat shields which protoss requires AOE to fight, but you still have 15 infestors behind that and laugh as you A-move win. Forcefield just makes your units easily clumped up for fungal and infested marines.

    If it wasnt for ghosts with EMP's crazy size, infestors would single handedly beat terran too (esp once broodlords are out)

    Zerg players need to stop listening to idra and actually start learning how to play the game, their race has always been insanely strong (fruitdealer and Nestea won the first two GSL's remember).. Take a look at Destiny, a low-masters player normally, who is beating top korean pros going ONLY infestors. Once infestors are nerfed, he will be back in low-masters. Thats not balance, thats called something being broken.

    #1 zerg tip for getting better - Dont listen to IdrA's whine, and dont copy his builds. If you do that, and look at any other pro zergs, you'll be winning your way to GM in no time.

  3. #83

    Default Re: Patch 1.4.0

    The neural change was needed, but isn't neural going to be completely useless now, considering how good fungal is in comparison? The only units I can come up with, that are worth the energy cost are siege tanks and maybe immortals.


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  4. #84
    TheEconomist's Avatar Lord of Economics
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    Default Re: Patch 1.4.0

    The neural change was needed
    They probably should have just increased the energy requirement or something. That way, it would nerf the strategy instead of getting rid of it completely.



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  5. #85

    Default Re: Patch 1.4.0

    Quote Originally Posted by TychusFindlay View Post
    They probably should have just increased the energy requirement or something. That way, it would nerf the strategy instead of getting rid of it completely.
    but its not "rid of completely".. its still very useful, for example you can still take HTs and storm the protoss's own army.. take ghosts and EMP their own army. take voidrays, ravens, banshees, immortals, tanks (main use) and etc..

    how was it fair for a protoss to have to spend over 1000/600 to get a mothership, only to have it taken by a 100/150 2supply unit?? And you need an infestation pit anyways to get tier 3, so it was already on route with your tech choices, where getting a fleet beacon (retarded cost and build time) is virtually useless to get as protoss (carriers are even worse than motherships)

    Without this change, you would NEVER see a mothership or carrier in any pro PvZ game, just as we havent seen one since HuK (which was before people knew how insane infestors are)..

  6. #86

    Default Re: Patch 1.4.0

    They should have just cut the range of neural from 9 to 7. Makes infestors that neural more vulnerable. If that's inadequate then reduce the time the unit is neural'd.

    Fungal and infested terrans are too damn good. They should nerf them slightly and buff zerg's anti-air units; the hydra and corruptor. Right now zergs rightly feel that queens+infestors is much better as anti-air than using hydras or corruptors.

    Infested terrans need to be directly nerfed or have the energy increased (maybe doubled). Just watching Destiny do his infested terran rush to snipe Protoss' expansion......that shit is scary. All zerg needs is zerglings then 4 infestors. Protoss needs observers for detection then high templar to feedback the infestors long before they reach the expansion. That's the best thing to do as Protoss. Rush two tech paths for an attack by zerg that isn't even all-in (typically zerg expands twice behind it).

    Would be nice to reduce the cost of infestors and just make fungal a snare spell. Think about how infestors deal with drops now. Fungal fungal drop dead. No running from it at all. No units put at risk at all.

    Remember how terrans used to complain about HT storm when dropping. Those days it was storm and if the drop didn't move then it died. There were opportunities for a terran with good multitask to run out of the storm. So Protoss left some zealots and a high templar. Even if Protoss perfectly sees the drop unloading there's still a risk of losing some units.

    Zerg, which is the race that's basically designed to throw units away, is the only race that can deal with drops without putting any units at risk at all. Does that seem right?? Terrans complained enough for KA to get removed when storm is a spell that doesn't do full guaranteed damage.

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  7. #87

    Default Re: Patch 1.4.0

    Quote Originally Posted by TychusFindlay View Post
    They probably should have just increased the energy requirement or something. That way, it would nerf the strategy instead of getting rid of it completely.
    It would possibly still be an issue, given how people tend to get a fuckton of infestors. Energy simply doesn't matter all that much once you reach that critical amount.


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  8. #88

    Default Re: Patch 1.4.0

    Well Kiwikaki uses motherships defensively for recall. But ya neural parasite is retardedly good against Protoss high tech armies.

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  9. #89
    TheEconomist's Avatar Lord of Economics
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    Default Re: Patch 1.4.0

    how was it fair for a protoss to have to spend over 1000/600 to get a mothership, only to have it taken by a 100/150 2supply unit??
    I'll agree that that is unfair, but Motherships are so rare I completely disregarded them. I'm talking about Collosus.

    As for the "energy requirement" nerf, I said "or something". I just said the first thing off the top of my head. My point is that there's probably a better way to go about this than making it unusable against Collosus, I just don't have the desire to figure out what.
    Last edited by TheEconomist; 09-09-2011 at 08:55 AM.



    Rest In Peace, Old Friend.

  10. #90

    Default Re: Patch 1.4.0

    Quote Originally Posted by TychusFindlay View Post
    I'll agree that that is unfair, but Motherships are so rare I completely disregarded them. I'm talking about Collosus.

    As for the "energy requirement" nerf, I said "or something". I just said the first thing off the top of my head. My point is that there's probably a better way to go about this than making it unusable against Collosus.
    Hence my suggestion. Reduce the range of neural to make infestors more vulnerable. Reduce the time that the unit is under neural parasite's effect.

    Other nerfs include nerfing infested terran. Making fungal a snare spell and maybe just do a small amount of damage like it did before. Compensate by making the infestor cheaper.

    Damn fungal. I remember Tyler and iNcontroL talking about it in SotG that back in BW it was considered good to research a snare spell that didn't do damage because it was so useful for clumped up units. But here in SC2 you can get it quite fast and it snares and does pretty good damage.

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