Battlecruiser 6 min stay on the game.
New cheese introduced = range double range liberator harass…
Infestor = the biggest joke here.
Require an upgrade to get the energy to get fungal.
Require an upgrade to use neural.
Require an hive 100/100 150/150 79s upgrade to use the new ability, that only can affect …hydras. Yeah vs storm/carrier/chargelot you will have a ability so you can keep your hydras in a spot where Protoss can just storm. Of course, your corruptors won’t be affected and will be crushed by carriers.
So in a nutshell = No counter vs Protoss lategame.
Oh yeah, MSC can’t be no longer be targeted (IN CASE YOU’R GOOD ENOUGH TO BEAT PROTOSS DEATHBALL WITHOUT ANY COUNTER, I MAKE SURE IT’S TOTALLY IMPOSSIBLE).
Void ray buff (WE REALLY WANT TO BE SURE YOU CAN’T BEAT DEATHBALL)
Teampest + 25 HP (JUST TO BE REALLY REALLY REALLY SURE)
Broodlords nerf stay on the game, + thor buffs + all ghost buffs = no counter vs Terran lategame.
Nyndus triple nerf.
In case the Terran decide to play bio instead of collecting his free win with mech, we want to give them the ability for medivac to boost (5.94 movespeed) every 3.6s, when they don’t boost they’ll have a 4.13 movespeed…
It’s not a patch just a race deleted from the game.
It’s funny how this forum thinks this patch is fair. This is the biggest nerf I’ve ever seen a race get, bit it’s so ridiculously bad that I can’t see Blizzard actually through with it.
Thebatz rarely plays late game. As long as they’re not nerfing queens or lings, doesn’t really impact him. If he could actually use infestors to begin with, he’d have 6k MMR instead of having to lie about it.
Serral on his twitter: “I think the Blord nerf might be a bit too much also not sure when you would need the ability “microbial shroud”. Otherwise not too bad.”
There was nearly no way to hide tech or deny vision for how cheap the upgrade was. It was kind of a careless buff to begin with that wasn’t necessary.
This allows Zerg to actually risk losing their creep spread while their five Queens defend against Reaper/Hellion pokes. Zerg will have something to lose now when dealing with a bit of pressure considering how oppressive creep can be.
1 less range than they do currently, and that 1 range is fairly big. Queens and Map design are probably going to make this a non-issue.The cost for a fusion core, upgrade and double liberator production is fairly expensive for Terran in the early game. Liberators can’t defend like a BC can that early and by the time two Liberators are in production, Zerg should have spore crawlers and Queen at the ready.
Fungal isn’t an ability Infestors should start with, without an upgrade. Slowing units to the point that micro is hopeless and damage over time is really strong. Neural without an upgrade was shown to be overpowered from what I hear.
The new ability protects against all air-to-ground, this makes Liberators considerably weaker against Infestor+[Unit]. +3 Liberators will now go from about 90 damage to 45, which is significant. That’s a significant loss of damage to help Zerg deal with enemy air; Halving any air unit’s damage is significant.
The ability isn’t meant for ground units or spells. Infested Terran was a bad solution to dealing with air, since units that don’t cost anything but energy creates an unfair dynamic, as it has been shown.
In a nutshell = You’re jumping to conclusions over an unfinished test that isn’t officially in the game yet.
Because it was a bug that gave Brood Lords more range than they were meant to have if micro’d right. This actually made the dynamic worse for the game.
Thor is a clunky unit, the change is supposed to keep the same DPS but reduce their clunky behavior. Ghost buff was meant to help deal with Infestors and Templar because of how debilitating Neural and Storm are.
Nydus deserves to be nerfed. One inexpensive little thing that can transport an entire army anywhere on the map ain’t right. If anything I think Nydus worms should have a cargo limit, push the Zerg to use multiple worms to transport an army of units, not just one worm canal.
Probably the only reasonable balance whine in this post. Nobody really asked for this change and came out of nowhere. I’d use it though because its good anyway.
This false claim is always being stated for the sake of being melodramatic. It has been a while since I saw this phrase but it is still far from truth.
I mean you don’t start with 75 energy. Of course, you can just get infestors and wait, but considering the two other abilities cost 100 energy you’re kind of forced to make that research not to wait 1 whole minute before using the other abilities.
But the most probable is you won’t build infestors at all.
Zerg late game is fine. Brood lords are largely untouched (All they did was fix the range so it wasn’t longer than intended; it changes nothing unless you’re actively microing them, and Tempests lost 1 range, which is easily enough to compensate in ZvP). Corruptors are untouched. Fungal is still the same as ever; Neural is still in. Zerg maintains air dominance with Corruptor/viper, and brood lords still wreck everything on the ground except maybe Thors.
The new infestor ability should not require an upgrade, especially not a hive upgrade IMO. That’s pretty silly considering the type of ability it is. It’ll almost certainly get some significant changes or a rework of some kind before going live, if they don’t scrap it entirely and go with something else.
ZvP late game is fine without infested Terran or NP on the mothership (You can still abduct it and kill it with corruptors or hydras). Even when Protoss was “favored” in the late game, it was not that heavily in their favor. Zerg can tech switch and re-max faster than other races, and Lings are the highest DPS/cost/supply unit in the game, in addition to being the fastest and best in low supply counts (except against a few specific units like Archons and Ultras), which makes them exceptional for run-bys and base trading when the opponent tries to push.
Nydus also gives Zerg a huge advantage in the ability to quickly re-position their ground units in the late game, so they have an easier time counterattacking or threatening to counterattack… Since late game nydus is largely unchanged aside from getting a bit more expensive (which isn’t too big a deal; 75/75 is not a large commitment at that stage).
Not to mention the ability to move their static defense, which effectively allows them to bring it with their army.
If Zerg is ever favored in equal supply late game army vs army fights vs Terran or Protoss (As they are currently), it’s a problem because of the design of the game… which is why infestors and Brood lords are problematic in the first place.
The only thing that changed with the Mothership is that it cannot be targeted by NP; you can still abduct it. All this does is give protoss a fighting chance late game with the improved timewarp.
Please post one replays of you playing zerg and beating mass carriers. Because everything you say is exactly the vision of someone who never fought protoss deathball as a zerg.
Bro, just learn to micro spellcasters, and ez for you
Only change this makes is you wont be able to mass 25 infestors and just win, more like above 8-10 they are useless, and you can add more hydra for damage
You will still probably have the strong est lategame with viper infestor broodlord corruptor hydra behind a spore forest
You cry as soon as the changes announced, but protoss had to wait months while being in a ‘deleted’ state l, also terran is non existant vs current lategame, if you knew how to play
Also im sorry but judging by your mmr you probably never had a proper lategame, i dont think you ever used the spore forest for example
I’m master on EU first. Second, yeah i know about spores forest, and i use infestor + vipers nearly every game, but cool story, you should try to play zerg one day. Third, just watch old replays from Zerg vs Carriers if you forget why we don’t need to wait because we know what it will happen after this patch.
So are you losing on purpose here? 5 game 0 win 4k mmr, i wonder…
Also with zerg you have the most forgiving lategame, all you need is camp and control 2 groups of casters at most so if you lose with that its l2p issue
Just neural carriers maybe? Its ez win
With the patch ur hydras will be able to fight carriers instead of free units, not much change
Yeah, the famous corruptors that get crushed by carriers in 2019 right ? RIGHT ? A meme unit vs the best AA in the game that can sh1t on buildings, while also transforming into the best siege unit in the game.
Zerg simply had to be nerfed lategame: the game simply isn’t supposed to be built around massing spellcasters, which are meant to be support units. In particular, Protoss would just get obliterated, while Terran bio builds had an actual chance vs Ultralisk Ling Bling. The fact that Hydralisks were so under-used when they are meant to be a core unit has been a basic design problem with sc2 since Wings of Liberty.
Blizzard can always revert/reduce some of the nerfs, or buff Dark Swarm (sorry “microbial swarm”) later.