Discussion: If you had full control over co-op, what changes would you make to Kerrigan?
My discussion about Raynor received a lot of good ideas, many being much better than what I had suggested, so I’m very excited to see what the community thinks of the Queen of Blades.
First off, Kerrigan is one I struggle to think of changes for the most because she has a very well rounded arsenal as is, not really being one that specializes in much of anything. I’m personally a P2 lover because Kerrigan’s extra DPS can make her a wave clearer at the expense of being more of a glass cannon, with a backup army in the nydus in case I need additional map presence or firepower to a failing fight.
The only change I can think of is the following, but I’ll leave a few other suggestions to get the ball rolling on the discussion:
-Change P1. Playing Kerrigan without Nydus is just minimizing her power, the only missions where it’s useful are probably DoN and TotP with mass hydra/lurker builds, but even then it’s highly mutation dependent. Considering that there’s only one mission per week we all play knowing the level and mutations, it really isn’t good for random Brut+. I think that instead of removing Nydus, the downside should be that either Kerrigan’s and/or all combat units movement speeds becomes drastically slower off creep, instead further promoting Nydus use and creep spread in general in order to reap the benefit.
-For P3, I think it gives too much while taking too little. It removes both of Kerrigan’s abilities while replacing them with abilities that deal the same damage but from range AND can hit air, while benefiting assimilation. Like, how is human Kerrigan more powerful than infested Kerrigan? One idea I do kind of like is to make assimilation aura global so that if your ally is fighting in another area, then you both can receive the doubled resource drops. So to compensate, it could make more sense to increase combat unit cost by 30%, or to just nerf Kerrigan in some other way.
-The only other thing that comes to mind is to change Kerrigan’s mutalisks to corrupters, her mutas are either baby brood lords or just cannon fodder/wasted resources that don’t do much, especially compared to the likes of Abby or Dehaka mutas. Changing them to corrupters could give Kerrigan a different AA option instead of only having the option of Hydras. Since Zagara is the one with corrupters, I’d say change hers to the campaign mutalisks that can morph into vipers, that’d give her a spellcaster that could be of use for her army… but that’s a conversation for another commander’s day.
Let me know if anyone has anything to add or any better ideas, looking forward to the discussion!
My discussion about Raynor received a lot of good ideas, many being much better than what I had suggested, so I’m very excited to see what the community thinks of the Queen of Blades.
First off, Kerrigan is one I struggle to think of changes for the most because she has a very well rounded arsenal as is, not really being one that specializes in much of anything. I’m personally a P2 lover because Kerrigan’s extra DPS can make her a wave clearer at the expense of being more of a glass cannon, with a backup army in the nydus in case I need additional map presence or firepower to a failing fight.
The only change I can think of is the following, but I’ll leave a few other suggestions to get the ball rolling on the discussion:
-Change P1. Playing Kerrigan without Nydus is just minimizing her power, the only missions where it’s useful are probably DoN and TotP with mass hydra/lurker builds, but even then it’s highly mutation dependent. Considering that there’s only one mission per week we all play knowing the level and mutations, it really isn’t good for random Brut+. I think that instead of removing Nydus, the downside should be that either Kerrigan’s and/or all combat units movement speeds becomes drastically slower off creep, instead further promoting Nydus use and creep spread in general in order to reap the benefit.
-For P3, I think it gives too much while taking too little. It removes both of Kerrigan’s abilities while replacing them with abilities that deal the same damage but from range AND can hit air, while benefiting assimilation. Like, how is human Kerrigan more powerful than infested Kerrigan? One idea I do kind of like is to make assimilation aura global so that if your ally is fighting in another area, then you both can receive the doubled resource drops. So to compensate, it could make more sense to increase combat unit cost by 30%, or to just nerf Kerrigan in some other way.
-The only other thing that comes to mind is to change Kerrigan’s mutalisks to corrupters, her mutas are either baby brood lords or just cannon fodder/wasted resources that don’t do much, especially compared to the likes of Abby or Dehaka mutas. Changing them to corrupters could give Kerrigan a different AA option instead of only having the option of Hydras. Since Zagara is the one with corrupters, I’d say change hers to the campaign mutalisks that can morph into vipers, that’d give her a spellcaster that could be of use for her army… but that’s a conversation for another commander’s day.
Let me know if anyone has anything to add or any better ideas, looking forward to the discussion!