So after hearing a lot of whinings within the community, I decided to test out post-nerf Zeratul.
This is a custom mutation with 6 mutators against Sky Terran. Here is the list of mutators along with their difficulty.
- BlackDeath (7)
- Minesweeper (6)
- MicroTransaction (5)
- Fatal Attraction (3),
- Fear (3)
- Self-Destruction (3).
Total Difficulty Score: 27. This would put this mutation set at Brutal +10 (Brutal+6 is only 20 max, 2 scores/ level).
This set hard-counter any commanders that control an army. This is to prove two points:
- Zeratul cannons strategy is still well and alive despite the outcry of community.
- Despite the nerf, it’s just a matter of time before you get that mass critical of cannons and the cannons still bypass majorities of nasty mutators.
As you can see, post nerf Zeratul is totally not broken.
Personally, I don’t think any commander can solo this mutation set, let alone at ~ 40 APM.
I challenge anyone who can use any other commanders and can still win this with less than 40 APM
So, good work on coop devs, I’m happy with these changes so far
You guys should be proud. With a little cost increase, Zeratul have been successfully upgraded from “recommended for 5-year-old” to “recommended for 12-year-old”
Suggestion:
Even though Zeratul changes are great, let’s push it a little bit further.
I would suggest adding another extra 25% tax on the cannons and make it 500 minerals/cannon. Alternatively, we can reduce cannons cost back to 250 and force cannons to teleport themself to the front-line, now Zeratul players have to think twice before teleporting theirs cannons. This will greatly balance this low-APM high reward style and bring unity to coop community (or chaos perhaps).
Please take this post with a grain of salt although I’m sure we will get enough salt for the rest of the year within this post
Thanks Maguro for posting mutators ranking and keep the arcade map up-to-date. You guys can find all the rankings here:
www.maguro.one/2019/12/brutal-analysis.html
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Updated:
Upon reading the requests of some people, you guys seem to be upset that this map and the mutator set is perfect for defense play. Some people demand to see a more offensive map. Also, my play is too good to be true for some, not a typical scenario for your “average” Zeratul with all the sloppiness and being a deadweight to ally if he goes cannons.
So I decided to make another video with some adjustments.
Map: Cradle of Death
Gameplay:
- Add Karax teammate for emotional support (ty DieTrying )
- Add extra sloppiness (just me being drunk)
Mutator set:
- BlackDeath (7)
- Minesweeper (6)
- MicroTransaction (5)
- Fatal Attraction (3),
- Fear (3)
- Self-Destruction (3)
- Eminent Domain (1) As Requested
As you can see, despite my garbage play, we still managed to win in our 1st attempt. Was it easier? Oh, definitely when you got carried, I only got 2/3 of Karax kills, Karax ally is very good. Do I need to stop making cannons when Eminent Domain is present? I should, but I didn’t. Did it work? Not beautifully, but for sure. Can cannons be used on offensive maps? Yes, even against mutator designed to hard-counter cannon style.
Endgame result:
i.imgur. com/KjFCDyA.jpg
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Extra Updates: Since somebody said this brutal+10 set is much easier than Brutal+6 sets so I teamed up with wzysb for a few Brutal+6 matches. Maps are randomized. We did 4 rerolls to get these 3 doable sets. Since probably you are already bored of my noob Zeratul style, we switched roll for the later 2 replays. wzysb is probably much better than me with Zeratul.
We won 1st try on Void Launch, 1 retry each for the other 2.
- Polarity
- Microtransaction
- Mutual Destruction
- Agressive Deployment
- Black Death
- Void Rifts
- Long Range
- Black Death
- Just Die
- Mutual Destruction
Results: imgur. com/a/UuGVnTJ