Nerf Infestor, give zerg other option in lategame

Mass infestor is too good against everything.

Fungal Growth kill low hp unit.

Neural paracite counter expensive unit.

Infested terran is free unit which can kill entire t3 air army.

Free unit shouldn’t have weapon upgrade.(If infested terran have weapon upgrade, raven turret should have too)

Swarmhost is acceptable to have weapon upgrade because whole propose of swarmhost is build locust.(but infestor can do many thing other than spawn infeste terran).

Click to expand : Idea how to nerf infestor, choose one or more

1.Remove weapon upgrade from infested turran

2.Increase infested turran energy cost from 25 to 40

3.Decrease neural parasite cast range to 7 if infestor not on creep

4.Remove Pathogen gland research to increase vulnerable time of mass infestor strategy.

5.Reduce Infestor’s vision range when borrow from 10 to 5

6.Reduce infestor movement speed off-creep to 1.31 (equal to queen)

If infestor get nerfed, hydralisk or viper need to get buff in late game to counter voidray/viking (corruptor is bad against them). Viper is in good spot right now, so hydralisk is good candidate to get buff to help zerg in late game.

Click to expand : Idea how to buff hydralisk in late game without effect in mid game (choose only one of them is enough). All research in this idea cost 100/100 and use 150 second to finish.

1.Add new research in hive tech, +1 hydralisk attack range against air (6 range to ground, 7 range to air)

2.Add new research in hive tech, +20 hp to hydralisk (90 hp to 110 hp)

3.Add new research in hive tech, increase hydra movespeed off-creep equal to on-creep.

Click to expand : Other idea to buff zerg in lategame without effect in mid game or mid-late game

1.Add new research for ultralisk, ultra get double heal from all source (queen tranfusion)

2.Add new research for ultralisk, decrease ultra supply cost from 6 to 4 (this research need at least 180 second to finish)

3.Add new research in hive, increase queen off-creep move speed from 1.31 to 2.5

4.Add new research in hive tech, +15 hp for banling (have 50 hp with all upgrade)

Any idea or suggestion? feel free to share what u think.

4 Likes
opinion

3/6.I don’t like the idea that zerg is more and more dependent on creep.

  1. we already had, but then it was changed again.
  2. can help or just more infestor ^^
  3. gives the opponent more time. ( he can trade the energy with attacks)
  4. situationally, most case you have other units that give vision.
opinion
  1. it helps vs air. but your hydra get kill by 5-8 tanks/ or storms.
  2. helps to stay longer in fight.
  3. trick one so instat of fight more multi attack with fast hydra.

overall i am not sure that the hydra a strong late game unit.

opinion
  1. force to get queen in late game comb → again you need creep, becasue queen so slow than you need a upgrade more speed for queen (your point 3).
  2. make the swarm. ( nice)
  3. queen as support. but than you need more controll (queen/ infestor/ viper /Bl/ rest army)
  4. banling, why ?

all the buffs sound good. but don´t help aa for zerg vs ultimat late T/P ( the queen a bit). i like idea 2, but slightly stronger hive upgrade: +50 supply for zerg ( x/200 ->x/250) , than you can also build more corruptor/ hydra for aa.

1 Like

Whine against infestor is now the new leitmotiv of whiners ?

Why the unit hasn’t changed. Do you feel forced to cry about something ?

We can make spam post about High templars and ghosts, as they are just as strong, if not better.

Ghosts can crush every units zerg has, and storm is the strongest AOE in the game, instant and even affect air units.

And both ghosts and high templars have a special ability that hard counter the infestor.

You want the list of the change you need if you want to the changes needed to make a infestor nerf viable :

  • huge anti-air buff on hydras, corruptors.
  • movespeed buff on ultras and broodlords.
  • big hp buff on broodlords to prevent blink stakers to kill broodlords
  • remove of tactical jump.
  • rework carrier
  • nerf/rework on cyclon

It seems a stupid amount of changes for what ? A random whiner that decide to whine about that this week, and even if the changes were made according to his will, he will ask for others changes the week later ?

8 Likes

So the infestor is the FotMW (flavor of the month whine) this month?

Nobody wants to whine tempests, BCs and nydus anymore

5 Likes

Idk whats more whined about. Warp prism. Or Infestor.

Terran players love to cry about prism. Its a new trend.

8 Likes

If other options are given to the zergs, you will start crying for those other options. Is an endless circle

3 Likes

Tempests have been manageable ever since their speed nerf. BCs are manageable by every race except possibly Protoss in very large counts–This is because Protoss doesn’t have a good 2-supply counter, and any counter that is 3-supply or greater will eventually fail because of Yamato Cannons. It takes a while, but if Terran builds a critical mass of Battlecruisers and uses Yamato Cannons and Tactical Jump well, he/she will out-trade any Protoss answer to those Battlecruisers (Tempests because the range gap is closed, Void Rays because Yamato makes them too inefficient, Stalkers aren’t really an answer, etc) such that it might take multiple waves for Protoss to handle them head-on.

Fortunately for Protoss, a Battlecruiser transition usually takes a lot more for Terran to pull off (especially from a Bio comp) than a Protoss player’s own late-game transition, so there is a relatively long period where the Protoss player can have a late-game advantage before Battlecruisers can come out. If the Terran player overcommits to Battlecruisers; then repeated Warp In harassment might also stand a chance.

By contrast, unsupported Vikings and Corruptors work as a counter because they can trade at a 2 to 1 ratio after the Yamatos go off. Vikings do this by kiting, and Corruptors on equal upgrades can out-trade the Battlecruisers or take enough of them down to finish them off with reinforcements before the Terran player’s next wave can get out.

2 Likes

Wow nice alt spam CryOhWhine LUL

2 Likes

That person isn’t even in this thread troll.

2 Likes

Are you being deliberately slow or do you really play starcraft and not know what the abbreviation ‘alt’ is short for?

I know what alt is short for, but MyOhMind denied that he uses alts.

Who are you referring to, because none of these posters match his style of posting?

2 Likes

… You take CryOhWhine at his word? I think we found the problem here lol

1 Like

Like I said, they also have different posting styles.

You’re the one with the problem. You have such a vendetta against another poster that you attribute the actions of other people to that poster. You should probably take a break from the forums for your mental health.

1 Like

Hmm, Its a bit tricky. If I had to choose one nerf for the infestor, and I had to nerf it, reducing the cast range of infested terran by 1 should provide more windows of vulnerability for the unit. But some compensation should be provided somewhere.
If the infestor were to be nerfed heavily as in making it require creep to function somewhat decently or something similar, there would be other units that need to pick up the main points where infestors are key:
1-Interrupting snipes. Very important, honestly I wouldn’t change the infestor in a way that makes it impossible to do this, because half the late game back and forth struggle in TvZ is snipes/EMPs vs Fungal.
2-Helping against masses of air armies. In this case, the ability to trade with decent cost effectiveness against stuff like airtoss + storm or mass viking + BCs. I guess adding back some of the removed power to parabomb should help in this case.

However, the proposed nerf is already pretty significant cutting into the damage of infested terrans, I recommend seeing how that pans out.

2 Likes

If I had to choose one nerf for the infestor, and I had to nerf it, reducing the cast range of infested terran by 1 should provide more windows of vulnerability for the unit.

It will do absolutely nothing to discourage IT spam and massing of infestors in Zergs late game.

Feedback range: 9
EMP range: 10
IT range after -1: 8

There. I just used the same argument you spammed for Fungal.

IT’s have a cast range of 8. Making it 7(which it was for a while) solves nothing over how you can get 8 per infestor.

Well there you go that’s even worse.

IF YOU HAVE UNITS THAT REMOVES ENERGY AT 2-3+ RANGE OVER INFESTED TERRAN, AND YOU LET INFESTOR SIT ON MAX ENERGY TO HAVE 8 ITs YOU ARE BEING SEVERELY OUTPLAYED!!! Yes it’s strong and can be pretty silly but if it happens you probably deserve it because you pretty much need to go afk for this to happen.

3 Likes

Terrans said the exact same thing about the Raven.

Prism’s more of a Zerg thing, bro.