Broken or unfun mutators

Combinations:

As Stukov: damage reflect, enemies spawn mobs on death, some other stuff.

On dead of night, I simply couldn’t hold. Tanks died the second they fired, bunkers couldn’t keep up with waves.

Best mutator is polarity and paired with someone who don’t know what it is :sunny:

lol I was going to write in the original post about how I hated Polarity. It’s another one of those things where I don’t think Polarity is THAT bad in itself, it’s when it’s combined with other things that make it much more annoying to deal with. What I don’t like about Polarity is that it makes it practically impossible for you and your partner to split off and do separate things. Sometimes your partner is doing a bonus while you’re defending an attack wave, for example. Alone Polarity is fine, but when you add other mutators like Just Die, the effect is a lot stronger. Which is probably why I have yet to see it on Brutal+. I think basic Brutal+ just needs a few adjustments, and I also think there possibly needs to be code that states if we have X mutator, we can’t also have Y or Z mutator, except on Brutal 6 or something where anything goes.

Sometimes we get fairly easy mutations but, because it’s 4 of them we get some nasty combos, yesterday I went brutal+ and this is what I got:

Korhal map
Broodlings
Flames on death
Nukes
Time warp

It was ground Zerg comp, still lost at the last objective due to so freaking many units it got laggy.

Oh on brutal 6+ I got
Micro transactions
Minesweeper
Slim pickings

And I think the other was
Avenger
Polarity
Just die

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This sounds like fun.

NopeNopeNopeNopeNope

I wouldnt mind them nerfing the damage or AoE radius on minesweeper a bit and nerfing the unit speed reduction that Blizzards induce.

Oh, speed freaks and propagators was hard. Prop got there at like 3 min

Brutal+6 Speed freak, fatal attraction, Propagators… Nope, nope, nope.

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dude, We had a game. fatal attraction, with alien incubator, and fear vs an air zerg comp on part and parcel

during the last boss, who spawned a wave of broodlords, all 400 (minus workers) of our supply was perma stunned by being pulled around by the endless broodling spawns from the broodlords.

I had bcs and he had abby so we both have units that would attack while moving, consistently killing the broodlings. This went on for over 5 minutes while we were barely losing forces (cause the boss doesn’t do much damage on our own and we had healing) and just sitting laughing at ourselves cause we couldn’t finish the mission due to time running out…

Eventually I was able to teleport out with my bcs, abby put a hold command on his auto attacking units, and i nuked the broodlord wave (had to wait the full 300 seconds to cast it). We ended with about 20 seconds left.

Probably the most entertaining/frustrating thing i’ve experienced in coop. Fatal attraction doesn’t really make it hard, just super annoying when combined with other mutators.

Minesweeper could use a bit of nerfing especially because zerg commanders usually get stuck having to slowly slowly crawl across the map especially abathur.

There are two mutators that make me want to insta-quit each time I see them. Kill Bots and Micro-Transactions and both for the same reason.

Micro-transactions HARD counters macro commanders. Kill Bots hard counter hero based CO’s.

In a weekly Mutation this is fine because you can just prepare for it and pick a CO that works for the mutation. mixed in randomly is a totally different story.

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Avenger and Just Die should be barred from being paired with each other. Adding in Polarity to that is just frosting.

They kinda are, they both have an insanely high “pick” cost and thus can only fit together on higher brutal+ difficulties. And they aren’t so bad together honestly; pure brute strength can be scary, but it’s also quite counterable.

This thread has been inactive for a few days but I just want to bring attention to some broken mutators in temple of the past.

This game lasts less than 1 minute with very little chance for the commanders to do anything, the safe zone around the bases in this map must be expanded to also cover the whole temple or with some mutations you just have a case like this.

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