I’m gonna clear things off right the bat; I know Zeratul’s overpowered, and I know he’s really fun, but I just find that he lacks some variety because some of his options are completely overshadowed if not useless.
Edit: Ok I think people are taking my post the wrong way; I’m not complaining about the lack of options, I’m complaining about how most of Zeratul’s options are borderline useless compared to everything else that he has. It’s very disappointing to me to see a commander with a wide array of abilities and units that can only use half of them reliably (cough, Stetmann).
Zeratul’s Artifact mechanic is the most interesting mechanic in Co-op (imo), but the fact that some of the options are either weak or useless, or simply overshadowed by his other options makes me wish they were buffed or changed entirely.
Starting off with his Army summon : Zoraya’s Legion (void rays) is obviously the most picked from what I can see and for good reason; they have high damage, high value and virtually no disadvantage by picking them. They’re great at taking down key targets and helping out in a big fight, especially when there’s a lot of hybrid involved.
That being said, the other two options pale in comparison. Telbrus (zealots + high templar) is weak; his army dies almost instantly in any big fight and Telbrus himself can run out of energy rendering him borderline useless. I get his main utility might be taking out big waves of small units, but late-game he just becomes so bad you’re better off taking one of the other 2 legions. My personal recommendation: increase the amount of zealots and/or increase their life/shields/armor as well as Telbrus’s energy pool, considering he runs out of energy very quickly.
Serdath is good, but the main issue i have with him is that, when he possesses units, possessed units take up YOUR supply. For a commander permanently capped at 100 supply, this is a pretty big issue on paper and turned me off from using him considering I would have to wait until I get a 100 supply-worth army before even considering using him in a big fight where he should be helpful.
As for the artifact abilities, there’s a few nitpicks I want to mention:
Stasis Beam is arguably the worst artifact ability. Not only does it have an awkward way of firing, it barely has any utility considering how hard it can be to actually hit it reliably. At best, this is just a means to prevent enemies from going somewhere until you get there. In big fights, it’s practically useless considering it only takes out a few enemies out of the fight for a few seconds that you might end up forgetting about. Compared to the other 2, this one severely lacks any actual utility that I can see; whereas Tesseract Monolith is a great defensive tool, and Void Crystal is a great way to initiate a big fight.
Steadfast Reinforcements and Tesseract Matrix are nice, but I have an issue with Void Blink considering how little impact it has. To begin with, the blink abilities of all of Zeratul’s units are rather underwhelming and, in the case of his Ambushers, have very little impact with cooldown reduction. Zeratul and his Ambushers can already stack 3 blinks, which renders this ability more or less pointless unless you’re going Void Templars (more on that later). I would rather see this ability replaced, unless they decide to revamp some of the passive upgrades for some of Zeratul’s units with blink so that this gets more value.
And it’s not just Zeratul’s top-bar abilities that I have an issue with; his units suffer from the same overshadowing treatment. Zeratul’s units are great hands down, but I’m disappointed how some of them have counter-intuitive designs. Ambushers have an ability that allows them to deal 200% weapon damage once after they blink, which is great. However, it only works every 8 seconds. This wouldn’t be a problem considering that’s the same as Blink’s cooldown, but i find it counter-intuitive to have 3 stacks of Blink when there’s no other advantage to spamming it other than every 8 seconds like you’re supposed to. I’d rather have something else than the 3 stacks, or replace the 200% weapon damage if you really want to do something with the 3 stacks idea.
While Zeratul’s Enforcers are arguably his best unit, I’m sure I’m not the only one who’s annoyed by one of their upgrades. I don’t know the name exactly, but it’s the one that pushes back enemy air units that they shoot at. On paper, being able to deal splash damage to air is nice. In practice, it was implemented in such an annoying way that I can hardly find it useful half the time. The push back works more to your detriment half the time, and rarely will you be able to take advantage of the 50% damage dealt to enemies in the way that comes with it. I know it sounds bland, but wouldn’t it be simpler if their air shots exploded? They’re already slow and powerful, dealing 50% of the damage in an area around the target is obviously less annoying and more powerful than a knockback mechanic.
And then there’s the Void Templars… Honestly, these units aren’t fundamentally broken, but they’re not special. Vorazun’s Dark Templar are reliable and powerful because they can clear out waves of enemies, turn off defenses and deal massive damage all-around. Void Templars are… dark templars with blink? Case in point, there’s nothing special about them aside from the 50 damage blink, which really isn’t enough to make them worthwhile. Sure, they can also resurrect, but that doesn’t make them extremely powerful either. It would be nice if they had some abilities similar to Zeratul’s where they could actually deal with large groups of enemies without necessarily copying what makes Vorazun’s Dark Templars special.
Now, before I end this, I want to make it clear these are all from my own experience; I’m not making an essay based on actual facts, this is a personal rant and I’m looking forward to seeing other people’s vision on these subjects. If you’re gonna go out of your way to call me a dickhead who’s wrong about everything I just said, you might as well go yell at a tree for being planted where it is.