Ideas to tweak boring prestiges?

To preface: the sense I get from the prestige system is that each one is based on an aspect of the commander’s “identity.” Raynor’s three are strong bio, stim for mech, and mass air rush; Karax’s three are turret buffs, unit spam, and top bar focus.

Now, when you add 54 new “sub-commanders” to the game, not all of them are gonna be winners. But I feel some of the prestiges seem to fundamentally misunderstand what makes the commander interesting.

Take Swann 2, Grease Monkey, for example. The benefit is that your turret upgrades are empowered. I don’t think I’ve ever built a turret as Swann, and I sure as hell wouldn’t plan a build around them. At least Karax has an upgrade that makes cannons build instantly - for Swann to get a similar “forward base” ability, you need to grab like 5 SCVs and make them all build the same turret at once. So not only is it weak, but it doesn’t capitalize on what makes Swann desirable.

When I think of Swann’s identity, here’s what I brainstorm (just off the cuff):
-Laser Drill lets you provide some short-term support anywhere on the map. (Swann 1 attempts this but doesn’t go far enough IMO - it should be a ground-targeted AoE, and it should have a bigger effect with no damage falloff.)
-Swann’s mech hordes have a lot of little benefits that let them ignore most of the drawbacks of mech - tech reactor makes them spammable, for example, and science vessels even give them a medivac equivalent. (Swann 3 does this wonderfully by giving them mobility via teleporting dropships.)
-As an “engineer” expert, Swann’s SCVs repair faster and can build together, his Siege Tanks can rebuild themselves, and his turrets have neat effects - everything feels like it’s been tweaked or optimized by a guy who has a fundamental understanding of how machines work. (I think this is what Swann 2 is trying to do, but we’re gonna expand on it.)

So, we’ll keep the turret upgrade aspect, but expand on it a bit - SCVs need to have more “know-how,” things need to feel like there’s a failsafe (Swann’s seen a billion siege tanks blow up, he knows where to reinforce them so they can be rebuilt with minimal hassle), and in terms of gameplay, there needs to be some impetus to build aggressively; there should be a reason to bring SCVs along, both to rebuild/repair stuff and to throw down emplacements.

So here’s what I propose for Grease Monkey:
-Upsides: Turret upgrades are 100% more effective, SCVs can build and repair at range (say, range 4, like medic heal), and combat units and turrets that are being repaired gain damage reduction and attack speed.
-Downsides: Combat units are 50% more expensive and Science Vessels cannot be built.

So instantly, you have a reason to use this prestige on maps that aren’t raw defense. Turrets are cheaper than combat units, so you send in a few SCVs to dump one in place for support, then they move on to heal and buff your (smaller) army. Meanwhile, players who WANT a defensive Swann still get their buffed turrets, but the SCVs who keep them going can do so from a safer distance.

Added the Sci Vessel drawback because 1) I want to really, really encourage players to bring SCVs along, and 2) Sci Vessels just reinforce the mech deathball gameplay that this prestige is trying to avoid.

Obviously this is just a thought exercise, and I don’t expect any of these ideas to be implemented, but something needs to be done about a couple of these prestiges. I’ve spent like half an hour on this post so I’ll cut it off here, but if people are interested, I can keep going - next on my watch list are Nova 2 (cheaper airlifts? who cares??) and HnH3 (“you can build lots of strike fighters, but you don’t want to build lots of strike fighters”).

What other prestiges do you think need work?

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Nova prestige that reduces the global airlift by 75% makes no sense to me, while disabling the griffin bomber completely.
Global airlift has 120 seconds cooldown… that prestige reduces is to 30 seconds.

Who needs a 30 seconds global teleport?
Where would this be useful as far as regular brutal goes (not some weird mutators)?

Honestly it would make much more sense if the Griffin bomber was buffed while weakening the Tactical Airlift calldown.
But in this way Nova loses the amazing Griffin bomber while getting something that frankly is not at all needed.

Swann first prestige (drill aoe/slow but no calldowns) is awful and flat out worse than regular swann.
Drill attack is already the least relevant part of swann and it makes no sense to lose the two powerful calldowns to slightly buff the irrelevant drill attack.

Swann second prestige (turret upgrades) is not strong enough… for starters it should reduce mineral cost of turrets by 50% and it needs to provide a bigger buff to turret stats.
With Swann turret prestige i am constantly at 0 minerals while having thousands of unused gas, simply because turrets cost a ton of minerals to build up.

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So for Swann its

  1. Drill (poorly deisgned - I tweaked it)
  2. Tower (Grease Monkey) (As a tower prestige, it does its job very well)
  3. Hercules Ship (bit ambiguous for me/some article)

I am quite happy with Grease Monkey because as a mineral dump that is refundable it does its job very well.

If you are going for that prestige you need to bring your SCV anyways.

My another biggest concern for Swann is prestige 3.
I understand it’s for a transport play but I question if that is anymore useful. Even with few Hercules I can do transport play just as fine, besides doubling all topbar skills are nasty hit.

Here is my solution for Payload Director:
Replace Hercules Dropship with > Zeus Lander.
Zeus Landers have all abilities of Hercules Dropship but they are more durable and pack some serious punch.
Maybe we can put my Titanic Warp Prism Bunker idea to use and have units inside the Zeus Lander improve its Anti Air Capability.
Here is the two new abilties

  1. Projectile Windows - Increase Zeus Lander’s Anti air weapon damage based on how many units it is carrying (Attack/splash widens)(Only works when in the flying form).
  2. Siege Landing - As Zeus Lander lands on ground it can deploy Hard hitting mini Ibiks cannons at ground targets.

This way Swann’s Transportation prestige is compensated with better durable transport in exchange of versatility of Topbar of Mass Destruction.
I’ll make a video as an experiment.

I also wrote some articles and videos for Prestige improvements. Here’s the link: https://us.forums.blizzard.com/en/sc2/t/improving-under-performing-commander-prestiges/13852

Stettmans first (signal savant) is worthless.
“You completely lose gary but your satelites are invulnerable and have a larger field.”
Honestly its completely pointless and has no impact whatsoever on the power of your army, while losing gary/super gary is a massive penalty.

2 Likes

On Swann, I would swap penalty #1 for penalty #3

Penalty 3 I would change for reverting his static d to baseline form, as in no Betty and the gang upgrade.

I disagree, to be honest - Stetmann’s units are strong enough on their own that I don’t find myself needing Gary terribly often, and signal range means you can spread over the entire map WAY faster. Combined with remnant respawn, it means you can emphasize unit strength and mobility without needing to rely on your hero unit being in the right place.

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Speak for yourself. Swann’s towers have been versatile. In some missions like Miner Excavation, you can hold the lines exclusively with just those. If nothing else, they’re great mineral dumps that eat up no supply.

That said, I’m in a similar boat… his P3 (Payload Director) is meaningless to me since I almost never use Hercs. I’ve gotten by with map knowledge. Only case was a Miner Exc. mutation where after one ship safely evacs, the next ship is IMMEDIATELY under attack, so it’s nice to literally jump right there (with units in tow).

I thought you just lose Super Gary? Gary is still there.

Yup that’s correct, just his transformation is removed, but Gary is still present.


I like Swann Talent 3! Warping around and dropping 16 sieged tanks instantly may as well be a top bar ability all on it’s own.

Not to say it’s stronger than normal Swann, but I found it quite fun on the PTR.

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I build a lot of turrets every game. Blizz cant make every talent fit for every player because every player plays different. The solution would be to let players choose which prestige to unlock so that I can choose turrets and you choose what you like and we are all happy.

Drill does 50k damage on some maps if you ever looked at statistics after the game. That is more than some players do while not requiring any skill. Thats a lot of damage for free that now also slows enemy.

Maybe once every thousand games I could use an airlift sooner than later. But with 30 sec delay air strike is so much better. They should remove cooldown, than instead of air strikes people can move army to engage.

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Well it depend alot on the map and alie on some map the second prestige would be crazy good for swann
6 range flameing betty whit 5 Armor or so, auto-repair and like 1.5x more Attaque SPD.
or
11 range Blaster_Billy whit 5 Armor or so, auto-repair and 1.5 more Attaque spd nice!
or
9 range Spining dizzy whit 4 Armor or so, Auto-repair and 1.5 Attaque spd and splash damage.

Any way I don’t think that second one isn’t interesting at less.

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Boring seems a bit subjective in the ones presented so far.

The Swann drill is amazing, I’ve advocated for it and Cyclones forever. A bit disappointed that cyclone and wraiths didn’t get a prestige focus but the drill makes sense… only in that I know so many players don’t even bother using it, so why I get where they are coming from. If there’s anything that is a bit off, it’s that both 1 & 3 focus on the Herc-tank strategy, with 3 being essentially an upgrade. So it’s just more a redundancy than anything.

As for Stetmann, same issue applies, many aren’t spreading the Stetelite properly and have complained about the field range, so lo and behold, a prestige just for that haha.

Not the most interesting but certainly is different, which is the aim of prestige.

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Are stats available for this? Radius of splash damage. If that’s the same as the main hit. How much are targets slowed?

I keep forgetting he has Wraiths! People would like it if Alarak got air, combat units. May as well give it to him :stuck_out_tongue: :smile:

Ok im on mobile and to lazy to quote the exact posts but;
How can you NOT build towers as Swann? You need them Vs first wave on many maps and you get a 100% refund anyway!

And I know this sounds crazy to some but when I play Nova I do have games on regular brutal where I don’t airstrike even once (atleast not till very very late when I’m maxed out and floating minerals).
(I use Nova and raven’s a whole lot)
The extra mobility can be very useful and can also be used as an “escape” tool if you ever bit of more then you can chew.

Don’t judge a prestige just because it doesn’t fit “your” playstyle, rather see it as a challenge to try something new! (What, in retro aspect, might very well be the main goal of this entire system)

Nova’s prestige with global airlift sounds useless. I would change it to “starport units accure xx% faster” while “factory/barracks units accrue xx% slower”.

Well there is your problem… cause there are certainly people who do build static defences as swann.

And to be honest, never building static defences as makes you miss out on the strongest static defenses in the game. Swanns static defenses are cheaper, tougher and deal more DPS than even karax’s cannons and monoliths.

I really wonder, how you play swann on dead of night with some hard mutators, never building any static defenses.

And even on maps where you have to be offensive, there is always room to make use of static defenses… there are fixed attack wave paths where you can make a wall so your and your allies units can deal with objectives instead of base defense.

My feeling is, that the main purpose of that prestige is not to provide you with shorter cooldown airlifts, but to make you play without airstrikes… cause lets be honest… once you have your standing army and 2k+ minerals on the bank, airstrike is kind of OP.

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The proposal around scv is interesting enough but I think this one is actually quite well tuned. Most maps have waves attacking you or key locations that you build a few turrets at if it’s not a defensive map. So it’s a shame that you haven’t tried them as Swann probably has the best set of turrets in game (apart from Zeratul’s phasers) , a splash, a heavy hitter and an air splash. Splash 2 tanks behind for baneling targetting and you got yourself a zerg masher (with the upgrades that’s +4 armor, +2 range, +50% attack speed and 30hp/sec regen… ). Do also note that it’s 50% extra vespian cost on combat units, it strikes a very interesting balance for you to choose between turrets and unit composition.

One thing I have yet to test is whether this makes his turrets capable of surviving mutators like blizzard and lava burst with the extra hp regen. If the turrets have the ability to survive mutators (so say any AOE damage) then it’d really put a shine on them.

Griffin bomber doesn’t need to be any more OP than it already is.

Duuuuude, you need to try massing these and then stutter step melt everything.

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Lots of people are saying Swann’s turrets are actually great, so… yeah, probably just on me then. I’ll give them a try soon. Still grumpy about Swann 1’s laser being AoE, yet needing to spin up after every kill (splash should be good at killing swarms, but instead all it’s really better for is killing grouped air…?) so maybe I’ll just finish that prestige and try Grease Monkey after.

I DO still think that Nova 2 and HnH3 are poorly designed. I used to play a ton of Nova, and at no point did I ever think her airlift needed to have more uptime, especially not at the cost of airstrikes… I don’t know what gameplay it’s supposed to encourage, but it just feels like it could be so much more. Like… maybe if it spawned a defensive drone at the drop point too? I dunno.

And HnH3 is a case of “Hey, instead of having 10 platforms, you can have maybe 14! Because that’s all you’re going to be able to afford unless you completely ignore your actual army.” Seriously, 200/200 per platform is utterly insane for a ground-only calldown, and while >10 is a funny gimmick, you’re not realistically making enough use of them to count in a serious game at that price.

Shortening the lock on time by half or more would make this ability gold. They are far more useful than people suspect (especially with Micro) but its the lock-on time that really ruins it.

I can think of a situation when this would be useful, that Lock and Load mutation with Propagators, Polarity and Speed Freak.
That mutation is time attack and Nova’s prestige 2 will help great deal.
Well, give if you can use the Tactical Airlift without vision.
This prestige is for time attack and nothing more.

While prestige 3 is a good idea, the most problematic is the price. 200 mineral/gas and requiring spaces to build them is a challenge.
Why don’t they down the price a bit (200/100) and give each Platform 2 or 3 charges?, 30% cooldown (with one charge).
For disadvantage, how about disabling the Hangar and Sovereign Battlecruisers?

Strike fighter platform is already an excellent ground dealer. I’m not sure it should become an allrounder against ground/air (100 per 10 sec on air would give it great advantage)
If you have to deal with incoming enemy air waves you can just set up missile turrets and put mines around it.

On a second thought maybe they can decrease the cooldown by 30%. Given players use the Strike fighters at every given time, charges will be meaningless.

Given their model appearance, making it 2x2 might make it awkward when you are building another next to it (in some case it may look they are overlapped).

I thought you are those people who would suggest changing SP into 2x2.

Basically it is a Rectangle with a circle on its 1/2.

Just keep the circle and modify it.