As we all know, 343 released Arbiter and Jerome.
Imo, Arbiter’s phantoms need a bit of work done, but that’s just me.
Then there’s Jerome.
Mantis was way too powerful, everyone used him, it was undoubtedly broken. As a Jerome runner, I even agree.
But what 343 have done is over nerf him. All people wanted was Mantis tech 2, now we have all of the other leaders being nerfed, too. Now no one is going to use him.
Besides this, his Mastodon is very weak, and I don’t think this was addressed. All that has been addressed is his damn Mantis, which with the changes were ones that people didn’t even ask for…
the patch isnt out yet how can you say this without it even being out yet come on now.
> 2533274964779760;2:
> the patch isnt out yet how can you say this without it even being out yet come on now.
because its true
everyone asked for mantis tech 2 beauae tech 1 has very little counters to vehicles. there are only 2 way, to either overcommit in units overwhelm his mantis or use the warlord to pull him into a infantry ball.
they addressed 1 issue the cooldown thsnk god ir felt like a 10 second cooldown, was awfully unfair.
the first ans 2nd upgrades nees to be swapped that it. THAT IS LITERARLY ALL THAT HAS TO BE DONE BUT now there nerfing his health, damage on mantis dying…even a htdra damage nerf.
simply moving his mantis to tech 2 was all that is needed
I don’t mind the other nerfs, I’m just glad they stopped the Jerome bs rush
> 2533274904506600;3:
> > 2533274964779760;2:
> > the patch isnt out yet how can you say this without it even being out yet come on now.
>
> because its true
>
> everyone asked for mantis tech 2 beauae tech 1 has very little counters to vehicles. there are only 2 way, to either overcommit in units overwhelm his mantis or use the warlord to pull him into a infantry ball.
>
> they addressed 1 issue the cooldown thsnk god ir felt like a 10 second cooldown, was awfully unfair.
>
> the first ans 2nd upgrades nees to be swapped that it. THAT IS LITERARLY ALL THAT HAS TO BE DONE BUT now there nerfing his health, damage on mantis dying…even a htdra damage nerf.
>
> simply moving his mantis to tech 2 was all that is needed
i dont think thats true we’ll see when it comes
> 2533274817806882;1:
> As we all know, 343 released Arbiter and Jerome.
> Imo, Arbiter’s phantoms need a bit of work done, but that’s just me.
> Then there’s Jerome.
>
> Mantis was way too powerful, everyone used him, it was undoubtedly broken. As a Jerome runner, I even agree.
>
> But what 343 have done is over nerf him. All people wanted was Mantis tech 2, now we have all of the other leaders being nerfed, too. Now no one is going to use him.
> Besides this, his Mastodon is very weak, and I don’t think this was addressed. All that has been addressed is his damn Mantis, which with the changes were ones that people didn’t even ask for…
I’ve been saying this since day one. Stop Nerfing or your going to get a dead game. Why is it also other leaders are being nerfed that don’t need to be
This patch’s purpose was to prevent cheesy rushes with Jerome/Warlord/Chosen, and how about you play the patch before we say they “over nerfed” anything.
As for other things such as the Mastodon and Phantom I’d rather they take more time and get more data than make a knee jerk reaction.
Maybe… Just maybe. The devs are smarter than you think and have a bigger picture in mind. Maybe they don’t want to switch the upgrades because that’s not how Jerome was designed to be. I’d say let the devs make the game they want. They listen to us a lot but at the end of the day it’s there a their game and I’m sure they have a plan.
> 2533274904506600;3:
> > 2533274964779760;2:
> > the patch isnt out yet how can you say this without it even being out yet come on now.
>
> because its true
>
> everyone asked for mantis tech 2 beauae tech 1 has very little counters to vehicles. there are only 2 way, to either overcommit in units overwhelm his mantis or use the warlord to pull him into a infantry ball.
>
> they addressed 1 issue the cooldown thsnk god ir felt like a 10 second cooldown, was awfully unfair.
>
> the first ans 2nd upgrades nees to be swapped that it. THAT IS LITERARLY ALL THAT HAS TO BE DONE BUT now there nerfing his health, damage on mantis dying…even a htdra damage nerf.
>
> simply moving his mantis to tech 2 was all that is needed
I used him a lot since he came out and i agree that the cooldown was wicked fast, so maybe the cooldown plus moving it to tech 2, i think those wouldve been fair, maybe not enough but a big step in the right direction
I main Jerome, and he is just way too beatable to justify all of the nerfs. I said it in another thread, but he needed 3 nerfs:
Increase cool down of Manits Drop
If Jerome is in the Mantis when it’s destroyed, he should take damage
Jackrabbits should be unaffected by Time for Heroes
The rest of the nerfs were absolutley unnecessary, except for the changes to Atriox and Decimus Heroes (they can provide a much more effective rush than Jerome). Scout Vehicles should also be weak against everything, they should not count as a vehicle. This would prevent the current Scout rush meta, and would make infantry viable.
Yep let’s make a good leader then make them suck, cause people are babies. Kinsano & Jerome, popular at release now will not be used dlc killers!

> 2641843709998544;10:
> I main Jerome, and he is just way too beatable to justify all of the nerfs. I said it in another thread, but he needed 3 nerfs:
>
> Increase cool down of Manits Drop
> If Jerome is in the Mantis when it’s destroyed, he should take damage
> Jackrabbits should be unaffected by Time for Heroes
>
> The rest of the nerfs were absolutley unnecessary, except for the changes to Atriox and Decimus Heroes (they can provide a much more effective rush than Jerome). Scout Vehicles should also be weak against everything, they should not count as a vehicle. This would prevent the current Scout rush meta, and would make infantry viable.
As long as cutter has raid, rabbits must beat marines if there is to be any sort of balance.
> 2533274811417927;12:
> > 2641843709998544;10:
> > I main Jerome, and he is just way too beatable to justify all of the nerfs. I said it in another thread, but he needed 3 nerfs:
> >
> > Increase cool down of Manits Drop
> > If Jerome is in the Mantis when it’s destroyed, he should take damage
> > Jackrabbits should be unaffected by Time for Heroes
> >
> > The rest of the nerfs were absolutley unnecessary, except for the changes to Atriox and Decimus Heroes (they can provide a much more effective rush than Jerome). Scout Vehicles should also be weak against everything, they should not count as a vehicle. This would prevent the current Scout rush meta, and would make infantry viable.
>
> As long as cutter has raid, rabbits must beat marines if there is to be any sort of balance.
Why though? That’s Cutter’s main ability, to gain early map control and have fast movements. Can’t Shipmaster do the same thing? Arbiter’s units move faster than normal as well. That’s the whole point of the leader, right? (I’m asking all of this genuinely, not sarcastically).
> 2641843709998544;13:
> > 2533274811417927;12:
> > > 2641843709998544;10:
> > > I main Jerome, and he is just way too beatable to justify all of the nerfs. I said it in another thread, but he needed 3 nerfs:
> > >
> > > Increase cool down of Manits Drop
> > > If Jerome is in the Mantis when it’s destroyed, he should take damage
> > > Jackrabbits should be unaffected by Time for Heroes
> > >
> > > The rest of the nerfs were absolutley unnecessary, except for the changes to Atriox and Decimus Heroes (they can provide a much more effective rush than Jerome). Scout Vehicles should also be weak against everything, they should not count as a vehicle. This would prevent the current Scout rush meta, and would make infantry viable.
> >
> > As long as cutter has raid, rabbits must beat marines if there is to be any sort of balance.
>
> Why though? That’s Cutter’s main ability, to gain early map control and have fast movements. Can’t Shipmaster do the same thing? Arbiter’s units move faster than normal as well. That’s the whole point of the leader, right? (I’m asking all of this genuinely, not sarcastically).
Monkey may have a different answer…
But, from what I’ve read, Cutter’s raid makes him able to do near unbeatable rushes (full of kiting, quick attacks, and total map control). In the hands of a top player, this appears to be out of control. If marines dominated scouts, and cutter has the fastest marines, then cutter would always dominate the early game.
Shipmaster can move in and move out quickly, but it’s an active power with a cooldown. Cutter can raid nonstop.
Personally, i haven’t been affected by an unbeatable Cutter rush. But, I doubt I’ve ever played anyone in the top tier of Cutters.
> 2641843709998544;13:
> > 2533274811417927;12:
> > > 2641843709998544;10:
> > > I main Jerome, and he is just way too beatable to justify all of the nerfs. I said it in another thread, but he needed 3 nerfs:
> > >
> > > Increase cool down of Manits Drop
> > > If Jerome is in the Mantis when it’s destroyed, he should take damage
> > > Jackrabbits should be unaffected by Time for Heroes
> > >
> > > The rest of the nerfs were absolutley unnecessary, except for the changes to Atriox and Decimus Heroes (they can provide a much more effective rush than Jerome). Scout Vehicles should also be weak against everything, they should not count as a vehicle. This would prevent the current Scout rush meta, and would make infantry viable.
> >
> > As long as cutter has raid, rabbits must beat marines if there is to be any sort of balance.
>
> Why though? That’s Cutter’s main ability, to gain early map control and have fast movements. Can’t Shipmaster do the same thing? Arbiter’s units move faster than normal as well. That’s the whole point of the leader, right? (I’m asking all of this genuinely, not sarcastically).
The speed buff isn’t for all units, Cutter’s raid affects infantry since Tier 1 while Shipmaster’s affects some vehicles on Tier 3 (T1 and T2 grant better LOS), they are only similar on the faster capture speed. I think you’re bringing Arbiter for conduit, but that is only a brief speed boost that requires leader powers near your units, not a permanent buff like Cutter’s or Shipmaster’s.
> 2533274847730244;15:
> > 2641843709998544;13:
> > > 2533274811417927;12:
> > > > 2641843709998544;10:
> > > > I main Jerome, and he is just way too beatable to justify all of the nerfs. I said it in another thread, but he needed 3 nerfs:
> > > >
> > > > Increase cool down of Manits Drop
> > > > If Jerome is in the Mantis when it’s destroyed, he should take damage
> > > > Jackrabbits should be unaffected by Time for Heroes
> > > >
> > > > The rest of the nerfs were absolutley unnecessary, except for the changes to Atriox and Decimus Heroes (they can provide a much more effective rush than Jerome). Scout Vehicles should also be weak against everything, they should not count as a vehicle. This would prevent the current Scout rush meta, and would make infantry viable.
> > >
> > > As long as cutter has raid, rabbits must beat marines if there is to be any sort of balance.
> >
> > Why though? That’s Cutter’s main ability, to gain early map control and have fast movements. Can’t Shipmaster do the same thing? Arbiter’s units move faster than normal as well. That’s the whole point of the leader, right? (I’m asking all of this genuinely, not sarcastically).
>
> The speed buff isn’t for all units, Cutter’s raid affects infantry since Tier 1 while Shipmaster’s affects some vehicles on Tier 3 (T1 and T2 grant better LOS), they are only similar on the faster capture speed. I think you’re bringing Arbiter for conduit, but that is only a brief speed boost that requires leader powers near your units, not a permanent buff like Cutter’s or Shipmaster’s.
I was referring to just his unit speed, but thanks for the heads up about the T3 vs T1 and T2. There are more infantry counters than scout counters in T1 though, which is why it is the meta.
> 2641843709998544;13:
> > 2533274811417927;12:
> > > 2641843709998544;10:
> > > I main Jerome, and he is just way too beatable to justify all of the nerfs. I said it in another thread, but he needed 3 nerfs:
> > >
> > > Increase cool down of Manits Drop
> > > If Jerome is in the Mantis when it’s destroyed, he should take damage
> > > Jackrabbits should be unaffected by Time for Heroes
> > >
> > > The rest of the nerfs were absolutley unnecessary, except for the changes to Atriox and Decimus Heroes (they can provide a much more effective rush than Jerome). Scout Vehicles should also be weak against everything, they should not count as a vehicle. This would prevent the current Scout rush meta, and would make infantry viable.
> >
> > As long as cutter has raid, rabbits must beat marines if there is to be any sort of balance.
>
> Why though? That’s Cutter’s main ability, to gain early map control and have fast movements. Can’t Shipmaster do the same thing? Arbiter’s units move faster than normal as well. That’s the whole point of the leader, right? (I’m asking all of this genuinely, not sarcastically).
I said rabbits must beat marines in reference to the unsc matchup bc if that doesn’t happen then cutter will always have full map control which means all power nodes and all mini bases. As the game goes on you will not win vs the guy with all the nodes when you are stuck on a single.
On another note, it doesn’t make sense why the arbiter grunts are faster than the shipmaster grunts.
> 2533274796391115;14:
> > 2641843709998544;13:
> > > 2533274811417927;12:
> > > > 2641843709998544;10:
> > > > I main Jerome, and he is just way too beatable to justify all of the nerfs. I said it in another thread, but he needed 3 nerfs:
> > > >
> > > > Increase cool down of Manits Drop
> > > > If Jerome is in the Mantis when it’s destroyed, he should take damage
> > > > Jackrabbits should be unaffected by Time for Heroes
> > > >
> > > > The rest of the nerfs were absolutley unnecessary, except for the changes to Atriox and Decimus Heroes (they can provide a much more effective rush than Jerome). Scout Vehicles should also be weak against everything, they should not count as a vehicle. This would prevent the current Scout rush meta, and would make infantry viable.
> > >
> > > As long as cutter has raid, rabbits must beat marines if there is to be any sort of balance.
> >
> > Why though? That’s Cutter’s main ability, to gain early map control and have fast movements. Can’t Shipmaster do the same thing? Arbiter’s units move faster than normal as well. That’s the whole point of the leader, right? (I’m asking all of this genuinely, not sarcastically).
>
> Monkey may have a different answer…
> But, from what I’ve read, Cutter’s raid makes him able to do near unbeatable rushes (full of kiting, quick attacks, and total map control). In the hands of a top player, this appears to be out of control. If marines dominated scouts, and cutter has the fastest marines, then cutter would always dominate the early game.
>
> Shipmaster can move in and move out quickly, but it’s an active power with a cooldown. Cutter can raid nonstop.
> Personally, i haven’t been affected by an unbeatable Cutter rush. But, I doubt I’ve ever played anyone in the top tier of Cutters.
I’ve never run into a Cutter rush I couldn’t handle, especially because there are so many counters. I have run into rushes from Decimus, Atriox, and Arbiter that I could do nothing to stop. I’ve also run into Scout rushes that were unbeatable.
> 2533274811417927;17:
> > 2641843709998544;13:
> > > 2533274811417927;12:
> > > > 2641843709998544;10:
> > > > I main Jerome, and he is just way too beatable to justify all of the nerfs. I said it in another thread, but he needed 3 nerfs:
> > > >
> > > > Increase cool down of Manits Drop
> > > > If Jerome is in the Mantis when it’s destroyed, he should take damage
> > > > Jackrabbits should be unaffected by Time for Heroes
> > > >
> > > > The rest of the nerfs were absolutley unnecessary, except for the changes to Atriox and Decimus Heroes (they can provide a much more effective rush than Jerome). Scout Vehicles should also be weak against everything, they should not count as a vehicle. This would prevent the current Scout rush meta, and would make infantry viable.
> > >
> > > As long as cutter has raid, rabbits must beat marines if there is to be any sort of balance.
> >
> > Why though? That’s Cutter’s main ability, to gain early map control and have fast movements. Can’t Shipmaster do the same thing? Arbiter’s units move faster than normal as well. That’s the whole point of the leader, right? (I’m asking all of this genuinely, not sarcastically).
>
> I said rabbits must beat marines in reference to the unsc matchup bc if that doesn’t happen then cutter will always have full map control which means all power nodes and all mini bases. As the game goes on you will not win vs the guy with all the nodes when you are stuck on a single.
>
> On another note, it doesn’t make sense why the arbiter grunts are faster than the shipmaster grunts.
Right, but don’t you think there are so many easy counters to infantry? Plus, cutter isn’t going to be as strong as the game goes on, and has no buffs for direct engagements (like Siphon or Time for Heroes).
> 2641843709998544;18:
> > 2533274796391115;14:
> > > 2641843709998544;13:
> > > > 2533274811417927;12:
> > > > > 2641843709998544;10:
> > > > > I main Jerome, and he is just way too beatable to justify all of the nerfs. I said it in another thread, but he needed 3 nerfs:
> > > > >
> > > > > Increase cool down of Manits Drop
> > > > > If Jerome is in the Mantis when it’s destroyed, he should take damage
> > > > > Jackrabbits should be unaffected by Time for Heroes
> > > > >
> > > > > The rest of the nerfs were absolutley unnecessary, except for the changes to Atriox and Decimus Heroes (they can provide a much more effective rush than Jerome). Scout Vehicles should also be weak against everything, they should not count as a vehicle. This would prevent the current Scout rush meta, and would make infantry viable.
> > > >
> > > > As long as cutter has raid, rabbits must beat marines if there is to be any sort of balance.
> > >
> > > Why though? That’s Cutter’s main ability, to gain early map control and have fast movements. Can’t Shipmaster do the same thing? Arbiter’s units move faster than normal as well. That’s the whole point of the leader, right? (I’m asking all of this genuinely, not sarcastically).
> >
> > Monkey may have a different answer…
> > But, from what I’ve read, Cutter’s raid makes him able to do near unbeatable rushes (full of kiting, quick attacks, and total map control). In the hands of a top player, this appears to be out of control. If marines dominated scouts, and cutter has the fastest marines, then cutter would always dominate the early game.
> >
> > Shipmaster can move in and move out quickly, but it’s an active power with a cooldown. Cutter can raid nonstop.
> > Personally, i haven’t been affected by an unbeatable Cutter rush. But, I doubt I’ve ever played anyone in the top tier of Cutters.
>
> I’ve never run into a Cutter rush I couldn’t handle, especially because there are so many counters. I have run into rushes from Decimus, Atriox, and Arbiter that I could do nothing to stop. I’ve also run into Scout rushes that were unbeatable.
Neither have I, except for in team games.
I’m taking it from the mouths of higher lvl players. I usually don’t worry about Cutter when I see him, but I haven’t played w/ the top champs yet.
I guess…I am torn on this…