Maybe it's time for Tychus and Zeratul rework

Clock is ticking, we got coop last update on June, 3 months ago, Tychus need a revamp because Blaze is unplayable, Medic need to do damage and Vega is weak, Odin Barrage could be casted lot of times and after we learn red button.

Zeratul telbrus legion energy bar could be removed and use only cooldown instead, zealots need to spin and the templar is poorly using his psionic powers… Stasis Beam is the worst pick and need a better cooldown.

These are my ideas now, please comment so we can change better ideas XD

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“Maybe it’s time” is putting it nicely.

I’d say it’s way overdue. And it’s unacceptable how long it’s taking (assuming they are even working on it).

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they are changing the commanders from time to time. here is one of my suggestions: make zeratul able to produce the units of the selected legion as a way to have more diversity.

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Blockquote[quote=“Santoro-1516, post:1, topic:3149”]
Zeratul telbrus legion energy bar could be removed and use only cooldown instead, zealots need to spin and the templar is poorly using his psionic powers… Stasis Beam is the worst pick and need a better cooldown.
[/quote]

Here’s probably how.

Telbrus

  • Replace Feedback with Plasma Surge so he can heal Zealot’s Shields

Telbrus Zealots

  • Double their Shield points to 100
  • replace Charge with Shadow Charge which to stun opponents.
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Assuming we are getting a commander for Blizzcon or perhaps a short time before it, maybe that’s why we haven’t gotten a coop update.

Keep in mind that the bigwigs in charge have basically shifted all their priority and resources to other games. If I recall, Starcraft 2 didn’t even get an honorable mention on one of their reports, if someone has the link to that, compared to their other franchises.

With that in mind, between Warchest stuff, balancing Ladder, and Coop, the few folks they have that are dedicated on SC2 development might be spread pretty thin. It might not be that fair to be jumping on them for falling behind on anything major on the Coop side of things.

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blaze is super strong in any map with infested, such as dead of night or miner evacution, vega is really strong against compositions with bc’s, carriers or tempest. Tuchus still feels too strong

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Problem is what he only useful on those maps. He rarely gets anything to do if you play any other map.

He has atrocious attack range, and he spend too much time between attack order and actual attack. Because no other Outlaws can deal fire damage, and because of aforementioned attack issues he rarely has a chance to ignite enemies himself, his signature ability rarely works. Also, theres rarely that much light units outside those maps, and he is not effective against anything else.

Update his react time, range and splash radius, and reduce cooldown of his ability and/or make it have 2-3 charges, and he would be more useful. Well, at least usable outside of infested maps.

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Revamp sugestions about Tychus, Zeratul and other stuff are described here:
https://us.forums.blizzard.com/en/sc2/t/co-op-bugs-and-inconveniences
Just reminding. It’s good that people keep asking Bliz attention in several topics.

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Haha , Tychus and Zeratul rework? pretty sure they took like a year pause to finish Dehaka , Stukov revamp and there is the problem with no new map in 16 FREAKING Months! yeah the priority list is long.

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I know it’s a typo but I laugh every time when I read Tychus as Tuchus hahah.

That is not a problem. There are 9 outlaws and you can have only 5 in play. This is called selecting the best team for the job, not playing Blaze on every map against every enemy composition.

Telbrus Legion (the zealot + HT one), used to get picked a lot for Part & Parcel since they were pretty good at picking up parts. The DA ones were on the slower side. However, it seems many went back to the VR legion when they changed it so that air units can now pick up parts.

Even then, I do see Tychus players picking Nikara or Blaze as their first picks, outside of mutations and Infested maps respectively. It is sort of a refreshing change of pace.

Ditto whenever I see Zeratul players pick Stasis Beam, and Essence of Form (aka, the blue one).

The problem with Blaze is that his attack range is horrible, he has a bad reaction time and cannot kill effectively without oil, raynor hellbats are better overall.

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I pick Blaze or Vega when I’m bored of the normal comps and want to muck around a little. I know I’m essentially handicapping myself by choosing them but adding a little gameplay variety makes things more interesting. Vega’s dominate is especially fun to use.

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Just replace the zealot calldown with 3 Stone Zealots. They’re fulfill the exact same role of killing infantry type units, but they’re also be way more durable and in a late game army they’ll have longevity. Plus lastly Stone Zealots make perfect sense for Zeratul anyways I was surprised when he didn’t have any to begin with.

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My wishlist:
:strawberry:Make all heroes available to be played reducing the cooldown so they can be ready soon.
:strawberry:Make all heroes cheaper but at the same time weaker as a trade off.
:strawberry:Get rid of the default hotkey system and let players remap all the heroes skills’
I think that it would diversify his gameplay and would let more fun. And I thought that having so many hotkeys to press sounds like a problem but maybe that having 2 ctrl groups would solve it.

Something like a melee a) group and hit air too b) group.

So, you think its OK to have two guys (second one is Nikara, obviously) in your team who no-one would ever pick outside some very specific circumstances, and no bother with fixing them, so they would actually work as possible alternative to other Outlaws?

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The main problem of Blaze is his long attack point, combine with his melee range, which means, he must walk directly next to enemy to attack, and it will take a while to lift his arms to spread the fire.
However, because of his long attack point, if the target is killed by other outlaws of ally, he will put down his arms, walk to next target, and it will also take same such long time to lift his arms again.
His useless ultimate gear is a lesser issue.

I would sugget increase his attack range from melee to 4 at least in order to match Raynor’s firebat, also greatly reduce his attack point.

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I think his attack range may also grow with attack upgrades. Each +1 power gives +1 range. Also wider attack arc is needed. Remove attack delay. Give anti-lite shield, not anti-heavy. And his ability must be totally reworked including effect and the animation itself because that oil pool is cartoonish.

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At the risk of sounding rude… that would pretty much ruin Tychus. It completely negates much of his fundamental design (you have to pick which outlaws to use, all the abilities fit in 5 hotkey slots).

And it wouldn’t do ANYTHING to make the bad heroes good, either. So I just don’t see a point in it.

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