Infestor super nerf (StarCraft 2)

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Scrubiii

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Apr 19, 2011
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WARNING: NERD RAGE BELOW

Blizzard recently announced the patch notes for balance patch 1.4 for StarCraft 2. I read these patch notes, and agreed with almost every point. They seemed to be set to make significant improvements to many aspects of the game.

Until now.

This link is to a list of the recent patch notes http://us.battle.net/sc2/en/forum/topic/1213111662 italicised is a change that was added in a few days ago "Infestor's neural parasite can no longer target massive units."

That's right. In their infinite wisdom, Blizzard has decreed that an ability only useful against massive units should not affect massive units. Even the in-game hints advise you to use neural parasite against "dangerous enemies such as colossi."

It's fair enough for Blizzard to want to change the ZvP metagame in which infestors were fast becoming the only tech choice, but this is going way too far. The only viable targets for neural parasite now are tanks, which, when sieged, can kill infestors before they are close enough to use neural parasite, and casters such as ghosts and high templar, which most players only really roll out in order to feedback/EMP infestors to prevent them using neural parasite (TLO not included).

As much as this will force the ZvP metagame to change, it is ZvT that I fear will suffer the most. The only realistic counter to the Thor that Zerg has left is the Brood Lord, which are far more difficult to acquire than Thors are.

While I fully support any change that introduces variety into the game, I feel like there are far better ways accomplish it. Exploring a slightly less extreme neural parasite nerf perhaps, such as reducing its duration against massive units. Or making hydras and ultras less pathetically useless.