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 Possible Infestor Nerf and Raven Buff

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TSEnTaroAdun23
post Nov 24 2012, 11:15 PM, updated 14y ago

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I don't see this posted yet, so I'm gonna post it now and see what you think.

From http://us.battle.net/sc2/en/blog/7922533/C...ing-11_20_2012:

QUOTE
We’ve recently published a custom version of Antiga Shipyard, called "Antiga Shipyard (1.5.3 Balance)," in which we’re testing small balance changes to StarCraft II. Our plan is to first consider these, and then potentially test additional changes. Here’s the situation:

We've heard plenty of feedback recently from pro players and the community about powerful Zerg strategies.

Globally, at both the pro and non-pro levels, we’re not seeing significant balance issues.

We don't think there’s a large problem here, but we do agree that it’s worth trying to make things better by allowing some different options for players facing Zerg opponents.

As always, we want to make minor changes that open up tactical play, if possible.

Here’s what we’re testing:

Fungal Growth no longer affects Psionic units. (Sentry, High / Dark Templar, Archon, Warp Prism, Mothership, Ghost, Queen, Infestor)

By making Psionic units immune to Fungal Growth, Infestors will need to be better protected by supporting units and will become somewhat more vulnerable to High Templar and Ghosts.

Raven Seeker Missile no longer requires an upgrade.

We’ve been discussing the design of the Seeker Missile for a while, and want to see it reach its potential. However, we don’t want to go overboard with the Raven. This change, if we settle on it, is something that will promote slightly more Raven usage, but shouldn’t completely rework the Terran late game.


We’re considering some other changes, but we want to tackle these first. They feel suitable for testing, and in particular, we’re looking for higher level players to playtest with us.

In addressing the metagame in the near future, we’re taking the time to fully determine which changes will work best together, and we're not looking for first impressions. Please playtest the new map thoroughly and join us in this discussion thread with your feedback.


So what do you guys think?

LYN, discuss. I'll write another post to provide my opinion.
SiewKaiz
post Nov 24 2012, 11:34 PM

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i prefer previous fg idea~ where as they should projectile so that we can evade fg or make it fg slow unit by 50-80% instead of permanently lockdown
yuvster
post Nov 25 2012, 12:23 AM

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I think that's a bit retarded.. in WoL, the only spellcaster for the Zerg is the Infestor and FG is good because of it's ability to lockdown.. If invisible units (Ghost, DT) cannot be affected and if the detector is down, there's essentially no way to detect/kill them?

Raven seeker missile upgrade I reckon could use a shorter cooldown but removing it altogether will break the way Ravens are supposed to work.. They're a support unit and something you use to help your army.. What's gonna stop a player from sending a Raven to seeker missile your mineral line early game instead of a Banshee (maybe a minute or two later) but that's about it.. Meh..

 

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