Many prestiges suck and need either tuning or rework

Sorry, responded to the wrong person. Was meant for “lol”

If nothing else, we’ve felt this way towards certain Masteries, and certain COs themselves (I still loathe getting stuck with Mengsk when doing Random CO :frowning: )

Seriously though. Trolling aside, my previous statement still stands true. You need to be more proactive as Alarak, whether it’s because of DF being on cooldown or not having it at all. P2 for Alarak is perfectly fine as it is.

Raynor’s BC’s aren’t bad, they just can’t be played as a mass unit. 3 rax -> bc transition works pretty well. Everyone tries to go straight bc and that’s just painful.

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Which comp did u fight against? High templars + reaver? If u get that comp u go marines- tanks-medics. P2 Raynor Tanks can melt any ground compositions in seconds. Not using vultures.

Marines-Vikings-medic build can take out any air comp in seconds.

U have build ur army according enemy comp.

Raynor p2 is best in my opinion.
Play P1 if u want to lay back and relax.
P3 need tweaking, like lower mineral cost or reduce training times.

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Try going raynor air against zerg air comps and see how well that plays out. Generally any zerg really is a huge PITA because of the parasitic bomb

You’re not saying any new information. You have to be proactive with Alarak because he is a hero unit that can kite everything except dominators reliably. P2 is still awful, unfortunately. I’ve always said that his kit should have some more mobility and it feels kind awful that Artanis got his teleport that synergizes super well with masteries, whereas Alarak gets a gimmicky perma deathfleet with one minute cooldown tele.

Why mengsk? I feel like he is actually designed rather… well? Only thing I dislike about him as we speak is P3 which doesn’t have the intended synergy with his kit and in practice it’s more like P0 with better early game and worse pushing power without a way to heal aegis.

Now P2 on the other hand makes him more or less better if you want to go heavy with royal guards. In longer maps I believe you can max out better with P0 but the exp gain rate is extremely significant.

And another interesting aspect about Mengsk is that he doesn’t really have any bad units. All of them are useful - worst are probably shock divisions but they have their uses as well especially if you can micro their drops.

Overall, with the quasi-hero units, fragile troops, ESO’s, powerful calldowns etc, Mengsk is probably most interesting commander to play - maybe not quite as good as Fenix but Fenix macro is ridiculous by comparison.

Hey, at least Alarak got something. Even then, Thermal Lance + Teleport + 21 Damage 7 times per firing on the Mothership is more than enough damage and utility from P3.
If you’re having troubles getting around the map without Death Fleet, then something’s wrong. I’ve never had any issues outside of rare circumstances where I’ve had to cover multiple areas at once due to my ally spaghetti-ing everything.
P2 isn’t perfect, and neither is P3. But to call P2 bad when it’s actually just situationally strong (and strong in general), is an injustice to it.

If the zerg air comp like mutalisks, broodlords etc and no scourge, vikings are way to go.

If it’s scourge comp, don’t use Vikings. Use marines to take them down, even though vikings worked for me. Remember Raynor’s Viking gets two range upgrades and it’s small aoe. You can shoot anything down from a distance, but you have to stim at the right time. You have to be careful.

If I want to relax a bit I just do Firebats / marines / medics for all zerg comps. Firebats (200+hp) are great tanks for zergs.

People keep hating on kerrigan prestige 1 but imho i think you dont realize quite a few maps simply do not need omega/nydus worms.

Using worms on maps like Temple of the Past and Oblivion Express is unnecessary while having 60% bonus attack speed (and 2hp/sec regen) to all allied ground units is amazing (especially if protoss teammate).

Yea omega worms are great when you need mobility.
But there are plenty of maps where the enemy is coming to you and due to the maps shape/size the extreme mobility of omega worms is just not needed.

Also the detection Omega worms provide is great when you are attacking but when you are defending the enemy will walk into your “deployed” overseers which have HUGE vision hence making detection very simple and easy.

Kerrigan prestige 1 is similar to swann prestige 2 (turret upgrades).
Its not meant to be used on maps like Scythe of Amon where you need to be super aggressive and very mobile.
Its more meant for maps where you turtle a lot and are prioritizing things differently.

Though i do think that prestiges that completely disable something are bad design.
I would be much more okay with a penalty like “triple cooldown on omega worm and can only make 1 omega worm network structure (no worm spam)”.

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ah, ok, then I agree, hopefully it’ll be fixed in the next patch, as well as the immobilization bug.

It’s hard to take seriously people who think that Temple of the Past is a map where ideally you’re sitting in your base especially as Kerrigan. It’s not that at all, actually. By clearing each end, nukes are no longer a threat (although ghosts tend to nuke omegas so they’re not a threat anyway if you use omegas).

And by having omegas on each end, you can actually just drop on top of them as they spawn. Temple of the Past actually is a map where mobility benefits you exceptionally a lot, lot more than say, Malwalfare.

But regardless, these worms have bunch of uses. Not only are they detectors suited easily for pushing, they also keep enemies at bay if you got other things to deal with. Oh and not that your allies generally even know about it, they can use the worms themselves.

Only map where I think omegas are slightly a gimmick is Oblivion Express - you lack a lot of the build area for them. Ironically enough though, creep tumors are likewise a gimmick because they just get constantly destroyed unless you clear out the bases (which is easier with… guess what? Yup, omega worms!)

So in Oblivion Express, I use like 6 worms only as opposed to 12-20 I’d normally have by the end of the map. I mean you don’t really need 20, but when you got nothing to do after 12, might as well fill the whole map with worms?

The omegas are just that powerful and proper Kerrigan will always involve omega worms, even stuff like hero solo is far better with omega worms ironically enough.

What’s more, Vermillion in particular. The P1 does nothing there, absolutely nothing. The creep just gets destroyed by the lava and that’s the end of that. I mean you could spread it further into places during no lava, but you really want to be focusing on Kerrigan at all times and it’s impossible to keep up with the creep.

P1 Kerri is just not good design, unfortunately. But it’s also partially because creep in general is not good design in co-op. Even Stukov suffers from his design - they have never addressed Malwalfare for him.

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Merely play style preference. I’m sure “overall performance” is better with Mengsk vs. Karax, but I’d still rather just play as Karax (and this is even pre-Prestige).

Karax is super strong with P2 as it is right now, I’d say they’re very close to each other in terms of power

Honestly after doing all the work i was so excited to get the -40% discount on karax so i could build units, only to realize that retroactively that even as great as a 78 mineral Sentienel instead of 130 is… it mostly just ends up playing a protoss commander with 80% cost units and he still seems to struggle to have enough money to buy his upgrades.

Often times i just have to flat out skip out on shields or ground + air armor just to upgrade lance + air attack leveling him. Hopefully mastery will make it better. it definitely does seem like a great Karax and excellent topbar… But in retrospect it’s kinda like making karax able to build fenix quality units for 80% the cost of fenix… when you think about it. But it’s a darn shame that karax has been the 'cannon only, NO UNIT" commander, his units all have a ton of surprisingly fun and interesting quirks from shadow cannons to Igniting the ground on fire or phasing through damage… Yet… they made them all too expensive to actually use and required each to be 30% more expensive and require research to use.

While zeratul starts off with op units + op hero + free research and can give himself a +25% tax just fine and have 20k minerals to dump on cannons while Vanilla karax is struggling to get to 150 100 supply by the time your ally blitzes the map in 12 minutes.

Im sure glad they added in the prestiege to have it, but i think it’s kinda ironic that for all the hype… half off sounds great, until you realize with the tax it only ends up being like 22% off… At least he does have some pretty interesting units and the mastery lets him actually use his army and get this. Did you guys know that karax has a 100 gas unit that basically gives your entire fleet +25% attack speed and +50% movement for like THREE ENERGY with a 3 second cooldown? It’s nuts! Yet i hadn’t even seen anyone really highlight them until i got to try it. It’s nuts buffing heros… Only problem is it tickles and draws infernal aggro for some reason for a low hp ground and air unit so it gets dogpiled. And… all of karax’s good units require gas.

Still im very happy p2 exists with p1s and that’s the stuff i like. You get one commander with two playstyles, you appeal to both sides. People who want to turtle karax, and people who want to play with his unique, but unaffordable / Difficult to critical mass units. Shadow cannons with immortals are pretty novel the first few minutes, carrier rushing too, until 3 grinds of 1-15 kinda blecks up in that it’s basically his only really functional lvl 1 attacking build until you get shadow cannon and/or instant cannons… Still i wish we got more stuff like that.

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I disagree with Raynor prestige 2, I mean, it makes his mech deal with attack waves and objective push way better than before, I think when you used the prestige 2 you thought you should just go mech-only or faced an aoe-heavy comp, since this prestige sinergizes well with marine+medic.

I find it a buff over the standard Raynor, unless said mech unit is the battlecruiser, they don’t really sinergize with the prestige due to gas cost and less mobility.

As of prestige 3 even using a banshee opener rather than BC, you notice that the ramp-up is slower, though it’s very noticable how many times you can use your calldowns, I must say that you must get the splash upgrades asap for viking/banshee, otherwise they’ll keep overkilling units, wasting dps.

As of the rest of the list I agree

The biggest problem with H&H prestige 3 is that by the time you get 10 strikes on any map, if your partner isn’t slacking, you’re basically about to enter victory lap status. It’s just pointless. They should have added an extra perk like faster cooldown and/or build time or that the napalm lasts longer so you can get some fun play style switchup out of making enemies walk through fire. That would instantly make this prestige super viable on the miner extraction map and DoN, even if you didn’t have more than 10. Just make the double cost worthwhile when you’re not able to. Honestly, if you don’t have AT LEAST 15, I’d argue it’s still not worth it.

The thing with Karax is really just his immortal/energizer comp with some sentinels as mineral soak. Anything else with Karax is just meh; his carriers are strong and actually viable as they cost less but they’re also incredibly boring compared to energizer/immortal that allows you to use reclaim and shadow cannon.

In the past, this comp was already pretty strong but it suffered from the issue of ramping up; vs. air comps, you would face issues in some maps by the virtue of not having enough anti-air and had to rely on your topbar. Still have to against zerg, but it’s not an issue overall.

The way you play with immortals is really just spam shadowcannon mostly on valuable targets afar, make those sentinels worth their salt by letting them take damage and reclaim anything you’d like vs. toss or terran.

Only thing I wish Karax had was an ability to basically tell those reclaimers to energize his whole army constantly regardless of whenever they’re attacking. His army is bit slow otherwise, unfortunately.

i wouldn’t call it much of a buff to standard Raynor since it doesn’t really benefit anything but banshees and vikings mostly. The marginal benefits you do get are offset heavily by the slower rampup (increased costs) and you feel it pretty hard with Raynor.

I didn’t think to play standard Raynor with this comp because standard Raynor to me is just… his bio? I never really do anything but bio with 8-16 CC’s because it’s just superior comp for him. Mixing it up? Sure, but it’s so much more work with slower rampup for at best the same effect honestly.

But yeah gotta agree that P3 suffers from the same issue that the rampup is significantly slower and it’s really a problem because Raynors top bar isn’t that great