Buffing bad leaders

Specifically Yap and Colony are bottom of the barrel leaders. My question is how do we carve out a spot for them in the meta? The supply pickup rate increase made Yap playable, but still not good. I think the Methane Wagons need a price drop and the gather rate needs to be buffed by another 50%. This way Yap’s early game won’t be so expensive and he can get to where he shines. I think his heroes should go untouched, as I like the role they play. Frail, but capable of saving entire armies and negating enemy leader powers with the click of a button.

As for Colony, Skits need a price drop and grant units they attach to more health. Buff Vehicle Symbiote as well. This will make a Skit/Chopper opener viable, and give Colony a role to play in teams.

But those are just my ideas. I think these guys can be good leaders, but just need a little love to help them get there.

I like increasing the CF supply pick-up rate and buffing vehicle symbiote.

But, Colony already has a decent team role with Goliaths and engineer swarm. I’d be worried about making skitts any cheaper than they are now.
I dont think methane wagons should have a cost decrease though. They’re so effective and have a good bit of health (in early to mid game)

> 2533274796391115;2:
> I like increasing the CF supply pick-up rate and buffing vehicle symbiote.
>
> But, Colony already has a decent team role with Goliaths and engineer swarm. I’d be worried about making skitts any cheaper than they are now.
> I dont think methane wagons should have a cost decrease though. They’re so effective and have a good bit of health (in early to mid game)

Goliaths only work if they get to the enemy base. If they’re caught mid-map they die to pretty much anything. Atriox completely negates the need for a Colony teammate if we’re talking about cheeses.

Wagons are what make Heavy Grunts able to fight flamers. The micro needed to beat the flamers is still unreasonable though. You have to have the Wagon buff your units and debuff the flamers at the same time. Lowering the price would make it easier to get a couple Wagons out faster and without heavily delaying T2. You have to keep in mind how much Yap suffers from his lack of Suis.

> 2533274830489835;3:
> > 2533274796391115;2:
> > I like increasing the CF supply pick-up rate and buffing vehicle symbiote.
> >
> > But, Colony already has a decent team role with Goliaths and engineer swarm. I’d be worried about making skitts any cheaper than they are now.
> > I dont think methane wagons should have a cost decrease though. They’re so effective and have a good bit of health (in early to mid game)
>
> Goliaths only work if they get to the enemy base. If they’re caught mid-map they die to pretty much anything. Atriox completely negates the need for a Colony teammate if we’re talking about cheeses.
>
> Wagons are what make Heavy Grunts able to fight flamers. The micro needed to beat the flamers is still unreasonable though. You have to have the Wagon buff your units and debuff the flamers at the same time. Lowering the price would make it easier to get a couple Wagons out faster and without heavily delaying T2. You have to keep in mind how much Yap suffers from his lack of Suis.

That’s all true. But the fact that Goliaths are referred to as “the units that you have to keep away from your base” makes me consider them pretty useful. Especially in team games where you can coordinate with your mates to help get them to the base.

I do agree about Yap suffering without suis, but I’m more worried about seeing 3-4 wagons running around super early with a mass of CF and teammate grunts.

To be honest though, I haven’t played Colony in so so long because of the exploit, and I haven’t tried Yap in 1s.

> 2533274796391115;4:
> > 2533274830489835;3:
> > > 2533274796391115;2:
> > >
> >
> > Goliaths only work if they get to the enemy base. If they’re caught mid-map they die to pretty much anything. Atriox completely negates the need for a Colony teammate if we’re talking about cheeses.
> >
> > Wagons are what make Heavy Grunts able to fight flamers. The micro needed to beat the flamers is still unreasonable though. You have to have the Wagon buff your units and debuff the flamers at the same time. Lowering the price would make it easier to get a couple Wagons out faster and without heavily delaying T2. You have to keep in mind how much Yap suffers from his lack of Suis.
>
> That’s all true. But the fact that Goliaths are referred to as “the units that you have to keep away from your base” makes me consider them pretty useful. Especially in team games where you can coordinate with your mates to help get them to the base.
>
> I do agree about Yap suffering without suis, but I’m more worried about seeing 3-4 wagons running around super early with a mass of CF and teammate grunts.

Goliaths aren’t useless, they’re just outclassed. And besides them, Colony doesn’t have a good option. The Skit buff would make him the go-to Chopper leader, and break Deci’s monopoly.

Maybe increase the Wagon debuff instead of a price drop, as I can see Wagon spam being possible if they got too cheap.

A lot of this depends on where they take the meta. If scout vehicles become the premier choice again Colony will be one of the best counterpicks in the game with Hunter Captain who eats scouts for breakfast.

Yap is a bit trickier because if you tip the scales too favorably he becomes the only one worth playing and we have Yap God all over again. Yap may lack suis but those wagons are a very solid and worthy investment. Perhaps giving back some of the damage they lost when their explosion damage was nerfed would help. Not restoring to their original levels where it would basically red bar everything of course.

> 2533274830489835;1:
> Specifically Yap and Colony are bottom of the barrel leaders. My question is how do we carve out a spot for them in the meta? The supply pickup rate increase made Yap playable, but still not good. I think the Methane Wagons need a price drop and the gather rate needs to be buffed by another 50%. This way Yap’s early game won’t be so expensive and he can get to where he shines. I think his heroes should go untouched, as I like the role they play. Frail, but capable of saving entire armies and negating enemy leader powers with the click of a button.
>
> As for Colony, Skits need a price drop and grant units they attach to more health. Buff Vehicle Symbiote as well. This will make a Skit/Chopper opener viable, and give Colony a role to play in teams.
>
> But those are just my ideas. I think these guys can be good leaders, but just need a little love to help them get there.

Yapyap might suck in the early game (Debatable)
But without a doubt Mid to Late Game he is one of the better Banished Leaders (Top3?)
Its hard to rank him atm because of how broken Vord/pav/Arby are but he is Definitely up there.

> 2533275008266928;8:
> > 2533274830489835;1:
> > Specifically Yap and Colony are bottom of the barrel leaders. My question is how do we carve out a spot for them in the meta? The supply pickup rate increase made Yap playable, but still not good. I think the Methane Wagons need a price drop and the gather rate needs to be buffed by another 50%. This way Yap’s early game won’t be so expensive and he can get to where he shines. I think his heroes should go untouched, as I like the role they play. Frail, but capable of saving entire armies and negating enemy leader powers with the click of a button.
> >
> > As for Colony, Skits need a price drop and grant units they attach to more health. Buff Vehicle Symbiote as well. This will make a Skit/Chopper opener viable, and give Colony a role to play in teams.
> >
> > But those are just my ideas. I think these guys can be good leaders, but just need a little love to help them get there.
>
> Yapyap might suck in the early game (Debatable)
> But without a doubt Mid to Late Game he is one of the better Banished Leader (Top3?)
> Its hard to rank him atm because of how broken Vord/pav/Arby are but he is Definitely up there.

Yap Yap is border line unkillable in the late game if your are smart with your micro. He only suffers in the early game because of his weak economy and no good answer to a marine flamer push because of his lack of suis. If you can get him past the 8min mark (as long as its not against serina or voridus) you should be looking pretty good.

I forgot about Atriox as well. He’s not as bad as Yap or Colony, but he’s quite bad in 1s. In teams he can works because of massed Jump Brutes (which is why he’s better than Colony), but in 1s he doesn’t have anything to his name anymore. Fortifications barely does anything even when you invest two points, and even if you’re not going Hammer Brutes most players just get the other power for the mines. Bulwark’s cooldown is too long and it’s too expensive. It used to be that you could deflect leader powers as long as you were paying attention. Now it’s like you can block leader powers a quarter of the time. Oftentimes, you can’t afford it. In other instances, it’s on cooldown.

He’s pretty much recognizable from when he was the meta. That said, all he needs is a buff to Fortifications and a cheaper and shorter cooldown on Bulwark.

> 2533274830489835;10:
> I forgot about Atriox as well. He’s not as bad as Yap or Colony, but he’s quite bad in 1s. In teams he can works because of massed Jump Brutes (which is why he’s better than Colony), but in 1s he doesn’t have anything to his name anymore. Fortifications barely does anything even when you invest two points, and even if you’re not going Hammer Brutes most players just get the other power for the mines. Bulwark’s cooldown is too long and it’s too expensive. It used to be that you could deflect leader powers as long as you were paying attention. Now it’s like you can block leader powers a quarter of the time. Oftentimes, you can’t afford it. In other instances, it’s on cooldown.
>
> He’s pretty much recognizable from when he was the meta. That said, all he needs is a buff to Fortifications and a cheaper and shorter cooldown on Bulwark.

I Think Eradication Needs a massive damage boost to units (NOT Building Damage) Currently It does less damage then many other 12o’clock Leader powers, Combined with its long cast time and CD
it becomes less effective then many other leader powers…
Atm its just a big lasers light show…

> 2533275008266928;11:
> > 2533274830489835;10:
> > I forgot about Atriox as well. He’s not as bad as Yap or Colony, but he’s quite bad in 1s. In teams he can works because of massed Jump Brutes (which is why he’s better than Colony), but in 1s he doesn’t have anything to his name anymore. Fortifications barely does anything even when you invest two points, and even if you’re not going Hammer Brutes most players just get the other power for the mines. Bulwark’s cooldown is too long and it’s too expensive. It used to be that you could deflect leader powers as long as you were paying attention. Now it’s like you can block leader powers a quarter of the time. Oftentimes, you can’t afford it. In other instances, it’s on cooldown.
> >
> > He’s pretty much recognizable from when he was the meta. That said, all he needs is a buff to Fortifications and a cheaper and shorter cooldown on Bulwark.
>
> I Think Eradication Needs a massive damage boost to units (NOT Building Damage) Currently It does less damage then many other 12o’clock Leader powers, Combined with its long cast time and CD
> it becomes less effective then many other leader powers…
> Atm its just a big lasers light show…

I usually use it right before I drop a sick beat.

That said I agree with Eradication getting a buff. Honestly in some games I don’t bother moving my units too far out of it’s radius because it does so little damage.

Additionally I think making Fortifications a one point leader power would go a long way. Atriox has great powers they’re just really expensive. You need the eco bonuses that come with having more bases.

> 2533274927740213;12:
> > 2533275008266928;11:
> > > 2533274830489835;10:
> > > I forgot about Atriox as well. He’s not as bad as Yap or Colony, but he’s quite bad in 1s. In teams he can works because of massed Jump Brutes (which is why he’s better than Colony), but in 1s he doesn’t have anything to his name anymore. Fortifications barely does anything even when you invest two points, and even if you’re not going Hammer Brutes most players just get the other power for the mines. Bulwark’s cooldown is too long and it’s too expensive. It used to be that you could deflect leader powers as long as you were paying attention. Now it’s like you can block leader powers a quarter of the time. Oftentimes, you can’t afford it. In other instances, it’s on cooldown.
> > >
> > > He’s pretty much recognizable from when he was the meta. That said, all he needs is a buff to Fortifications and a cheaper and shorter cooldown on Bulwark.
> >
> > I Think Eradication Needs a massive damage boost to units (NOT Building Damage) Currently It does less damage then many other 12o’clock Leader powers, Combined with its long cast time and CD
> > it becomes less effective then many other leader powers…
> > Atm its just a big lasers light show…
>
> I usually use it right before I drop a sick beat.
>
> That said I agree with Eradication getting a buff. Honestly in some games I don’t bother moving my units too far out of it’s radius because it does so little damage.
>
> Additionally I think making Fortifications a one point leader power would go a long way. Atriox has great powers they’re just really expensive. You need the eco bonuses that come with having more bases.

As long as they DON’T Buff Fortification and just Merge the two points into one i could see that being balanced.

Eradication shouldn’t be buffed, it should be made more consistent. The problem isn’t that it does too little damage, but that people avoid it easily. It should get a warning circle, and the beams should go quicker, do way more damage in exchange for a slightly weaker explosion.

> 2533274958100139;14:
> Eradication shouldn’t be buffed, it should be made more consistent. The problem isn’t that it does too little damage, but that people avoid it easily. It should get a warning circle, and the beams should go quicker, do way more damage in exchange for a slightly weaker explosion.

I found it hard to understand your post/massage maybe Edit it?

From what i can gather you’re suggesting something similar to a MacBlast but with a second or 2 added and maybe 10-20Meters bigger…

If that is what you’re suggesting then i have to disagree Completely but I’ll wait for a more clarification before i explain why.

> 2533275008266928;15:
> > 2533274958100139;14:
> > Eradication shouldn’t be buffed, it should be made more consistent. The problem isn’t that it does too little damage, but that people avoid it easily. It should get a warning circle, and the beams should go quicker, do way more damage in exchange for a slightly weaker explosion.
>
> I found it hard to understand your post/massage maybe Edit it?
>
> From what i can gather you’re suggesting something similar to a MacBlast but with a second or 2 added and maybe 10-20mm bigger…
>
> If that is what you’re suggesting then i have to disagree Completely but I’ll wait for a response before i explain why.

Not at all what I meant. Maybe it’s clearer like this:

1)Implement warning display before it begins.
2)Make the 8 beams faster and do a lot more damage, so that an army can’t just run away without any damage.
3)Reduce the explosion damage at the end, seeing as the beams will do more damage.

Make Atriox as hood as deci again.

Colony is s good leader. He just hasn’t been played because of the exploit.
goliaths awesome rush unit.
vehicle symbiotics is good but rarely used because of his heal.
but his vehicle drop gives his vehicles symbiotics.
colony auto heal power is amazing.
yap Yap is a great leader who lacks suicide grunts and that hurts him. The gather rate is fine. The units are free. Take mini bases and build units.
hus late game is amazing.
Atriox has been nerfed so many times.
Now that shields are good he needs his original base fortification pricing back l.
and Eradicate used to cost 800/800 and the cooldown was shorter.
eradicate needs to cost less and have the same cooldown as other 12 o’clock leader power.
but Atriox is very strong when using his heal and unbreakable to make his armies indestructible.

> 2533274830489835;3:
> > 2533274796391115;2:
> > I like increasing the CF supply pick-up rate and buffing vehicle symbiote.
> >
> > But, Colony already has a decent team role with Goliaths and engineer swarm. I’d be worried about making skitts any cheaper than they are now.
> > I dont think methane wagons should have a cost decrease though. They’re so effective and have a good bit of health (in early to mid game)
>
> Goliaths only work if they get to the enemy base. If they’re caught mid-map they die to pretty much anything. Atriox completely negates the need for a Colony teammate if we’re talking about cheeses.
>
> Wagons are what make Heavy Grunts able to fight flamers. The micro needed to beat the flamers is still unreasonable though. You have to have the Wagon buff your units and debuff the flamers at the same time. Lowering the price would make it easier to get a couple Wagons out faster and without heavily delaying T2. You have to keep in mind how much Yap suffers from his lack of Suis.

Grunt Riders actually beat Hellbringers without wagon. Sometimes, I can’t risk building a Methwagon such as the new map with only 2 mini-bases or when against Forge or Spartan leaders besides Jerome. I love both early leader points but they are situational for yap early game does need buff but pickup speed is not the answer as a Yap main myself. I suggest Anklebiter be a T1 upgrade which might make building CF useful.

> 2533275008266928;8:
> > 2533274830489835;1:
> > Specifically Yap and Colony are bottom of the barrel leaders. My question is how do we carve out a spot for them in the meta? The supply pickup rate increase made Yap playable, but still not good. I think the Methane Wagons need a price drop and the gather rate needs to be buffed by another 50%. This way Yap’s early game won’t be so expensive and he can get to where he shines. I think his heroes should go untouched, as I like the role they play. Frail, but capable of saving entire armies and negating enemy leader powers with the click of a button.
> >
> > As for Colony, Skits need a price drop and grant units they attach to more health. Buff Vehicle Symbiote as well. This will make a Skit/Chopper opener viable, and give Colony a role to play in teams.
> >
> > But those are just my ideas. I think these guys can be good leaders, but just need a little love to help them get there.
>
> Yapyap might suck in the early game (Debatable)
> But without a doubt Mid to Late Game he is one of the better Banished Leaders (Top3?)
> Its hard to rank him atm because of how broken Vord/pav/Arby are but he is Definitely up there.

He is only beat by ship and voridus in my opinion late and has the best mid game; but early is complete trash and is by far the worst at this point which makes him the weakest 1v1 and early game leader.