I’ve played most commanders. Many of them are super fun, have interesting gameplay and visuals. But I don’t think any really stand out in terms of being unique of gameplay and visuals as Dehaka. Examples of what I mean:
Unique Structure Designs and Build order
All Dehakas structure designs are visibly unique from other Zerg commanders. In a way that goes beyond simple reskin like how Egon’s structures are. There is also a unique build order, method of spawning zerg units. Doesn’t require overlords, but is not affected by creep. Each of the other zerg commanders uses a hatchery, lair and give that looks and function similarly. 3 of which use the same exact model.
Some uniqueness on zerg models.
While true that most primal units are reskins of existing models there is some unique ones like the ravasaur, Tyrannosaur, primal pack leaders and Dehaka himself. Abathur, Zagara and Kerrigan have artificial uniqueness made into their zerg builds by omitting access to units rather then making new ones for the commander.
Unique gameplay Mechanics
Speaking of Dehaka, they could have easily just had use his hots model then given him some abilities and called it a day. But they went through the effort of making adding a unique model with essence collecting mechanics. The means of morphing new zerg is pretty cool and many units have unique abilities not seen on other zerg commanders.
Generally very powerful from early to late game.
Dehaka doesn’t have the same initial ramp up power as Tychus, but is still quite powerful early game if used correctly. He is also very versatile with answers to nearly everything. Dehaka can be made to work good in nearly all mutations. Has many options for dealing with air ground, expendable units, insta kills, a very strong map wide presence and ability to quickly apply pressure on another part of the map fast, many options for ground and air AOE.
The theme itself is also really well fleshed out.
I already thought it was really cool how primals are sort of these dino like creatures. But they went and gave this commander Godzilla like vibes which just makes it even better. When you combine this with the unique structures and gameplay mechanics it makes for an very fun and interesting theme for a zerg commander. I think all responsible for making this commander really deserve praise for it.
Do you mean best defense? If so yea. Karax is amazing there. I wouldn’t say Karax is the most unique, and carefully thought out commander, but fun to play and powerful in the right instance for sure.
I’d still say unique overall. You need to lean in on his SoA much more heavily than other CO’s top bars. Those SoA lasers need to be aimed and conserved.
You can’t really A-move with him. And he has not basic unit that can do both anti-ground and AA.
Interesting to see what others think of commander design. I think it’s a bit difficult to rate because so many of the commanders have changed a fair amount since they were initially released. Do we rate how they were initially released or how they stand now? Because one of those is intentional design and the other is hodge-podge evolution.
Personally, when I rate design I look at the types of things that generally don’t change over time- unique powers, unit selection, whether there are things that synergize with each other, resonant theme, and things of that nature. I ignore the game balance- whether the commander is strong or weak, OP or UP. I also ignore graphical flourishes like reskins and remodels as those have more to do with presentation than design. Looking good and being well designed are 2 different things.
Having said all that I would divide the commanders into 3 tiers based on their design:
Above-Average: Swann, Nova, Stukov, H&H, Mengsk
Average: Raynor, Kerrigan, Artanis, Zagara, Karax, Abathur, Fenix, Dehaka, Zeratul
Below-Average: Vorazun, Alarak, Tychus
I’m not convinced that uniqueness is equivalent to good design. For example, I would say that Stukov is the most unique commander – he’s Terg and his passive play style is unlike any other commander – but I don’t think he’s the best designed because he’s almost a one-trick pony. Same goes for Karax.
In terms of best designed, this would be my ranking:
Mengsk
Fenix
Nova
Kerrigan
They each have a variety of tools at their disposable and they aren’t hard countered by too many mutations. I’ve never played Dehaka so IDK where he ranks.
I agree that Tychus is not great, but why is Alarak below average?
I definitely still say Dehaka is a cut above the others. Both in terms of uniqness and gameplay style.
I’m not convinced that uniqueness is equivalent to good design. For example, I would say that Stukov is the most unique commander – he’s Terg and his passive play style is unlike any other commander – but I don’t think he’s the best designed because he’s almost a one-trick pony. Same goes for Karax.
Most of Stukov’s structures are units are reskins of existing units so I wouldn’t call stukov that unique in that regards. But there is a number of unique gameplay mechanics. However when I say that I think Dehaka is one of the best designed I also mean this from a gameplay mechanics standpoint. Dehaka has very engaging, unique gameplay and is a very powerful commander that can handle most mutations pretty well. Can be strong from early to late game even. And playing him doesn’t feel like one is botting or is as easy mode as tychus.
I think conceptually, he does fulfil the fantasy of “Dino/Kaiju-Zerg” and does it well with his primal combat army mechanic and pack leader calldowns. Although mechanically I think he’s not unique. Leveling aside, he is very similar to play to Kerrigan albeit without the worm spam and only he can move to another area at a moment’s notice, of course it is noted that Dehaka can solo waves at a high enough level. Army-wise it is also very similar to Kerrigan but enhanced with the primal combat mechanic. In terms of Macro it’s even more simplified (but I guess that also helps hold up the prehistoric zerg theme) since he only has 1 production building and all the tech is stuffed into the pack leader dens.
To keep it short, I don’t think Dehaka is unique in terms of gameplay; he handles like the other zerg commanders just a different flavor of it and more simplified. Though that doesn’t mean I don’t like him. He’s definitely one if not the strongest zerg commanders.
This is a fair point. However I think the zerg models that are used are pretty cool. However I really would have preferred the butterfly like mutalisk.
However most of the other primal units look very similar to swarm units.
I think conceptually, he does fulfil the fantasy of “Dino/Kaiju-Zerg” and does it well with his primal combat army mechanic and pack leader calldowns. Although mechanically I think he’s not unique. Leveling aside, he is very similar to play to Kerrigan albeit without the worm spam and only he can move to another area at a moment’s notice, of course it is noted that Dehaka can solo waves at a high enough level. Army-wise it is also very similar to Kerrigan but enhanced with the primal combat mechanic. In terms of Macro it’s even more simplified (but I guess that also helps hold up the prehistoric zerg theme) since he only has 1 production building and all the tech is stuffed into the pack leader dens.
To keep it short, I don’t think Dehaka is unique in terms of gameplay; he handles like the other zerg commanders just a different flavor of it and more simplified. Though that doesn’t mean I don’t like him. He’s definitely one if not the strongest zerg commanders.
The evolution mechanic and his hero unit is a fairly significant new gameplay element. I would say the closest other Zerg Commander to Dehaka in terms of gameplay is Abathur. But yea. One doesn’t necessarily need to be the most unique to be fun and he is no doubt quite strong.
The post mentioned Dehaka. He’s WC3-like since in that game, each of the 4 factions had 3 different heroes that could level up in-game, not unlike how Dehaka works. (and his bro-in-arms if you use P3)
what I really wish was Dehakas base units were actually any good besides the swarm host which actually does pair well with the creeper host. otherwise his zerglings are just really bad despite having double the base hp and damage as they don’t get any upgrades. Hydralisks are just worse than mutalisks in all scenarios and the primal igniter is just the primal roach but better and its the same with ultralisks as tyrannozaurs are just the same unit but objectively better by adding more hp and an anti air attack plus all the upgrades besides burrow charge that affect ultralisks also affect the tyrannozaurs.
With the Visual aspect - I agree, buildings are unique and nice.
But with the gameplay not at all. Dehaka lumbering beast, has lot of life - too much, and is way too slow and damage output is way less , lets compare with Zagara or Tychus heroes.
Where to put that for Tychus we can have other 4 friend heroes out of total 8 more?
For Zagara, we have banelings - insane damage, and good AA also: scourges.
So all the time I choose Tychus or Zagara instead of Dehaka.
I think Dehaka Prestiges should be rethought, so instead x2 Dehakas, somehow decrease his life but increase his speed + damage. (can be called for ex.: Thinner Carapace or Slim Dehaka)
Dehaka as a hero unit can be quite good though. Adventages:
Earliest to spawn. You can use this to can an early look at the enemy to help prepare and start dealing damage to enemies pretty quick.
He has an ability that can one shot units and heal health. When used in P1, correctly it can mass heal nearby units and if you consume psionic units do good AOE.
Once he starts to get to a reasonable level he can do some good damage to enemies and his area attack can’t be underestimated.
He can teleport anywhere with vision. And while its not as good as Zagara’s deep tunnel teleport he doesn’t have to use extra expensive units for it.
Also don’t forget about Dehaka’s packleaders. Those are really good especially if using P2.