After what seemed like a very rushed rework of the 4 most recent COs, there was a large number of very oddly large nerfs.
Naturally, many people are upset and have said as much. But while there’s a lot of acknowledgement that there’s issues, constructive criticism is much less common.
It’s not the only thing that could use a better look at, but I’d like to start on Zeratul’s Cannons. It was an OP structure for sure, but now I can’t see it getting much use at all.
In my opinion, the actual Cannon though is and was pretty bad for it’s cost especially now that it’s up to an absurd 400 minerals. Now it’s just useless by itself.
Personally I think maybe putting a universal charge system on the cannon shades could be a good system. Set the charge max to say 5 shades at artifact 2, and up it to 10 for artifact 3. Tesseract Matrix could be changed around to allow for another 5 cannons from there, with a smaller cooldown bonus.
If the charges came back at say 20-30 seconds each that would prevent massive amounts of shades, while still allowing for them to actually be fun to use.
That’s just my idea though, how about you all?
The problem is free unit are either very useful or very useless. It is very hard to find the middle ground.
If it is for fun, then make them very useful. If it is any other thing, then make it useless.
I say combine the nerf with a buff.
Take the new cannons and increase their shields and hp to 250-300
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Make the Cannons instantly teleport instead of project themselves. When a timer runs out, they teleport back to their original position.
Lower the cost back to 250 and buff their stats some to compensate.
Same old gameplay, now with actual risk.
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Well that’s the thing though, coop is chock-full of free units between the heroes and the dozens of calldowns. Only two of them were really met with any power issues, and now the answer to both has just been “let’s make them prohibitively expensive”.
I only said free unit. Call down is another different thing.
Since they nerf Stukov free unit aspect, it been overly not fun at all.
Sure, his mech is better but I play Stukov because his unique theme is swarming. The Mech playstyle is generic at most and can be seen by almost any other commanders.
That’s what I mean though, all the nerfs did to the Bunkerlisk and Cannon was render them largely useless beyond the first few. And both of them are the primary defense structure for the two COs as well.
@Galgus had a good idea that gets rid of the free unit aspect of the Cannon. Maybe that’d work better.
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I don’t know man, Infested Bunkers still do a bunch for a mineral only unit.
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A few months ago I was very vocal about nerfing Zeratul. I’m glad they finally did it, but wow did they over do it. I really hope they stay active, and don’t just disapeer like they did in the past.
I wanted cannons that couldn’t just be freely abused to win missions in a brain dead fashion. But I also want cannons to be viable as static defense, with no projecting. At 400 minerals, they are worthless. Should have just increased the cool down, and left it at that.
The best beat option, as was suggested above, is to make the cannon die if the protection dies, so that there’s actual risk. And leave the cost at 250.
Please blizzard, don’t make things useless, just make them reasonable.
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No that’s absolutely true, I just don’t find they scale well at all anymore. The first however many are very nice given they’re a melee attacking moving bunker that can regenerate health crazy fast. And they can be infested for even more hp and damage.
But it just isn’t very feasible (in my opinion) to make a bunch of them to cover the drones on MO for example. I used to love doing that.
They went from one oppressive unit to a good support unit. Just push with your undead bio and profit. As far as scaling goes, they have as much damage as six Infested Marines plus melee, so I kinda disagree there with you.
They could get a 25-50 price reduction and/or a range increase, see what that does.
See that’s fair too, but their dps gets hit so hard with any enemy with high armour. I dunno, maybe I haven’t given them a fair shot, but I end up always finding his mech to just work out better.
Personal opinion, mind, nothing more. They certainty were close with that one, but for me it went that little bit too far.
If you have to nerf them, which I am opposed to, I would suggest a shorter duration for its shade ability. I use my projected cannons to support my ally when I am pushing off on my own. Now I cannot do that and it feels weird. Also these cannons early on are not strong enough in low amounts. Only late game when you have stacks of them can they bring value to your pushes. Low cost cannons help Zertul transition from small armies to his large powerful deathball.
Because they are six Infested Marines. I think Plagued Munitions should be reworked to add a small amount of over-time damage that ignores armor and stacks for each Infested Marine/Trooper. As well as an extra range.
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Yeah, I wonder if rather than reworking the upgrade, tying an upgrade like that to the Bunkerlisk itself to provide to the Troopers inside could be all it needs to get over the hump.
Cause again, it wasn’t the structure that was the problem originally.
Not half bad of an idea. Based on the magnetic field accelerator upgrade from WoL (+1 range) they could have a Pox Membrane or whatever that adds extra damage to the attacks inside. The Infested Marine/Trooper range upgrade could also add one extra range for Bunkered units.
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How about take the current nerf minus the cost increase? That seems like a good solution where mass cannons is still not optimal but also the cannons aren’t dead.
Why would zeratul have anything to do with cannons/towers?
He is a dark templar assassin, his army is small yet extremely powerful.
His call downs are phenomenal and his easy/free/fast pick up upgrades mechanic is insane.
His economy is incredibly easy and effective.
Zeratul should have the most basic photon cannon just to provide basic protection and nothing else.
No teleporting turret nonsense, especially not when its free and global and has short cooldown.
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Well, since Nova we seem to have a trend of “standard defenses are boring” and so we have to come up with new mechanics for every single commander’s static defense.
I mean its a cool concept for teleporting turrets but NOT on a commander like zeratul.
Kharax needs such a mechanic.
Zeratul already has so much kickass power and easy mode stuff that adding free global low cooldown cannons is just crazy.
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