[Suggestion] Coop Hero Balance (+QOL) Update

General:

  • Brutal +2 is also opened for general play
  • "Random Hero" also chooses a random "Prestige" for the selected commander (With Equal Mastery Points)
  • In Brutal +1 and more, "Random Hero" also chooses random "Mastery Points"
  • A "Reset All Prestiges!" button is added for each hero on their respective pages

Mutations:

  • Diffusion: Removed from infested maps (for performance issues)
  • Double Edged: Mutation cost increased to 4 points for B+ (Buff from 3)
  • Diffusion Interaction with Life Leech: Enemy units DO NOT steal life or shields from diffusion-based damages
  • Laser Drill: Laser Drill DOES NOT target Aurana's transport (Malwarfare)
  • Eminent Domain: Amon can (and should) destroy structures that he obtains (to make some cheeses harder!)

Commanders:

Raynor
 General:
  Mercenary Munitions Level 15: Increases the attack speed by 20% (Buff from 15%)
  Scan energy cost reduced to 25 (Buff from 50)
Kerrigan
 P2: Reduce the stunning duration to 2 seconds (Nerf from 3 seconds)
Artanis
 General:
   Tempest gas cost reduced to 175 (Like LOV - Buff from 200)
   Solar Bombardment damage to mission objectives are halved (Nerf)
Swann
 General:
  Mechanical Know-how: (Besides life increase) all Swann units start with 1 additional armor
Zagara
 P1: Baneling Nests will spawn an additional 3 free Banelings and Scourge Nests will spawn 3 free Scourge (Nerf from 4)
Vorazun
 General: Void Rays gas cost reduced to 125 (Buff from 150)
Karax
 P2: Combat unit cost reduced by 30% (Nerf from 40%)
Abathur
 General: Biotic Leech: Abathur’s units heal themselves for 0.5% (Nerf from 1%)
Alarak
 Nothing!?
Nova
 General: Tactical Airlift DOES NOT lift allies units (QOL mostly)
 P2: After Tactical Airlift, units become clocked for 10 seconds (Buff)
Stukov
 P1: Loaded Infested civilians converted to volatile infested (Buff)
 P2: Mechanical combat units cost 25% less (Nerf from 30)
 P3: Infested Bunker costs 100 more minerals (Nerf)
Fenix
 Nobody plays him?
Dehaka
 General:
  Dehaka’s base health reduced to 500 (Nerf from 600)
  Ravasaur’s base damage increased to 20 (Buff from 15)
 P2: Pack Leaders and their entourage have 50% increased life (Nerf fom 100%)
Han & Horner
 General:
  Significant Others:
   Horner’s units gain 0.75% health for each supply of Mira’s units (Buff from 0.5%)
   Mira’s units gain 0.75% attack speed for each supply of Horner’s unit (Buff from 0.5%)
Tychus
 General:
  Odin’s base health reduced to 2000 (Nerf from 3000)
  Big Red Button damage reduced to 600 (Nerf from 1000)
  Tychus Findlay: Base health reduced to 550 (Nerf from 600)
  James Sirius Sykes: Base health reduced to 600 (Nerf from 650)
  Kev Rattlesnake West: Base health reduced to 600 (Nerf from 625)
 P2:
  Outlaws Deal 20% more damage and take 40% less damage (Nerf from 30% and 50% respectively)
  The buff halved in the presence of ally combat units within buff range
Zeratul
 General:
  Legion Calldowns cost increased to 1000 (Nerf from 800)
  Deploy Tesseract Monolith cooldown increased to 240 (Nerf from 180)
  Zeratul’s health decreased to 100 (Nerf from 150) and base shield decreased to 400 (Nerf from 450)
 P2:
  Zeratul’s combat units cost 30% more (Nerf from 25%)
  Half the price increase also applys to Canons (Nerf)
 P3:
  Each Artifact Fragment reduces the cooldown of Zeratul’s Shadow Cleave by 4 seconds (Nerf from 5)
Stetmann
 General:
  Hardened Egonergy Shield: reduces incoming damage to a maximum of 10+10% (Nerf from 10)
 P2: Gary’s health and damage increased by 75% (Nerf from 100%)
Mengsk
 General:
  ESOs damage to mission objectives (void shards, slivers, trashers, infested structures on DoN, trains etc) are halved (Nerf)
   Nuclear Annihilation damage to mission objectives are halved (Nerf)

Looks like there would be some really popular changes here.

I think your Stukov P1 and P2 are backwards.

I think balances should be focused at helping “weak” commanders perform better against various mutators. Definitely should not nerf commanders ability to deal with mutators (Abathur would be unplayable with 50% life Leech against many of the mutators he is currently good against).

Think of the really annoying/difficult mutators that can totally screw some commanders and either buff commanders accordingly or nerf those mutators. Or just adjust the ratings of the mutators to make them show up less (perhaps make particular mutation combinations show up less).

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Line line line line line line…
There may be words in those lines, but the way they come one after another like that without formatting or line skip, I can’t try to make sure.

edit: Thanks, this is a huge improvement.

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Sorry for the bad formatting, The forum hid the post from me when I tried to correct it!! So I couldn’t correct it in time.
It is better now :slight_smile: Ill try to Improve it in time.

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Hey everyone, I’ve been taking notes and wanted to make some recommendations for possible changes and Quality of Life fixes that might be good for the game. Idk where else to post them so I figured you guys might have some input. Here are my suggestions!

Alarak - Alarak: be able to disable Soul Absorption for own units. Or at least only kill Supplicants

Stentmen - Lurker: put 3s cooldown for Focused strike.
allows focused strike to be used in rapid succession
without depleting the energy of one unit at a time.

Kerriga - Queen treated like Aba queen
Grouped with Army units, auto-cast Transfuse

Raynor - Vulter: “replace mine” feature always auto cast when making new units
remove the nuisance of selecting each vulture when turning on auto-cast

Swann - Science Vessel: allow them to auto cast Defensive matrix
It would work the same way as Stentmen’s matrix and lets the Science vessel auto-cast while they are in “attack move”

Zagara - Hatchery/Hive: Allow rally point to be set in attack move command
Same way that Stukov’s spawn works

Let me know which ones you like or dislike!

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Hey everyone, here are some quality-of-life changes that I think would be good for the game. Let me know what you all think!

Alarak - Alarak: be able to disable Soul Absorption for own units. Or at least only kill Supplicants

Stentmen - Lurker: put 3s cooldown for Focused strike

allows focused strike to be cast repeatedly without depleting the energy of one unit at a time

Kerriga - Queen treated like Aba queen

Grouped with Army units, auto-cast Transfuse

Raynor - Vulter: “replace mine” feature always auto cast when making new units

Remove the nuisance of selecting each vulture to auto cast

Swann - Science Vessel: allow them to auto cast Defensive matrix

It would work the same way as Stentmen’s matrix auto-cast while they are in “attack move”

Zagara - Hatchery/Hive: Allow rally point to be set in attack move command

Same way that Stukov’s spawn works

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Those are gameplay changes instead of quality of life updates. Except for the Swann one.

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