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Unread Tue, 15th-Jan-2013, 3:43 PM BnetId: cTmukade.551  Race: Location: Canberra, Australia  Total Posts Made: 152 # 1
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Possible good/stupid idea?

What if you made it so that fungal growth couldn't kill enemies, just take them to 1 hp?
I think it would encourage less mass-infestor play which seems to be what blizzard is trying to achieve. Would this be too broken? Please review.
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Unread Tue, 15th-Jan-2013, 3:44 PM Race: Clan: ToR/SYF  Location: Canberra, Australia  Total Posts Made: 436 # 2
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Plaguuuuuuuuuuuu

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 Mukade:  
exactly!
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Unread Tue, 15th-Jan-2013, 3:44 PM BnetId: sRNamakaye.100  Race: Clan: IXL  Location: Brisbane, Australia  Total Posts Made: 647 # 3
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like plagueuuuuuuuuuuu? maybe, but I still reckon the issue is that you cant move not that it kills you.
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Unread Tue, 15th-Jan-2013, 3:45 PM BnetId: cTmukade.551  Race: Location: Canberra, Australia  Total Posts Made: 152 # 4
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Or maybe if it had a slow effect instead of a stop effect
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Unread Tue, 15th-Jan-2013, 3:46 PM BnetId: sRNamakaye.100  Race: Clan: IXL  Location: Brisbane, Australia  Total Posts Made: 647 # 5
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yeah if it just did like a 50% slow or something that'd probably fix eveeryones issues imo

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 syfSoundwave:  
It would create new issues in ZvZ, muta play would become 3x as good and completely overrun the match-up.
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Unread Tue, 15th-Jan-2013, 3:46 PM BnetId: cTmukade.551  Race: Location: Canberra, Australia  Total Posts Made: 152 # 6
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Fungal just seems to counter a whole lot of things, is all. Makes it super cost effective to have lots of infestors.
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Unread Tue, 15th-Jan-2013, 3:47 PM BnetId: RuineD.430  Race: Location: Melbourne, Australia  Total Posts Made: 442 # 7
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fungal doesn't kill marines if they have medivacs, its the fact that u then get surrounded and butt raped by ling/infestor/ultra, or die to broodlords cus u cant move
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Unread Tue, 15th-Jan-2013, 4:42 PM BnetId: [x5]Stormz.638  BattleTag: xStorMz  Race: Clan: TCP  Location: Adelaide  Total Posts Made: 239 # 8
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Having fungal slow the units instead of just making them completely immobile seems like a good idea. I think it should still negate things like blink and charge and the movement increase gained from using stim. It would give the person who has been fungalled a small amount of time to split there units. I'm thinking 50-75% speed decrease would be acceptable or make all units that have been fungalled move at a certain speed for the duration of the fungal.
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Unread Tue, 15th-Jan-2013, 5:14 PM Race: Clan: ToR/SYF  Location: Canberra, Australia  Total Posts Made: 436 # 9
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also maybe it could be red, green is pretty OP

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 breadfan:  
That's the Pox secret!
 AxS.pinealan:  
yea, making it red would definitely solve everything
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Unread Tue, 15th-Jan-2013, 6:13 PM BnetId: Tazerenix.537  Race: Location: Adelaide, Australia  Total Posts Made: 329 # 10
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Slowing instead of stopping will do nothing to solve the problem. The problem with fungal from a PvZ perspective is it stops stalkers from blinking so against broodlord infestor, if you don't already have a mothership and archons out the moment your stalkers get fungaled you lose the game. If the stalkers were slowed this wouldn't make any difference because they still can't blink, and a 50% speed stalker can't outrun anything.
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Unread Tue, 15th-Jan-2013, 7:43 PM BnetId: ETLnoTTuh.362  Race: Clan: ETL  Location: australia  Total Posts Made: 103 # 11
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what if just maybe we got rid of force fields
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Unread Tue, 15th-Jan-2013, 8:25 PM Race: Location: Sydney, Australia  Total Posts Made: 20 # 12
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This has been discussed for eternity. Nothing that major will happen to FG, unfortunately.
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Unread Tue, 15th-Jan-2013, 8:43 PM BnetId: CautioN.106  Race: Clan: pX  Location: Melbourne  Total Posts Made: 360 # 13
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Make ravens have these guns on them right that go pew pew and shoot stuff so it's like a flying marine with energy cause it goes pew pew pew
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