Which commanders do you think could use a buff?

Given the fact that we haven’t had a balance patch for coop in a very long time, that means are in a better position then ever to know what commanders are good and bad. I think Artanis could use a few buffs.

  1. For power field teleport I’d put it at 15 energy.
  2. They should fix the thing about reavers not benefiting from damage upgrades.
  3. For P1, dragons should get some kind of buff. Maybe they could have doubled attack speed.
  4. For P1, I think tempests should instead have disintegrate’s cooldown cut in half.
2 Likes

So improvements to specific prestiges right? As opposed to the baseline of the CO (where the full P0 through P3 inclusive all benefit)?

It can be either. Baseline changes and/or prestige specific ones.

1 Like

====== TERRAN
Raynor P1
Medic healing speed +100%. Their energy regen +200%

Swann P2
Fire Suppression repair thingy also doubles repair speed, and now repairs to 100% health

HH P3 - one of the following…
A) SFP supply cost reduced from 2 to 1
B) SFP (initial) blast hits air for 25% to 50% damage. Fire still only hits ground.

====== ZERG
Stukov P2
(+) ICC automatically produces Banshees. One per 60 seconds (even without a Starport), so like Zagara free Banelings.

Reduce Banshee cost from 150/100/3, to 125/75/2

====== PROTOSS
Artanis P2 - reduce cost of Project Power Field from 25, to 10 - 15 SoA Energy (probably 12?)

Vorazun P2 - enemies under the influence of the (+) that would reach 0 or less hp will be destroyed 5 seconds later.

Karax P1 - One or more of the following buffs…
A) Chrono Field gets boosted from +15% to +25%

B) Nexus gains Recall ability
Some set AoE radius, some cd (say 120s?). Targets all buildings with a 0-cost build time. They get removed from play, but you get a full refund for all removed buildings. If doing this multiple times is too powerful (since you can build multiple Nexi), then make this a Solar Forge ability so it’s only there once.

C) Reduce cost of all towers by 25 minerals.
(although this could’ve been applied to baseline as well). Would make P2 worse, which wouldn’t be such a bad thing)

3 Likes

Raynor needs to be able to build detector “units”. Scan is good, but bad in some ways

4 Likes

This might actually make me want to play P2. Assuming the banshees come loaded with troopers ofc.

1 Like

reavers dont benefit from damage upgrades?

No. Its something that was overlooked.

Apparently they do increase in damage, but it’s very small percentage wise and effectively it’s barely noticeable

I’d say reduce energy usage from 50 to 25. If we’re able to create new units, I’d say give HH an anti-ground tower.

Since we’re talking about HH. I’d like it if P2 gets a +1 to the Galleon cap. It’s so hard to rebuild your reaper fodder with just 2, another alternative would be to give air units HP/Armor buffs to compensate.
Conversely P1 sucks at anti-air in early to mid-game. Maybe increase their jump pack overdrive duration?

I feel like being capped at 2 Galleons “is a feature”. Frankly, I don’t see myself bothering with Reapers even with a 3rd one. I normally just go mass Hellions + Hellbats because the P2 (+) have AA covered anyways.

For HH P1, I don’t see any harm in that. However, I can see others who are more “stringent” argue that P1 is already in a good spot.

Oh yeah I remembered this was very requested back then but give Kerrigan detector or an upgrade to get it. Sure there’s worms but P1 doesn’t have them. Zagara too but that’s debateable or maybe slap it to P3 coz it’s played more as a commando unit anyway.

All Heroes should benefit from upgrades to attack and armour.
Zagara P3 is very weak vs. air, needs a decrease in scrouge pricing.
Karax should get insta-build of military units.

Let’s not get carried away here cowboy.

If anything got buffed in Coop Commanders, it should be P3s. Because of the time invested to reach these prestiges, for any of the characters, I think the power scale should match their time invested. In other words, weakest to strongest should be:
P0
P1
P2
P3
While playstyle are factors, the time invested is the biggest one. If it was a situation where we could have picked our prestige on the first reset, then that wouldn’t matter, but as it stand, P3s should be the strongest across the board, and not all of them feel that way.

I kind of like how P3 is some of the worst. That means I and others can just ignore them when they’re leveling up for utility, vs. completion.

If I were to go through with it all again, I’d skip the following P3’s for sure…
Swann, HH
Abathur, Stetmann
Fenix

But also…
Raynor - Unless I buckle down and learn BOs and stuff here
FWIW, I have P0 on another server and stopping there.

Stukov - I prefer his P1. And his P3 is popular enough anyways for Mutations.

I wrote down all the changes (both buffs and nerfs) I could think of from my last burst of playing Co-op. My main goal with these changes is to address things that either never get used (buff), or that always get used (nerf), or things that are annoying.

Raynor
Reduce Cost of Siege Tank Transformation Research from 150/150 to 50/50

Kerrigan
Fury (Lv10 Ability) folded into baseline kit at level 1
New Lv10 Ability is Improved Hatcheries. Each evolution of the Hatchery costs 50% as much mins/gas and increases the max number of larva spawned there by 2. Larva spawn rate adjusted such that it always takes the same amount of time for the hatchery to spawn it’s max larva, regardless of whatever the maximum is.

Artanis (needs more buffs but not sure what)
Guardian Shell Mastery improved to .75% per point, from .5% per point
Nexus Legate move power field cost reduced to 10 from 25

Swann
Hellion HP increased by 30% on all Commanders that have them (Swann, H&H, Nova) (harassment is an irrelevant strategy in co-op so units designed for this purpose need to be re-aligned in co-op)
Hellbat has +1 Armor on all Commaders that have them (Swann, H&H, Nova)
Cyclone upgrades cost reduced
Cyclones Cost from 150/100 to 125/75, Armor from 1 to 0, Supply from 3 to 2, auto attack range from 5 to 6, Lock on uses auto attack damage (no armor ignoring mods), Damage to 11+3 v. mech, Move speed reduced to 3.94, Health to 130 (matching MP patch 5.012, 5.013)

Zagara
Scourge Queen Prestige only adds 2 additional free banelings and 2 free scourge per cycle (from 4)

Vorazun
Oracle speed reduced by 20%, however, while the attack ability is activated, the speed of the Oracle is returned to normal

Karax
Orbital Strike ability cost increased from 5 to 7

Fenix
Operational efficiency changed to flat 40% cost reduction, from 50%/100%
Recharge delay of Arbiter Suit changed to be the same as the others (mainly effects Akhundelar prestige)
Network Administrator Prestige changed to 40% less damage and vitals, from 50%

Han & Horner
Wing Commanders Prestige Galleons gas cost dropped by 40% from 20%
Galactic Gun Runners Prestige redesigned. Strike Platforms cost 50% as much mins/gas, but cost 100% more supply (from 100/100/2 to 50/50/4). Max count remains 10. Strike fighters leave behind a flare which casts detection where they hit (similar to Orbital Scan) and Napalm damage now effects enemy air units. Theia Ravens disabled.
Air Fleet Travel Distance Mastery changed to Air Fleet and Space Station Duration. Functionally the same for Air Fleet, but also makes the Space Station last longer on the ground.
“Strike Fighter AOE Mastery” now “Strike Fighter AOE and Damage” Mastery that also increases damage
Double Salvage Chance Mastery increased to 3% per point from 2%
Hellion HP increased by 30% on all Commanders that have them (Swann, H&H, Nova) (harassment is an irrelevant strategy in co-op so units designed for this purpose need to be re-aligned in co-op)
Hellbat has +1 Armor on all Commaders that have them (Swann, H&H, Nova)
Death Effect of Hellions reduced to 5 seconds (intention is to make them less of a splash to support reapers and more of a benefit for committing to the unit type)

Mengsk
Laborer Imperial support reduced by 33% (trooper support remains the same)
Royal Guard XP rate Mastery increased from 0.5% to 0.75% per point

Alarak P3:

  • Mothership has the ability to restore shields and health upon killing an enemy unit or sacrificing supplicants when low HP. Also has the Empower Me ability to gain damage to nearby units.
  • Alarak is unavailable to be deployed in combat.

Stetmann P1:

  • Gary can now detect cloaked and burrowed units.

Karax P1:

  • Photon Cannons and Khaydarin Monoliths gain vision range by 3 and cost 50% less resources.

Tychus P2:

  • Better Off Alone gains 40% reduced damage.
1 Like

I never thought I’d see a nerf/debuff to Karax, so we’ve come full circle :smiley:

I’m against this because at the end of the day, even though the last round of (baseline) updates and the Prestige took him out of “meme-land”, he’s not OP.