Possible Infestor Solution

Co-op Missions Discussion
There was much arguing about the infestor spawning spells.

How about this.

Don‘t change much about how the unit works - just make its energy pool really big - f.e. 1000(+) and the spells cost a ton of energy respective.

Effect:

The infestor will only slowly regenerate to his maximum of energy. In direct proportion it could be like an ultralisk healing his HP all by his own. Although purple field might fasten things up.

The infestor would be very vulnerable to feedback or emp shocks.

Mass infestor will only help for a push - but be defenseless right after this - in the best case for several minutes. So it won’t be the ideal strategy but more like a filler in certain niches.
Yeah, because it really works well with his Brood Lord (no).
Sorry, but no. This is not a very good idea. The heal ability, albeit used almost never, would become the most ridiculous thing. Just constant health and energy regen off of a massive Egonergy pool.

The more appropriate way to adjust this, IMO, is to cut the amount of Roaches spawned in half, but keep the additional Ravager. Make the spell more expensive, so it can't be spammed as hard.
Limiting to have a max of 40 roaches at a time may help.
05/27/2019 10:49 AMPosted by NickHousen
Limiting to have a max of 40 roaches at a time may help.


Aand he became much, much !@#$tier.
05/27/2019 11:40 AMPosted by llllllllllll
Aand he became much, much !@#$tier.


Why is that?
05/27/2019 07:26 AMPosted by Sprite
Sorry, but no. This is not a very good idea. The heal ability, albeit used almost never, would become the most ridiculous thing. Just constant health and energy regen off of a massive Egonergy pool.


I don't get how this is a response to the OP here, they're suggesting that the infestor energy pool is massively increased, and the cost of abilities are increased proportionally, not that their energy pool be increased and then... nothing else?

What they're saying is that if infestors had, say, 2000 energy instead of 200 and roach drop cost 1250 instead of 125- then you're inherently going to decrease the amount of times it can be used, even if you're sitting them under the purple field. Right now you can basically spam out roaches a second or two after the last set have hatched because of the insane energy regen, but if doing that takes 10x longer we're just going to see a very noticeable change in how they're used and the power of their spells will stay the same. I feel like this is a pretty good suggestion, all things considered

Join the Conversation

Return to Forum