Kerrigan is almost done being perfect, just some touches and it will be all good.
Healing or Regeneration inside the Omega Worm?
Making healer units healing others would be great. I don’t use Queens that much because I can simply set up Hatchery for more units and Nydus for Creeps.
If Kerrigan Queens can heal inside, they’ll have much more use!
Kerrigan’s Burrow
Can we have Kerrigan heal much faster when burrowed? Or Zagara for that matter?
Balance Kereigan’s Third Mastery set
You have two Mastery in 3rd power set.
3.1. Super fast and cheap research
3.2. Kerrigan increase in ability attack and Attack speed
The 3.1 is the wayyyy better choice because you save tons of Money and time upgrading your units!
For All ground upgrade + Kerrigan + Hydralisk upgrades you get whopping 2475 Mineral and gas (990 with full mastery). You can make powerful army quickly and cheaper
While 3.2 increases abilities attacks and speed by 30% of Kerrigan Only… the Balance is too broken.
My suggestion for 3.2 Mastery is to include other Kerrrigan’s Ability like… Mutating Carapace - max 260 with 39% absorb Chain Reaction + 30% of current damage output Fury - +15%
Please have a look at CHAIN REACTION
Lot of people disagree on me with this but I am serious on wanting to tell the developers to consider…
Have Chain Attack do spell damage (armour value decreases her attack)
Have Chain Attack recover Carapace
Have Chain Attack correpsond to Kerrigan’s current attack (+ Mastery 3.2 increase - would be nice).
I seem to recall you keep bringing this up as an issue. I am really confused on why you feel Kerrigan needs to improve (not to say improvement is bad but really unnecessary). I can appreciate your devotion to Kerrigan though.
Kerrigan’s creep healing works while inside Omega Nydus. Having Queens able to heal while inside seem to make sense but then that idea would have to extend to all heal units. (ie. Medics and Nikara would need to do the same).
Why should they get this ability? This is a roach only thing. Between Kerrigan’s Carapace and a single Nydus, a player can win almost every single map/composition. To remove this weakness seem really like the wrong philosophy.
Cost Reduction is not “wayyyy better”. The idea of mastery sets is to be competitive with their compliment. 30% more damage and attack speed plays into more carapace upkeep. Your suggestion for alternate isn’t bad at all though I have to say but not anymore appealing to its current stance. (Build order is important when it comes to hero-solo, even without Cost Reduction, I can start Ability Efficiency at 3:30 and Nydus built by 4min when she spawns).
Mastery issue is something I don’t quite get, for me it seems to offer Kerrigan’s Mighty army (Army) or Kerrigan’s might (solo). The problem is one (army) seemed to be more Overpowered than the Kerrigan’s might.
I didnt know creep healing applied within the worm.
Kerrigan and Zagara has Burrow ability that serves no useful purpose than cloak you. They might be useful in campaign but its really not in Coop. I say improve them or get rid of them.
Actually it is… I have beaten all enemy compositions with the cost reduction, but I NEVER found Ability powers useful, period. I thought Ability improvement encouraged the player to play solo Kerrigan. Unfortunately I have never been successful.
Interesting, I actually think the exact opposite. That spell damage + attack speed makes Kerrigan insane. Who needs an army a few minutes faster when you can just make Kerrigan good enough to solo the first 20 minutes. Not to mention the extra early assimilation aura money that Kerrigan power gives, you can make more money than you would have saved.
I’d like Kerrigan to always be the first unit in the Nydus worm list. It can be incredibly frustrating to have to search through the list for her, or worse deploy all of your Hydralisks (I only notice this with Hydras - but perhaps it happens with all units) because Kerrigan isn’t even on the first 4 pages.
WireBender - She can’t solo Flying Compositions and Mechanical Compositions (Protoss and Terran) at first 10 minutes. Glacial - That’s a good idea! That can definitely improve strategical performance. Actually, I want Co-op Transportations to show heroic units on top of the list! (Including Hercules and Warp Prisms!)
Yes, it’s really annoying. Ultralisks and Lurkers will always be before her (because bigger transport size) and same size units (Hydras and Queens) are placed in order of entering. So basically it’s always convenient to use lings, it’s annoying to put her in first when using hydralisks and if you have ultras you just unload everything (while still placing Kerry in first to make here exit first). Actually, I would love it if there was just a separate button ‘Unload all heroic units’ on nyduses.
If you have some Queens to heal her and enough Nyduses for easy movement she can deal with those too. But for max power air waves you do need army. Or if you really want to beat them with hero only, you can make a lot of Nyduses and stall them with worms while ImmoWave charges (or just patiently kill them part by part as they scatter to kill worms).
Honestly I think the only change Kerrigan needs is to always appear as #1 in Omega Worm list.
Healing creep works in worms so keeping her army topped off is easy, Kerrigan heals fast enough she doesn’t need healing burrow, and her 3rd mastery set is fine, both are great - honestly 3.1 is arguably the best mastery in the entire game and 3.2 is a huge buff to arguably the strongest hero unit in the game (yeah Dehaka is cool and all but he can’t casually 100% clear an entire base in seconds 5 min into the game) and Kerrigan is already objectively overpowered, she doesn’t need MORE power.
Terran air waves aren’t a big deal either, Mutas are still pretty good and delete them quickly (use Kerrigan to bait Liberator transforms to not get AOE nuked) and hydras emerging from worms under them also quickly deletes a wave.
If anything Kerrigan deserves some nerfs, but as a primarily Kerrigan player I’m happy she’s flying under the radar for now haha. Not many commanders can reliably have a 200/200, 3/3/3 army with perfect mapwide mobility by 16-17 minutes tops and an amazing early, mid, AND lategame. Not even Tychus and Zeratul have her combination of strengths; Zeratul has a pretty terrible earlygame and his 100/100 isn’t THAT impressive, while Tychus has atrocious defense and medivacs even with mastery aren’t a catch-all for everything. But the more that elitist baddies want to complain about them, the longer Kerrigan’s mastery 90 cancer can reign unchecked.
I first read the title as “Twerking Kerrigan”… I need some sleep lol.
About your ideas for Kerrigan, I don’t think she needs any changes as such, she’s already pretty powerful. And commanders that have heroes are not meant to solo the map with only the hero, it’s just a challenge that some players like to impose on themselves, so in some scenarios, with some enemy compositions, it’s pretty doable, and with others it’s rather difficult.
Nobody is implying solo-Kerrigan is better than Kerrigan with an army.
Using the mastery set 3 on cost reduction nets a faster macro. This doesn’t mean the alternative is no army (even though often 0 army is enough).
Regarding air compositions versus Kerrigan. This often fails because the player is engaging incorrectly. Banshees need to be targeted down first. Allowing Kerrigan to auto attack is the most common mistake. No ground unit survives 5-6 banshees volleying at it for extended period. Use/save Immobilization Wave appropriately, don’t engage into 6BCs and 6Banshees with a single Kerrigan (you’re going to have a bad time).
I think that was what he meant. The question here is do you take mastery to make Kerri stronger, or mastery to get an army faster because Kerri can’t do it on her own.
And honestly, with the attack speed mastery plus making sure you stand on malignant creep for the regen and attack speed, Kerrigan can even hero solo air comps for the first 12ish minutes, after which with unit gas cost mastery but no upgrade mastery, you can still have some 25ish 2/2 frenzy hydras with 4 omega network, and it just scales out of control with assimilation aura from there.
If I could make one change it would be to make Kerrigan and Zagara’s creep tumors invincible.
Other zerg commanders don’t have creep issues and it is a pain to have to manually set them up in the 1st place.
Zagara’s creep spread I understand, even with 3 queens it’s not easy to spread it very far. Using hatcheries is probably more efficient but I just do it the traditional way with queens because it’s fun and it’s a very “zerg” thing to do.
With kerrigan, why not rely on omega worms for creep? Especially when using her ground army, you’d normally use worms to teleport your army directly into the battle and also for detection. With only 4-5 omega worms I usually have the entire map covered in creep by the end.
Yeah, until a player truly incorporates Nydus in their Kerrigan play. It’ll always be difficult for them to see how inefficient spreading Tumours is comparatively.
It’s not a bad idea to stick a few queens in the nydus, since they can just plop down a creep tumor next to the worm, since the nydus spreads creep much faster and at Roughly triple the radius of the nydus worm. Plus, you can use the queens to transfuse Kerri.
I thought Kerrigan is already perfect. Do we need to adjust her anymore?
I do have some confusion with her but i think she is perfect the way she is.
All her units are almost if not complete already and no more change to her army is needed.
If i have to voice my confusion is probably about her creep turmoil or her set 2.
I mean why do you need to spam creep turmoil? If you allow creep turmoil to be placed on place without creep then may be that make thing more sufficient to use queen and spread it. Right now, i just build 5 nydus and forget creep turmoil.
Her set 2 is also something i find it weird, adding 100 damage to immobilized wave is not something i will choose like ever. I don’t see it to be effective in anyway. If they turn it into reduce immobilized wave cooldown then yes finally i will invest on it for faster area stun.
There is actually one small concern I would like to address on Kerrigan. Currently, her ultralisk burrow charge is almost a downgrade. Because when it impacts, it knocks back nearby units, stunning them briefly. The problem is, it also knocks back friendly units, including other ultras. As a result, I find that mass ultra usually kills enemy armies faster if I just don’t research burrow charge than if I do. So, I don’t research it.