Infestor Re-Work

Okay, since the blizzard game design team is lacking in intelligence, I will give them a hand.

The protoss has a permanent cloak unit, so it will be cool if the zerg has a permanent burrow unit as well.

Status and ability for the new infester

Heath: 250 energy: 200 Cost: 300/300 Supply: 5 Build time: 35s

auto attack (to ground only): Range 6 tentacle (pops out from the ground) attack, it does 4 damage per shot, it does 4 shots per attack, attack cooldown is 2s

Armor type: massive/armored (Base Armor 3)

Passive: slowly create creep to its surrounding; permanently burrow

Note: Can only be built from the hive, does not require larva (like the queen), please add an unique animation when spawned from hive (make it look cool please); this unit cannot be abducted

Ability:

Infested terran

Cost 30 energy

Other status unchanged

Fungus growth

Status unchanged

Abduct

Does not require energy

Range to air is 7; to ground is 10

CD: 30s


*Viper will be receiving a new single targeted ability call deadly poison to replace abduct.

Cost 100

Range: 8.5

No CD

Instant cost, Deals 250 damage over 3 seconds


Please like this topic if you wish to see this happen

1 Like

Abduct does not require energy ??? While you are protoss player… It is most bizzare change i ever seen, it is like givining ghosts snipe with only couple second cooldown an no cost…
This poison isn’t aoe hopelly otherwise it is joke… And can it stack ?
Infestors 6 supply wouldn’t work, you need to match ghosts that you could easily emp… It is to much. Permanent burrowed to op, one fungal from bottom, this was already here.
Please think before you post trash changes, nothing from this wouldn
t be good idea…
Give terran seeker back, game fixed and it is playable in lategame for terran again and than maybe increase cyclone hp so it doesnt die instantly and reduce dps a bit, if seeker was back.

for an 6 supply with no attack unit, giving an ability with no energy on a 30s CD is not a joke (ie BC). one problem for the current infestor is that, it only cost 2 supply. please read whole sentence before reply

Infestors already have some sort of permanenet burrow. It’s called the burrow upgrade.

Jokes aside, burrow fungal used to be a thing and got removed because it was pretty overpowered. However, changing neural parasite with abduct (even if free) and giving the infestor burrow fungal back does not compensate for turning it into a massive 6 supply unit with a quite honestly absurdly high cost.

I like the idea of constant creep generation around it. Although for that cost and supply I’d rather get some queens into my army (specially if that creep generation is slow as you put it). Unless what you mean is that it has a constant area of creep that moves around with the unit as an epicenter, in which case it could be a nice support unit for ling bane ultra based armies, although the creep area would kind of reveal its position.

The viper spell, if it is single target its a bit of a zerg snipe, however the units you’d ideally wanna hit with that can either outrange the viper and nuke it, like thors and tempests, are better off hit with Parabomb like clumps of smaller air units, or have a much longer range disabling/killing spell that deals with your viper, like Ghosts or High Templar. If the poison is aoe, then it is extremely overpowered.

1 Like

Thank you for your reply, support unit is exactly what I was going for here. instead of massing it with no brain cell and take over the game. yes it will generate creep around the unit non-stop. I could lower the supply to 5, and since it could only be build with Hive, the production will be limited, I could lower the cost to 300/300

unlike ghost, viper poison is instant cast just like HT, humm, maybe give it +1 range to 8.5 would make it better? anything longer than that would make it overpower

Alright but this does nothing to attend to the design issues people have with the current Infestor. Infested Terrans combined with Neural are too powerful against any tier 3 air army of Protoss and to a lesser degree Terran. You’re eliminating Neural, but the ability to abduct into a ball of Infested Terrans is virtually the same thing. I think the biggest change the unit needs is Infested Terrans need to cost more (among other stat adjustments due to the changed cost) so Zergs can’t just litter the battlefield with them. They should have to make meaningful decisions with their energy. Neural and Fungal, my mind is less made up on.

2 Likes

This rework would be interesting. I do have one big concern off the bat… Why are you proposing that this unit, and only unit, be immune to abdication?
And why add +1 range to abdication on the ground and -2 in the air? Are you trying to give skytoss more freedom?

1 Like

thank you for your reply, I think with supply, cost up and production limitation, this unit is much much harder to mass up. instead, it would become like a support unit, you mix 3-4 in, just so you can pull stuff into your army.

The goal here is not to nerf infestor out of the game, is to make it so, less op, and more brains to play it.

thank you for your reply… with the new viper, and mix in with corrupor, infestor, skytoss is still manageable I feel… it’s not that strong to begin with…

it is the same as the carrier attack range (carrier attacks you, you can pull it in or poison it)
while tempest out range it, but that’s the whole point of having tempest… it does little, but out ranging most stuff…

Okay, trying to get an idea on the direction you are going with, on this rework.
I am still more concerned about the immunity to abdication. My next concern would be the health pool on this unit. Spell casters in design should be glass cannons not fortresses, why so much?

1 Like

to make up for the lack of auto attack, so it will become a tanky support unit. maybe if I give it some sort of range tentacle (pops out from the ground) attack, the hp can be lower? (but it will be too erotic… idk, it fits the zerg theme tho)

there… I edited it in~~~