Now that I've said that, I had an idea for fungal growth, that may never get anywhere and may be unfeasible, but I just wanted to throw it out there so see what other people thought. As a zerg player I hear all the time people complaining about how overpowered infestors are and how fungal is too powerful and I understand. Unlike psi storm, you can't run out of it, unlike seeker missiles you can't run away from it, or really even dodge it, and it negates the ability of other units to micro. Blizzard has tried some modifications for the heart of the swarm beta, toying with its range, making it a projectile so that it potentially can be dodged, but nothing significantly changed there from what I've seen.
Here's my suggestion: Change it so that fungal slows units instead of stopping them and have it work like storm does, in that it affects an area of the map and the effects don't linger if a unit moves outside the area. It would be a major revamp, I'm aware and they'd have to program in some new animations for it (I'm envisioning green fungus clouds in the AoE), so this probably isn't going to happen, but I honestly think this would address some of the balance issues that people have with Fungal. But this does a few things, first it makes it so that units can still be micro-ed to a degree. It makes it so that chain fungals are less of a possibility. It gives units a chance to escape. In some ways this de-powers fungal a fair bit, but then at the same time it gives fungal a couple of new uses. It creates a dangerous area on the map for a short time, so it can also be used pre-emptively, and can be used to zone out certain areas. It would change the dynamic of the way fungal is used while making it a little easier to deal with and not sacrificing the essence of what fungal is supposed to be. Thoughts?