twofold said:
Infestors clump up like mad. An emp or two would make them absolutely worthless. Ghosts are getting a reduction in cost in the next patch, too, so there shouldn't be any excuses for not using them.
The real question for me is how Protoss deals with them. Infestors are pretty much the counter to everything Protoss. Only Archeons, Colossi, and Motherships aren't seriously harmed by fungal, and very few things have the range 9 that fungal has.
Blink Stalkers or High Templar are pretty much the only reasonable thing I can think of. Zealots, DTs, Sentries and Phoenixes are totally demolished by Infestors. Void Rays have serious trouble due to clumping and their need for careful positional micro. Carriers are rendered toothless as all their interceptors are destroyed.
But it's even effective against Stalkers, and has equal range as feedback. A group of high templar will have a hard time feedbacking an entire group of infestors before getting fungaled themselves. Mainly because fungal does area of effect, while feedback is single target. Storm might be reasonably effective, but since it doesn't hold them in place, they can just move away and survive.
I really just don't know how to deal with infestors. It's like they counter everything. They deal so much damage on top of allowing the caster to take positional advantage.