The neural parasite range nerf went live today. I was just now messing around with it. 7 range. It's LOL short. It's literally funny to look at. I'll take a screenshot later. Just one glance will tell you it has exactly 0% chance of working against a big protoss ball. I doubt it will even work against terran mech. I would have preferred having it be unable to target massive and still have 9 range. With 7 range it's essentially useless. I suppose you could drop manner neurals on a beaten opponent.
1. The infestor was too good of a unit and it's main purpose is to support. I blame Destiny for this. Massing infestors, mass FG, mass NP, mass ITs, etc.... Basically, Blizzard doesn't want the infestor to be massed and then mostly used by itself to win the game. It's the same with ghosts/hts. You might be able to snipe or storm as much energy as you have but it would be pretty much impossible to win any game using just mass ghosts/hts.
2. With range 9, it would make it much harder to snipe the infestor. Most units are range 6(think stalker, marauders, etc....) and of course, there are a lot of melee units. What will usually happen is that the Zerg sends his units into the Protoss then the Zerg player just has to click NP on his infestors and select the colossi. Due to the range, the stalkers would have a hard time trying to pick off the infestor so the colossi will remain in control of the Zerg player. This doesn't take into account using the other infestors to FG the zealots/stalkers etc... Essentially, the Protoss looses his power units, gets rooted so that they can't snipe the infestor and then his army gets demolished while the Zerg loses a much smaller amount in comparison. Of course, this doesn't consider ghosts/hts into the mix but with mech, you can still NP thors but they get a hit off I believe and the difference doesn't apply as much to tanks
Edit: Day9 streaming DIII:
Edited by BigFan - 9/20/11 at 6:00pm