Topic 1.4 Neural Parasite Changes
Daxxarri
Daxxarri
Community Manager
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.
Derelith #532
Derelith
Yay!
TCPMathmick #341
TCPMathmick
MVP
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.


Derelith #532
Derelith
09/15/2011 05:48 PMPosted by TCPMathmick
It's like removing the Energy reduction from EMP.


Or like making psi storm only able to damage massive units.
Mossie #256
Mossie
09/15/2011 05:58 PMPosted by Derelith
It's like removing the Energy reduction from EMP.


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
Arkanthiel #809
Arkanthiel
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?
Derelith #532
Derelith
Edited by Derelith on 9/15/11 8:55 PM (PDT)
09/15/2011 08:41 PMPosted by MskiArkanthl
However, would it be too much to ask for the old Infestor speed back since its range got nerf'd?


Doubt it - fungal would become an issue again.
Fluttershy #401
Fluttershy
09/15/2011 08:41 PMPosted by MskiArkanthl
However, would it be too much to ask for the old Infestor speed back since its range got nerf'd?


+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 =/
Clopsicle #662
Clopsicle
I guess Destiny will be happy, I'd HATE to watch him turn to the dark side (toss)
KingDave #436
KingDave
Nice! This is a good compromise.
Blaze #977
Blaze
YAY :D
tFcZFalcone #378
tFcZFalcone
They... actually listened to us? O.o
mGGThoth #669
mGGThoth
Yes!, so we still get our ability (which helps us to deal with collosi/mech) but the toss and terran now have the ability to out manoeuvre us, and in the protoss' case, it gives them the chance to use feedback better.
Daedalus #523
Daedalus
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
Apharion #252
Apharion
oh ok, I actually think this is a bigger nerf. In a way.

Chase #380
Chase
Happy that NP is still avalid option :D
iRLEstancia #651
iRLEstancia
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)
Derelith #532
Derelith
09/17/2011 07:05 AMPosted by Apharion
oh ok, I actually think this is a bigger nerf. In a way.


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.

ComradeLeadR #827
ComradeLeadR
What a surprise - Blizzard continuing its efforts to nerf the stuffing out of Zerg.

Blizzard -10
Langford #459
Langford
i think cause collosus = 9 range so it wont be as effective but still god vs thor
sorry bout sentence structure; too tired

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