This is personal opinion, but I thoroughly dislike masteries that trap you into a build before the game has even started (ex. Raynor Mech attack Speed vs Medic Heal).
Regardless of ‘balance’ or whether one mastery is stronger than the other per point, I think masteries are better when they improve a certain aspect of the gameplay, but they don’t force you into that type of gameplay only. Some examples of good masteries, IMO:
Raynor - Hyperion vs Banshees, even though Banshees are a little stronger, you’d always use both.
Kerrigan - all her masteries, as they either make Kerrigan stronger, or her army, and you’d always use both in a regular game.
Artanis - Shield Overcharge vs Guardian Shell, even though Shell is a little stronger, you’d always use both.
Nova - all her masteries, as they either make Nova stronger, or her army, and you’d always use both in a regular game.
However, there are a lot of problematic masteries, here’s how I’d fix the ‘worst’ offenders:
Raynor:
- Medic heal vs Mech attack speed >>>>> Unit HP vs. Unit attack speed.
REASONING: Unit HP accomplishes the same thing as medic heal, without having to actually use medics. Unit attack speed accomplishes the same thing as mech attack speed, but it can also be used for bio.
Artanis:
- Energy and CD regeneration vs Warp in stim >>>>> Energy, CD and HP regeneration vs Warp in stim
REASONING: Adding HP makes the mastery affect dragoons, and retains the flavor of durable army vs expendable army. Stim is still very powerful because of it’s synergy with Guardian Shell, 3 charges of warps, and faster Warp ins.
Swann:
- Immortality protocol buff vs Structure HP >>>>> Unit and Structure build time vs Unit and Structure HP
REASONING: Unit and structure build time is the same as immortality protocol, but for all units, not just tanks and HERCS that were killed. this retains the flavor of either having a more durable army/static, or a stronger comeback mechanic.
Zagara:
- Baneling dmg vs Zergling evasion >>>>> Unit dmg vs Unit evasion
REASONING: Both options would allow Aberrations and Corruptors to be viable; and buff Zagara’s air, which is her main weakness. Zerglings and Banes would still be stronger due to her synergies, but they wouldn’t completely overshadow everything else.
Karax:
- Unit HP vs Structure HP >>>>> Unit and Structure HP vs Unit and Structure energy, CD and HP regeneration
REASONING: Both tankiness in different ways, like the original idea, but they don’t lock you into army vs cannon build.
Alarak:
- Alarak attack dmg vs Unit attack speed >>>>> Alarak attack and ability dmg vs Unit attack speed, attack dmg and ability dmg.
REASONING: Following Nova’s and Kerrigan’s design, option 1 focuses on hero, while option 2 now affects ALL units. Alarak is currently one of the weaker commanders, so a buff to his output wouldn’t be a bad thing. Also, I think unit output feels unique when compared to unit cost (Kerrigan) or unit regen (Nova), to help him stand out more.
Stukov:
- Infested infantry duration vs Mech attack speed >>>>> Unit duration and HP vs Unit attack speed and energy regeneration.
REASONING: simple, both options affect his whole army in different, yet meaningful ways. Added energy regen to option 2, so Queens can benefit from it as well.
Mengsk:
- Trooper support vs Royal Guard support >>>>> All support generation vs Starting imperial mandate
- Terrible dmg vs Royal Guard cost >>>>> Terrible dmg vs Unit attack speed
- Starting imperial mandate vs Royal Guard exp >>>>> Unit cost vs Unit HP regeneration
OVERALL REASONING: Mengsk masteries currently buff either his Royal Guards or everything else he does. Since Royal Guards are weaker and you don’t really need them, you are often better off not picking any of their masteries.
Option 1 REASONING: You are choosing between upfront mandate, or long-term mandate. Up-front mandate is an economy buff for people who like strong early game. Long term mandate is weak early game, but snowballs into late game. It’s the same general concept, without limiting your unit comp.
Option 2 REASONING: Both affect output in a different, yet meaningful way. Maintains original concept, but doesn’t limit the effect to only one type of unit.
Option 3 REASONING: Royal guard cost was moved here, but now it affects troopers as well. The Royal guard exp is not something taken often; so I replaced it with rengen, that helps all builds. You are choosing between reaching max supply faster, or easier recuperation from fights.
With these changes, both your Royal Guards AND Troopers would always benefit. So, you’d be free to use whatever unit comp / ratios you find most effective for each mission.
Obviously, there are masteries that are not balanced in terms of numbers, but that’s easier to change. The core design of some the ones I mention here should change first.
The idea is that no matter what masteries you pick, they’d be useful in any build for that commander. That way you are able to play reactively to the enemy comp, instead of brute forcing through X or Y superior unit comp due to masteries.
Bring back the S in RTS.