Commander Prestige

The thing we can all agree is, “at least we have more alternative plays with each commander”.
To be honest things were getting monotonous for all commanders but at least these Prestige opens up more potential and more fun.

There are some prestiges that I’m skeptical though.
They are flawed or incomplete but they are not garbage, it is a balance by giving strength and weaknesses.

Clearly the developers put a lot of work into this and re-proven themselves their dedication and that their supposed absent was for a very good reason.

Beside if it is actually seriously flawed, we can always write them in the forum.
I think it is best to give this a lot more chance than “fair amount” of playthroughs.

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Does it also grant double the move speed bonus for zerg units? Cuz that might make omega worms much more useless.

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Honestly im actually really hyped up and looking forward to this. Sure you get threads and i feel like a lot of people can fall into the “Brutal is easy once you’ve learned how to stomp it”, but then a lot of the fun came from experimentation or trying different things.

A lot of commanders were one trick ponies, you never really got to do anything more than one trick, so you kinda got shoehorned into one strat or another. Say you get a Raynor as a ally. You can play him as Mech or bio, but 95% of the reason to choose him is bio. So many commanders have better and sturdier mid/lategame that don’t take the 15-20 minute mark to do anything. Hell, Fenix has tech free 75 mineral starports for mass carriers with champion upgrades and carriers work a ton better against the AI while also having a hero unit to transition. Artanis has the sturdy mass dragoon army with postbuff that is honestly one of the easiest effective comps to pull off for a new player in 2 minutes. Just Build 4-6 gateways, a twilight council for dragoon and zealot upgrades, mass build dragoons and chargelots and manually move low hp dragoons to back. Ez pz with great midgame/pushing power especially for a f2p equivilent to a tychus while also granting your ally guardian shell minus bar maybe being 2-3 minutes slower but still great. The average raynor ally A moving their 200 supply -> 10 supply army into a storm or void shard aoe, Now they can have 50 mineral 100 hp tanky marines who can dodge the “dies to literally any aoe” and newb friendly gameplay style of building M&Ms together. New players can prestige while the problem of one Trick ponies is alleviated. So what if Something like Vega 4th/5th builds on Tychus aren’t as popular as 4 tall builds. They’re extremely fun and Vega is a fun pick when you’re gonna complete the mission anyways or on a timed map to screw around with like Mists Opportunities. I love having fun builds and a lot of the engagement is just the homebrewing trying to figure out how to make commanders work or different builds work.

This already looks like a great concept. It’s like the tf2 weapons where certain weapons come with tradeoffs and interesting interactions vs Stock and standards. Sure, you might get some weapons like the Tf2 Stock Rocket Launcher (Large explosion radius), vs the direct hit (80% Faster speed and 25% more damage, but tiny explosion radius), but they can be fun and add engagement and playstyle to the game and freshness. Plus with allies too, usually you could look at say a Karax and know what to expect, Cannons + few /low / slow units, but now you can que into a Karax and have a ultra defender commander or see people messing around with Karax armies.

Currently his is bleh, but a -40% to cost can be humongous like kerrigan’s gas reduction mastery and mass mutas. Plus things that people weren’t using anyways like the newbs who don’t use Nyduses. Maybe a Kerrigan + Abathur pair or stukov friend can coop for fun together and get more army regen. You can customize your heros. Twin dehakas sound fun.

This offers more way to customize and replayability and mileage and fun or adaptation for mutations. Sure there will always be a optimal choice but finding the fun and commander combos could be a great experience! Im hyped. This could basically quadtruple the different combos of how attack/defence commanders could interact or put people on a hunt for the next best Defender 2 commander combo with maybe a ultra Karax + Ultra swann, or Highlander Tychus Speedrun builds with 200% damage -50% taken Ultra Tychuses + Ultra Sams with … admitably probably over the top 475 damage grenades and 3000 damage c4 charges for 9000 burst damage in 5 seconds… (actually hmmm. ).

But anyways they can always tone down the numbers. Even just the thing like the Odin no longer taking tychus for a defensive cd/ structure damage cd i would love so much for gameplay style. It just adds so much more replayability and options imo and sounds really fun. im sure it’ll get balanced later, but right now im pretty hyped, just as long as it’s balanced around sastifying fun / appropriate fun challenge like harder mobs or more mutation tools or Brutal and Bruation and Brutal+ builds for each commander + mastery interactions. 4-5 ways to play or tweak your commander sounds really fun + mastery interactions imo to find the best mix or funnest mix. I just hope there’s a prestiege option for Vega for tychus in the last one! Vega is so fun but hard to build a dedicated build around.

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It’s perfectly fine until you hear “nuclear launch detected” and see a huge red sign in the middle of your base.

Well, technically by that time you should be able to have observers, so detection shouldn’t be that big of an issue regarding nukes.

That being said, Karax was known for his insta-builds, so removing 2 buildings from 4 that insta-build is a bit extreme I think. And you might actually appreciate a canon here and there to protect your base while your army is away. They could’ve made them weaker (-xx% life, maybe damage too), they could’ve disabled repairing them with reconstruction beam, but disabling them all together seems a bit much.

As for the prestige system, I’m happy if they also keep the possibility to play the commanders how they are now. I like some prestiges, I dislike some, I agree with what’s been said about offering different ways to play a commander… But I think the main problem will be in public games and maybe even public mutation games: people are constantly complaining about bad allies, especially at lower difficulties. Now imagine you get a bad ally who also chose a bad prestige for the kind of map you’re playing, or which kinda anti-sinergizes with your chosen prestige.

And as a last thought: “Zeratul can collect an ulimited number of artifact fragments”… erm… do they keep giving him upgrades after +3? Could we end the game with +10-upgrades immortals? :smiley:

Anyone knows when will these be implemented, btw?

IMO there is only 1 defense map, Dead of Night, because enemies are constantly coming in from several directions at the same time. On Temple of the Past for a majority of the mission attacks only come from 1 path and sometimes 2 later on. Plus they are only in waves, which can be wiped out quickly and then you can move on to another objective, where as Dead of Night is a constant flow that forces you to remain stationary.

I do want more real defense maps though. :frowning:

The one where Vorazun loses Dpylon’s Recall… I keep forgetting to use that! May as well go with this since it heals Emergency Recall to full.

So Karax has 3 prestige paths…
–Advantage to towers, but no support stuff to units and making them
–Advantage to units, but can’t make Cannons nor Monos
–Advantage to SoA lasers, but no “Chronos”

HH’s Strike Fighters aren’t capped, but cost 200% more. Mengsk ESO… eat your heart out?

Zeratul’s Knowledge Seeker… can gain unlimited AF, but combat units cost +25%. Hello 937.5/375 X’N Enforcer!

Speaking of “core”, Artanis has one that ups units’ effectiveness by 100%, but his units now have a +30% unit tax. He got the “Karax treatment” :smile: although this still looks to be a better deal.

Nova loses Griffin Airstrike!

Stukov can’t make ICC (Inf. Civvy Compound), but can jump straight to mech, and make their units cheaper!

Better Stetalities, but no Super Gary!

How many pubs don’t use MULES or Omega Worms at all?

I seriously doubt Prestige is meant for the “top” players. Granted, the “top” players are nerding over it in Discord/Reddit, but that’s really to be expected.

Anyways, who’s ready for DOUBLE the rockslapping action?

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I both like and dislike this new Commander prestige system.

I like it because each commander can further be customized to be played a specific and unique way. It also incentivizes replaying the Commanders in different ways.
Basically it gives more options.

I dislike it, because not only it further increases the power of Commanders, but it creates a near impossible situation to balance.
(Balance as in similar power levels between Commanders).
Some prestiges are absurdly strong with little drawbacks, while others are a joke with heavy drawbacks.

Brutal+ and mutations are already too easy, with very few exceptions.
I hope we can keep a nice balance of challenging and fun.

Likewise. Or remove the insta-build feature on towers. A Monolith has a bt of 80! That’s 1/3 to 1/4 the time of a whole W/A/S/M/C upgrade!

One person who pushes like Artanis did just this. 30% cost reduction, and never made towers. Units + SoA lasers.

They need to test this a bit longer, period.

Otherwise, I can foresee there will be a lot of memes.

Also I think there might be 57 prestige at best.

That is if they dont set the xp boost package/potion/whatever the heck it is as their 10th anniversary best seller.

I would REALLY like the Karax Prestige that makes his SoA lasers better. 3 SoA energy per OS, 30 energy per Solar Lance. SL and Purifier Beam can fire every 1 minute and 3 minutes respectively!

Losing all of his Chronos wouldn’t be too bad. I put mastery into SoA energy anyways, so his Chrono Boost isn’t as useful. I hate having to type in “Chrono in 5” for Chrono Wave. And Chrono Field will be missed, but the tradeoff is intriguing.

Well, at least we can retire and stow away the “Coop is dead” meme. (then give it a year or two :stuck_out_tongue: )

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Well I’m 10000% on board with Prestige, it’s going to be fun playing around with it, getting the PTR up and running now.

I’m sure some of these will be adjusted before and after they launch.

I would really like to see the loading screen show chosen Mastery and Prestige for both players.

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I think it would make sense for the dev to show at least the prestige chosen in loading screen.

This is because the new system vastly changes and limits some aspects of any specific commander. So if you are expecting a commander to be able to A at X time normally, that can be entirely different due to the affects of prestige. Overall, this may affect the game’s cooperative nature.

As an example, let’s say Mengsk chose the EO prestige, which disables Nuke entirely. On a map like SoA, if I knew my partner had this choice, then I know basically pushing every sliver is required. Meanwhile, seeing him/her build mass EO won’t tell me that. So certain “expected moves” are now requiring compensation via different strategy. Since unknown to me (as a partner) ahead of time can cause some disadvantages, especially on tighter timing missions.

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I tried it for a bit and tried the PTR and some of my thoughts.

It was really fun, every match did feel a lot different, there was more replayability in commanders and more fun to adapt.

The menus show 4 options, but the first is just a default option while the 3 are the special perks.

Tychus’s Prestiege are interesting but weird. One of the first ones, that increases your outlaw costs by 50% and time to research by 50% for 35% reduced cooldowns doesn’t seem worth it at all. You slow down your early game when he floats a lot and most of the time you only use 1 cd a fight. If you want faster cds you could just buy a Nux with the extra 1750 minerals and get more power lategame or a extra outlaw.

___ Tychus’s Lone wolf ___
(+200% MORE damage when a outlaw is out of vision, and -50% damage):

Janky, powerful but janky but needs more balancing. Generally you have a extremely powerful unmatched early game. (Tychus or a single sam can SINGLEhandedly run into bases, clear the rocks in a grenade and mow both expacs, and then deathbomb a train for 3000 x 3 damage on oblivion express, set up a blaze chain and light the entire map on fire and clear DoN in 15 minutes vs 25-35 minutes before (Halleluah) just by setting a 900 damage burn chain and setting Blaze to walk while Tychus clears another zone. It’s a micro nightmare though and you can really only handle 1-2 or maybe 3 outlaws at most at a time. It’s like playing a whole entire team of Dota but having to control each of the 5 players at a time. Tychus + Sam is a strong opener and Nikara can actually be used pretty well just since you can sic her on your ally and use her as a heal zone. While Rattlesnake can charge in and solo tank zones or drop off a revitalizer while you attack a zone. Nux is actually also amazingly powerful with lone wolf as another AoE outlaw. His aoe zones become instant kill zones that can deal 900 aoe damage to objectives, but his base attack still sucks.

  • Drawbacks: While offering incredibly unmatched early game, this prestiege falls off lategame. You actually end up weaker than you started before unless it’s a wide map (Like DoN), and often as a common man have to regroup. Things like the vision on Fixers feels like a feel bad detriment since it helps Nux / Nikara spot things quicker, but it makes pushes harder and lategame you take too much damage to use Lone wolf on anything but the Odin or a Revitalized Rattlesnake. Definitely a speedrunning build and extremely good for Tych on DoN / Trains or quick objectives and still a very powerful build. Just extremely disorienting. Missing out on ultimate upgrades with lone wolf feels bad. I feel like they should rework it or something. Maybe remove the vision downgrade but limit you to 2-3 heroes instead and make upgrades 100% more expensive but let you still get ultimate upgrades. Or maybe have the prestiege Rework Change Tych’s Ultimate gear to let outlaws work better with it. It is fun getting the first hero, but it makes tychus’s outlaws feel bad and it’s disorienting to play. Many of them are designed around active abilitys. I think it’s a neat idea but i’d rather change it to a smaller design that maybe caps you to 2-3 outlaws, but still lets you get the ultimate upgrades and lets you use them together lategame (with tweaked numbers as needed).

Dog walker: (Odin has +100% increased duration and reduced cd letting you basically use it all the time and doesn’t remove tychus, but loses Nukes / abilities. )
o Advantages: Kinda neat, basically with mastery you can keep it up 60% of the time. Good Structure dps and a calldown equivilent to maybe Raynor’s banshees. Problem is you don’t get it until the 10 minute mark. Seems like you use the odin for the nuke most of the time to clear a base and it’s too slow to keep up with a army, but you can drop it on a base to defend or drop it a lot. Can’t wipe a wave as quickly in a click, but decent as a defensive cd or spamming it as a 6th outlaw.

Then other outlaws with notes:
Fenix’s 700% damage suit actually seems really good on him and really powerful. He basically becomes 3 calldowns all able to easily wipe waves.

Raynors’s Backwater Sheriff: (+100% Bio life, - Mules) is actually amazing for casual play. You can build 2 supply 420 health firebats [blaze it blizzard?] and 110 health marines, who dodge a lot of the aoe actually. You can use stim packs a lot on marines to open rocks and scans and actually barely lose units you still can float just as much minerals. Basically Raynor goes from being the tissue paper gun commander to having a sturdy new player army. I’d put it around a Zeratul or Mass dragoon artanis army in sturdiness. Only problem is army mobility. Raynor doesn’t have a good way to get his units around. But this should be great for public play and help Raynor with mutations a lot and New players. It basically takes out all the annoying 6-8 required orbitals to play him effectively and lets you do it with 2.

Overall
Overall i think it’s extremely fun and i can’t wait for a polished version to go life. Or a way we could test. The PTR is definitely fun to play and while there can and probably should be some adjustments made it’s pretty fun. There’s more commander diversity, checking the traits your ally commander has is fun. Some prestieges seem like they get more downsides than the strong ones. (Like +50% outlaw costs for +35% more abilities, when Nux exists), Other ones open up great possibilities. While i think others could use a tweak (Like Tychus’s Lone wolf: +200% attack -50% Damage when alone, As it has a promising idea of Powerful standalone outlaws and the most broken early game, but some outlaws like Sirius get gimped, so you’re shoehorned into either grenade / Blaze fishing while the vision on the mastery feels bad. It’s ridicolously powerful where you’re probably at your endgame cap at minute 3-5 able to clear rocks/ bases right off the bat with Tych / Sam. But Vision upgrades feeling like downsides or how disorienting it is to have to manage 2-4 characters with your +40% vision detection research being antisynergetic with your army feels bad. It’s probably the best one but feels extremely disorienting to play and isn’t helped by the fact that if you try to pilot 2-4 individuals outlaws at once and can only look at or target one screen at a time. (You also tend to have no detection on sam, who can dive in and nuke 9000 but can’t keep up with aoe, Rattlesnake can tank indefinitely slowly, but can’t shoot air or detect. Nux / Nikara meanwhile, if you research detection give you a +40% vision zone making it difficult / counterintuitive to combo them. )

Imo Overall the update is great, but the changes i’d want.

Tychus: Rework lone wolf. It’s actually a really neat idea being able to play Tychus as even more Super outlaws. But 375 Damage grenades and the disorientation from trying to play a whole MoBA team at once and having all your power at Minute 3-5 means it’s a extremely powerful pushing power. You thought current tychus pushing was insane? He can clear the map at minute 3:00 and instantly delete Trains in (Literally) 2 seconds. But it’s too disorienting to play and No Ultimate gears feels bad when it’s the one place you’d want to use them. I’d limit it to 1-2 heros and maybe tweak the power to +100%, or turn the +200% damage -50% taken into a Odin CD replacement or limit the lone wolf Buff into a Tychus Ultimate gear replacer.

Raynor’s ones look cool, they add a lot of ways to play, im glad they’re making f2p commanders better and he has a lot of versatile stuff.

Kerrigan’s Nydus ones look weird, if people are too lazy to use nyduses, are they really gonna even bother spreading creep?

Karax’s look good, i like them and the rest look fun.

Tychus’s First Prestige option I would really like to be turned into a well Vega / Fixer support option maybe. With maybe Vega granting a 1-2 second shield and confusion wave could also aoe mind control 5-10 extra units below 100 hp, and Fixers gaining -25% reduced upgrade costs but Gunslinger upgrades cost 35% more or something. Who knows, could be fun though.

Anywho looks really fun and i can’t wait for it to be balanced and go live!

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Wow that was a mouthful. I felt like a teacher reading an essay handout from their students…

The good thing about prestige is expanding the strength of one commander but increasing the weakness at the same time, it promotes interesting gameplay by giving high return and high risk.
But some are really broken… I mean with 200 UE for Abathur, So Overpowered and so impractical. Hopefully they’ll refine them in due time.

It’s just my opinion here but please keep the thread to minimum as possible, clear and concise wins everytime, everyday.
I’m going to give a heart with this thread for being so thorough.

Heck, why don’t you throw in a +1 damage and we got ourself a dragon ball z meme!

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I really like the prestige, thsi makes so you don’t keep playing the commander the same way everytime, some of the prestiges are direct counter to some mutations.

I will definitelly gonna test the buffed stetlite ones, Super Gary will be missed, but the game will likelly be less laggy, or so I hope.

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Haha there’s just so much, perhaps it was a bit long but there’s just so much to unpack in this update. I was worried with the silence i admit, but there’s just so much added to the character dynamics and really some of them change the gameplay a lot or in small but big fundamental ways. +100% bio hp lets Raynor get 420 hp tanky firebats nearly as big as Tychus’s Singleton Outlaws and lets him use his units like Dragoons.

Fenix now can turn himself into a super op commander calldown. Tychus can have basically a almost permanant no nuke 60-80% uptime Odin up as much or more frequently as Raynor’s 50% uptime Banshees.

Abathur can have unlimited Ultimate evolutions that cost 2x more. It’s a lot to take in. Just making a dead playstyle of 18 commanders work, it’s like trying to deal with a game that just added 20 new commander playstyles at once! It’s a big update for sure rofl, and there’s something for every playstyle. F2p commanders get both new player friendly and vet minmax playstyles. Raynor will probably become way more viable in mutation and sturdy and new player friendly. Abathurs can now become super op. What’s not to like lol! Everyone should seriously try out the PTR, i know it’s natural to be a skeptic but it’s actually a lot of fun right now.

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Okay, I played a lot on PTR and I gotta say up front I am pretty stoked about the whole Prestige thing, it’s gonna add a lot of replayability to co-op. Clearly not all commanders got equally good choices. Some of the Prestige options look to be more punishing than enabling. I do have one worry - Mengsk is already broken in regular play; he can already open and occupy his economy faster than any other commander. And, if he goes straight to using artillery, he can have the map half cleared before his ally is even fully “up”. Now, with “Toxic Tyrant” his artillery is soooo much better AND the builds only penalty is that he can’t use the Nuke option…and nobody uses the Nuke option because the Zerg option is so much better. So my gripe is Mengsk gets a great upgrade w/ effectively zero penalty.