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In ZvT, Fungal Growth is extremely effective against bio armies composed of Marines and Marauders , and has limited use against other styles of play. There are three main reasons for its effectiveness against Barracks armies.
First, it allows the Zerg player to punish Stimpack use by backing off once the bio force is immobile. This causes the Terran army to take Stimpack damage, combined with Fungal Growth's damage over time.
Second, it holds the Terran army in place, maximizing the damage of splash units like Banelings and Ultralisks , and removing the speed advantage and kiting ability that Stimpack provides. And third, it gives the Zerg an easy way to burn through Medivac energy.
Against certain unit combinations Fungal Growth also provides range control, allowing the Zerg player free damage. Against a bio army that lacks Siege Tank support, Fungal Growth allows Hydralisks with Grooved Spines to attack with minimal reprisal from the Terran player.
Against Terran air, Fungal Growth can easily shut down Banshee harassment, and can also be used to protect Overlords from Viking harassment. Despite the tendency of Battlecruisers to stack while attacking, their high health limits the damage caused by Fungal Growth. Fungal Growth can also be used to stop drops before they enter the Zerg base, destroying all loaded units when the Medivac dies.
Fungal Growth can be used in Roach vs. Roach battles to immobilize a group of enemy Roaches, trapping Roaches in the backfield and preventing an enemy from forming a good concave at the start of the battle.
It can also be used to stop Mutalisks from eluding your army or commuting between your mineral lines. TLO kills a worker line with 4 FG's. General Recent changes Pending changes Random page. Betting Preferences. What links here. Related changes. Upload file.
Special pages. Reducing the Fungal radius down to 2 brings it inline with the other AOE spells of the other ground casters which promotes counter play with spell interactions EMP and Feedback. The reduction of radius also helps when it comes to trying to engage infestor-broodlord from the ground. NP is such a powerful spell since it will completely snowball an engagement if you are Zerg in the late game. So many times we have seen Zerg burrow all the infestor and just NP entire late game armies of Protoss and even Terran.
With little to no risk of the Infestors getting killed at all. Also Zerg has the Viper with Abduct now for handling key enemy units and taking them out of the fight and into the Zerg army to die. What if we just made NP have a third or a quarter of the range while burrowed? The Fungal Growth suggestion seems pretty reasonable tough. Fungal sounds good, neural idk. Neural is just one of those spells where it is either broke or plain bad.
And neural, maybe a range reduction, but why unburrowed neural? Again with the same as back when nobody made infestors. What it matters for is when there are only a few infestors, when Zerg is still getting to lategame and the infestors are not OP because no critical mass.
Basically, you are planning to revert to LotV release infestor but fungal no longer roots nerf and ITs now shred air.
Infestors just got a big nerf yesterday and Terran players already making topics about how to nerf it further. Its the single reason why Infestor-broodlord is so strong against anything.
AAM did everything that the current Fungal does now, and it got changed quickly to be a pure debuff spell while Fungal has been a damage-debuff spell for 9 years and has created the most awful lategame composition in the game and has created a entire late game playstyle that is completely the opposite of what Zerg should be. All in one patch. Where was this magical non existent time where Zergs never built infestors?. Where is the proof of this?.
If lategame Protoss is helpless against lategame Zerg AND Terran infestors and bcs , why look for more infestors nerfs? Why not Protoss lategame buffs. The problem is that Protoss lategame is absolute trash.
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