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Community Manager
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We thank those of you who participated in the 1.4 PTR and appreciate your feedback regarding changes to the Infestor unit. In response to that feedback, we have chosen a different course of action regarding adjustment of Neural Parasite. Rather than preventing this ability from targeting Massive Units, the range of Neural Parasite will instead be reduced from 9 to 7. We believe that this change will make choices regarding positioning and unit composition more important when using the Infestor.
This change will not be reflected on the PTR, but we wanted to ensure that you were aware of the new changes before the StarCraft II Patch 1.4 is live. |
#1
9/15/2011
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MVP
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Thanks for telling us. It felt a little bit stupid to remove the primary function of an ability.
It's like removing the Energy reduction from EMP.
[TCP]Mathmick - Melee Map Design http://sea.battle.net/sc2/en/forum/topic/135123519 - Map List (Testers needed for first videos!) http://sea.battle.net/sc2/en/forum/topic/140574065 - Typhon Quarry now available with GT AI! Can't think of anything to put here. |
Or like making psi storm only able to damage massive units. |
Or making the strike cannons require energy to... oh wait (trolololol) Its like making forcefields only able to block psionic units |
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With this 7 range nerf, everyone will be able to snipe the Infestors, we should see a decline in its usage.
However, would it be too much to ask for the old Infestor speed back since its range got nerf'd? |
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Edited by Derelith on 9/15/11 8:55 PM (PDT)
Doubt it - fungal would become an issue again. |
+1 Fungal is not as powerful now as well so pretty please with a cherry on top...? Interesting how the neural range was nerfed to 7 in beta then got put back to 9 =/ |
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They... actually listened to us? O.o
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Edited by FaDeJoshboy on 9/17/11 3:19 AM (PDT)
I still think this is gonna be problematic for NP, since it will be near impossible to NP a collossus if the other player knows how to position and engage. While it's better than losing the ability, it now is significantly weakened against the other spellcasters, who both have extremely powerful anti-spellcaster abilities that significantly outrange NP (the zerg's only equivalent to an anti-spellcaster ability). I think EMP and feedback should be nerfed in some way (I'd guess range) to even things out if this NP range nerf sticks.
Personally I'd rather get our NP range and fungal damage back but turn fungal into a slow instead of an ensnare, and maybe tweak it from there. Zerg needs the ability to deal with certain high tech units (colossus, thors etc) and a decent AoE spell, everyone else wants the ability to control their units without being chain fungalled |
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Range 7... Good one bliz
At least now the zerg will try to flank protoss at all times, but now zerg trying to neural a colossi should be much easier because high templar have range 9 for feedback (if I'm correct) |
In a way, yes. Basically, it will mean that zerg player will ned to thing about positioning as opposed to spamming E on anything bigger than a stalker. Colossi are now harder to deal with using neural, which was the focus of the issue. But now it is still viable against archons and thors. I would not call it BIGGER, though. The previous change rendered it 100% useless. Who makes immortals in PvZ? Tanks outrange NP even if it is 9 range. If I'm close enough to HT or ghosts with my infestors, I wouldn't bother NP'ing them. I'd just fungal them to death. It is still a pretty severe nerf considering how high an infestor casting neural is on the priority list, but it's a damn sight better than that "Can't target the things it's supposed to" crap. |
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What a surprise - Blizzard continuing its efforts to nerf the stuffing out of Zerg.
Blizzard -10 |














