Han & Horner Prestige Talents off balance
I’m not sure where else to put this, which is strange that Blizzard doesn’t have something built into the PTR to provide feedback. The Talents for H&H are not very balanced to be worth someone’s time to prestige 3 extra times. Below are my issues and recommendations that would make a prestige feel prestigious rather than just extra work.
Mercenary Leader and Dominion Admiral
Though I understand that there is an option to use the base “Talent” if you choose, I don’t think players are being rewarded for their efforts of going through multiple Prestige by NOT having any prestige bonus’. Added buffs such as a 10% increase in Mastery power set effects; possibly a resource start boost of some arbitrary number of (500) resources that benefit fast starts; and a modest boost in unit attack speeds without messing with balance of the character could be a benefit to the player. Each of these boosts could be rewarded for each Prestige they complete which would incentivize people who have no interest in the new Talents.
Chaotic Power Couple
I’m not sure how Mag Mines and death effects while reducing the cost of Han’s units seems like it’d be a winner but it needs more balance if we are spending 30% more on Han units. A reduction in Air Fleet and Space Station Relocation would add to a better balance for this Talent as we sacrifice a lot of Han units and associated Significant Other bonus’ in this talent with nothing but some fast mag mines. Doesn’t seem worth the time.
This talent ends up being/feeling Gas capped even with the reductions in cost to buying Han’s units. There’s no point in choosing this talent if you can only produce 3 BCs and a few Wraith pairs with all the upgrades… this doesn’t make it a fun play style so much as a pain for the other CO-OP Commander.
I recommend that either have a further decrease in gas and add a resource cost reduction; reduce research costs; or improve gas production with some notional Han unit that increases gas production like Swann’s Vespene drone, but for free.
There isn’t much about this play style that is appealing. This is the least used function for this Commander. So you removed a cap and doubled the cost… leaving little reason to still use them. A reduction in recharge even by 10% would be helpful in making this a wanted option for players since you are sacrificing resources that normally go to troop strength for strike capability.