Why is Fatal Attraction's rank (points) so low? Please raise it way higher so it doesn't appear on lower Brutals+#

So recently I have started playing Brutal+. Most of the part, it is actually fun and I’m able to beat a good amount of them so far with random map/commander/composition. And when I do lose, I still acknowledge that it’s still possible to do something better to beat it, either on my part or ally part.

However, one mutator stands as an outsider to Brutal+. Whenever I see this mutator, both I and ally says “not worth it, let’s leave”. Fatal Attraction mutator is so unfun and centralizing that it’s difficult to do on random selections.

Apparently the rank of this mutator is so low, that it can appear along 2 other mutators making it even worse (incubation). I know people already posted on how bad it is, but why is it still here? If Blizzard refuses to remove it, at least raise its rank to only appear by itself or on higher difficulties.

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i agrees to mutagen’s point is too low.
And i wants to let you know how to manage that mutagen.

  1. Structures not affects by attract. Use your defense structures like photon cannon, bunkers and etc.
  2. Using units that can’t perform move command just like lurker or siege tank. When they are burrowed(or siege mode is on), they will not affected by attract.

Q:my commander can’t perform any of solutions. What should we do?
A:‘playername has left the game!’

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I know even burrowed units are affected by the mutation but not tanks. Is it because they are “rooted”?

Burrowed units aren’t mobile either except for Roaches. Hmmmm.

To be precise, units that doesn’t have move command does not dragged by attract mutagen. (But they gets stun for a very short time).

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I don’t find the mutator to be too difficult, but it is extremely annoying and should be tweaked. Something like it having a cool down so you only get pulled once every 3 seconds or so. Or maybe tweak it some other way entirely, but either way, it is pretty unfun.

I believe mutators could be a challenge that make the mission more difficult, without completely sacrificing its fun.

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Yeah, I feel most of it can be simply tuned down. And that would actually make many of the mutators less tedious and more fun.


As an add-on here, just a few examples:

  • Polarity that only has some units, rather than all units would be way more tolerable for people.
  • Propagators with like say 350-400 HP, 1.3 movement speed (adjustable).
  • Moment of Silence with less range, like say 6 or even 7, duration 10 instead 12.
  • Diffusion that redistribute with a small range of say only 2 to favor more clumpy units and melee units.

You can almost tweak all of them to get a much better result. I’m honestly not sure why despite the iterations of Brutal+ and multiple poor interations to date, they haven’t done some tweaking at all.

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If Polarity just gave heavy damage resistance, something like 90-95%, rather than outright immunity, it would be a lot less annoying, so a few enemy units that your ally can’t be bothered to kill won’t end up being a huge nuisance.
I feel the same way about the constructs in Craddle of Death, I don’t think they should be completely damage immune when not disabled.

Wouldn’t mind a Prop nerf either, slightly lower HP wouldn’t be bad, but what I would like the most was if their conversion attack got slowed in some way so they couldn’t snowball through your army or defence in seconds when things go wrong.

Even a cool up time where they wouldn’t immediately begin converting troops when they spawn inside the deathball when clearing bases. THat’s the worst.

For gators the think that annoys me the most is probably that they are invulnerable for a short time while they propagate. So as Karax if you see them in your base, you might not be able to kill them even with 200 energy worth of Orbital strikes, because it will always damage only those that are not currently propagating.

At the very least, its range needs to be tweaked. It’s ridiculous that your ally killing stuff at the static defense line pulls your units in hold position in back out on a map like Dead of Night. Although it’s kind of fun with Han & Horner to just make hellbats and watch them become an ever-moving ball of fiery death that are cheap enough you can send them off to their inevitable doom because getting control of them is both almost impossible and not worth it.

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A range tweak would be extremely welcome. Then atleast you would have some counter-strat options other than siege tanks, buildings, and burrowed units with 0 acceleration. Never tried the hellbats, but it does seem like it would be entertaining.

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Just four of them in a cluster getting yanked around (with upgrades) are pretty funny to watch. They kill and get pulled so fast that they don’t even take that much damage. More than pay for themselves by the time they go down like heroes.