Voridus Nerf Discussion

So as most people I’m sure are already aware, the balance patch didn’t do much to Voridus, who is still by far the most OP leader in the game. With the hope of helping the balance team I’d like to start a discussion on what issues with Voridus need to be tweaked/nerfed. Starting off with some of my own ideas:

  1. Maelstrom needs a longer cooldown, as powerful as this ability is, especially in team games, you shouldn’t have it at your disposal for virtually every engagement. Personally I think it needs it’s cooldown at least doubled.
  2. Infusion should not just do blanket damage at all times, as it is right now it allows Voridus to win almost every early game engagement as long as he has any amount of units. I’ve watched Grunts/Voridus beat an equal number of Marines/Snipers because of infusion. Leave the slow effect in place but remove the ambient damage, this still grants him an advantage he can use in the early game without giving him the easy win.
  3. The only time infusion should do damage is with Cataclysm, which needs it’s damage nerfed. Right now Cataclysm/Maelstrom can wipe entire armies without any other support. Drop Cataclysm’s DPS by a third.
  4. Get Bob Ross out of the game for crying out loud! Voridus should not be able to paint infusion across the entire map for free every 30 seconds. Have Voridus hit the ground, pool of infusion appears, and that’s it. If you want it to trail behind him limit it severely, maybe like five seconds.
  5. Either severely limit how long infusion stays on the ground, or give us some way to get rid of it. Right now, there is no counter play to infusion, Voridus paints an area and you can’t go there, period. You can’t clean it up, and it lasts for an eternity. Duration should be dropped to a third or less of what it is now.

At least some of these need to be implemented to make this game playable again. The only way to beat a Voridus right now in 1s is to hope that they’re playing their first game. He could be hit hard as hell, and would still be on par with mid-tier leaders, for the love of god nerf him!

Personally, I am not for removing damage AND increasing cooldown. So much of Voridus’s kit revolves around that goo. I’m fine with one or the other, but not all.

how dare you request Bob Ross to leave the game, shame on you !:laughing:

> 2533274893577694;3:
> how dare you request Bob Ross to leave the game, shame on you !:laughing:

we’ll just put a nice little infusion puddle right over here, little happy puddle of death ,but dont tell anyone ,it will be our little secret.

> 2533274927740213;2:
> Personally, I am not for removing damage AND increasing cooldown. So much of Voridus’s kit revolves around that goo. I’m fine with one or the other, but not all.

If you leave in the damage then it needs to be brought down, along with less time on the field, and less ways to spread it. His leader especially, as it stands right now Voridus can rush your base, constantly paint infusion around the entire thing and just sit on it with grunts until the end of time. Snipers can hardly move in it, and die to infusion within seconds, marines last a little longer but easily get destroyed by grunts/infusion even in equal numbers. As Banished suicide grunts are out because he just has to paint the exit point on your base and camp in the back, they’ll be dead before they can get to his grunt ball. Something’s got to give, right now a well played Voridus appears unbeatable in 1s.

The goo needs to last for maybe 10seconds at the begining of the game. The infusion tech passive should increase the duration during the late game but it is completely ridiculous that I can run my leader around a base at the 2:30 mark and prevent anything from spawning for 1-2 minutes. If the duration gets hit hard I don’t see too much of a need for a dps nerf but maybe a little off the top could be useful.

Despite these things, the leader itself could use a dps buff. Aside from his amazing ability to paint a continent, he is not a particularly strong leader unit.

the maelstrom ability needs a longer cool down and shouldn’t be able to grab an entire army. That plus any offensive leader power in a team game is a full army wipe and that is unacceptable.

Catclysm needs a longer cool down. If we take away some of the ability to throw goo out, the ability to cleanse the battlefield should be mitigated a bit.

The mine, the grenedier drop, and the leader need a smaller radius of goo.

the grenediers death should release less goo but the unit itself needs to do more damage as a whole. The unit right now exists solely to drop from the sky to spew goo, and then die and spew more good. If they are supposed to be suicide grunts, ide rather they just give us suicide grunts.

the leader needs a longer cooldown between y-abilities and it needs to last for half as long. I should be able to be able to do one lap around a base and be done, not run around a base, the army, the base again to escape the army, and the close minibase because somehow I still have time. I want it to time up so that the goo starts to fade a few seconds after the leader stops painting.

engineer splash radius needs to be smaller so 4-5 engineers can’t keep a base alive and repel a flame rush.

Those are all places to start.

For sure something has to be done. If played correctly no other leader has a chance against him. Just rudely spraying his liquid crap everywhere.

#diarrheagone

Voridus goo is still broken. No doubt about it

> 2533274840245702;6:
> The goo needs to last for maybe 10seconds at the begining of the game. The infusion tech passive should increase the duration during the late game but it is completely ridiculous that I can run my leader around a base at the 2:30 mark and prevent anything from spawning for 1-2 minutes. If the duration gets hit hard I don’t see too much of a need for a dps nerf but maybe a little off the top could be useful.

This is an excellent idea! With this, what if instead of infusion doing a set DPS it went up with each second and topped out at its max DPS.

In other words, say you get some goo dropped on you or you walk into it, the DPS would start at 2 then after a second go to 4 then 6 and so on and so on until it’s at its max DPS which I think might be 14? It’s hard to say but you get the idea. This would make infusion much easier to deal with and since it last for so long anyways it wouldn’t really affect dropping goo on a base.

> 2533274818651339;9:
> > 2533274840245702;6:
> > The goo needs to last for maybe 10seconds at the begining of the game. The infusion tech passive should increase the duration during the late game but it is completely ridiculous that I can run my leader around a base at the 2:30 mark and prevent anything from spawning for 1-2 minutes. If the duration gets hit hard I don’t see too much of a need for a dps nerf but maybe a little off the top could be useful.
>
> This is an excellent idea! With this, what if instead of infusion doing a set DPS it went up with each second and topped out at its max DPS.
>
> In other words, say you get some goo dropped on you or you walk into it, the DPS would start at 2 then after a second go to 4 then 6 and so on and so on until it’s at its max DPS which I think might be 14? It’s hard to say but you get the idea. This would make infusion much easier to deal with and since it last for so long anyways it wouldn’t really affect dropping goo on a base.

I think that is a pretty good idea. Make it so that the good dropped from the mine and the grenadier drop doesn’t initially punish an army but give it increasing damage over time so that if you don’t move out it becomes a lot more powerful. i.e. a grendier drop on my flamer army barely anything but if I don’t move my flamers out they get hit heavily after a certain time. I only think this would work though if there is a significant cut in how much goo can be thrown out so that there is actually a chance for an army to escape.

> 2533274840245702;10:
> > 2533274818651339;9:
> > > 2533274840245702;6:
> > > The goo needs to last for maybe 10seconds at the begining of the game. The infusion tech passive should increase the duration during the late game but it is completely ridiculous that I can run my leader around a base at the 2:30 mark and prevent anything from spawning for 1-2 minutes. If the duration gets hit hard I don’t see too much of a need for a dps nerf but maybe a little off the top could be useful.
> >
> > This is an excellent idea! With this, what if instead of infusion doing a set DPS it went up with each second and topped out at its max DPS.
> >
> > In other words, say you get some goo dropped on you or you walk into it, the DPS would start at 2 then after a second go to 4 then 6 and so on and so on until it’s at its max DPS which I think might be 14? It’s hard to say but you get the idea. This would make infusion much easier to deal with and since it last for so long anyways it wouldn’t really affect dropping goo on a base.
>
> I think that is a pretty good idea. Make it so that the good dropped from the mine and the grenadier drop doesn’t initially punish an army but give it increasing damage over time so that if you don’t move out it becomes a lot more powerful. i.e. a grendier drop on my flamer army barely anything but if I don’t move my flamers out they get hit heavily after a certain time. I only think this would work though if there is a significant cut in how much goo can be thrown out so that there is actually a chance for an army to escape.

I just posted a before and after comparison video on infusion, 343 didn’t change much

> 2533274818651339;11:
> > 2533274840245702;10:
> > > 2533274818651339;9:
> > > > 2533274840245702;6:
> > > > The goo needs to last for maybe 10seconds at the begining of the game. The infusion tech passive should increase the duration during the late game but it is completely ridiculous that I can run my leader around a base at the 2:30 mark and prevent anything from spawning for 1-2 minutes. If the duration gets hit hard I don’t see too much of a need for a dps nerf but maybe a little off the top could be useful.
> > >
> > > This is an excellent idea! With this, what if instead of infusion doing a set DPS it went up with each second and topped out at its max DPS.
> > >
> > > In other words, say you get some goo dropped on you or you walk into it, the DPS would start at 2 then after a second go to 4 then 6 and so on and so on until it’s at its max DPS which I think might be 14? It’s hard to say but you get the idea. This would make infusion much easier to deal with and since it last for so long anyways it wouldn’t really affect dropping goo on a base.
> >
> > I think that is a pretty good idea. Make it so that the good dropped from the mine and the grenadier drop doesn’t initially punish an army but give it increasing damage over time so that if you don’t move out it becomes a lot more powerful. i.e. a grendier drop on my flamer army barely anything but if I don’t move my flamers out they get hit heavily after a certain time. I only think this would work though if there is a significant cut in how much goo can be thrown out so that there is actually a chance for an army to escape.
>
> I just posted a before and after comparison video on infusion, 343 didn’t change much

It’s nice to see the difference side by side. Thank you for doing that.

I believe these changes were a step in the right direction but we still have a ways to go.

Vord should never lose a skirmish with Infusion backing him up and that’s not fair.

Your suggestion on making goo not do damage is way to harsh. It’d make everything in his kit completely and utterly useless.

> 2533274936603132;13:
> Your suggestion on making goo not do damage is way to harsh. It’d make everything in his kit completely and utterly useless.

If you left everything else as is right now, and just took away ambient damage out of cataclysm, Voridus would still be one of the best leaders in the game. Cataclysm wipes entire armies, so does maelstrom, and both have stupid short cooldowns. At this point nothing is too harsh, it’s been two months of Voridus being broken levels of OP with no end in sight, if he has to be built back up then so be it. I’m just so sick of having a straight up unbeatable leader in the game again.

Vord is fine, his goop is his only saving grace considering the leader cost 700 power to even use that slam. After early game he needs to get to his 12 o’clock powers (which he can only pick 1 at a time ) to even use them and you should know when it time to be wary of them. It’s not like cata/mael combo even happens before 12 mins at which time his mediocre midgame should have him behind anyway.
Its a strategy game friends. Play early game, build units and make him play defence, then snowball a win.
If he is at your base with a leader and grunts and you can’t defend then you need to assess your build and react accordingly.
if you are losing units to a drop that has almost 0 dps you need to micro better.
Infusion is a fun And powerful mechanic, but vord is also lacking in a lot of areas and has some glaring weakness. Play him and learn where he is weak. Play against him and figure out where your wincondition lies. There are much better leaders in this game currently.

> 2535457912669375;15:
> Vord is fine, his goop is his only saving grace considering the leader cost 700 power to even use that slam. After early game he needs to get to his 12 o’clock powers (which he can only pick 1 at a time ) to even use them and you should know when it time to be wary of them. It’s not like cata/mael combo even happens before 12 mins at which time his mediocre midgame should have him behind anyway.
> Its a strategy game friends. Play early game, build units and make him play defence, then snowball a win.
> If he is at your base with a leader and grunts and you can’t defend then you need to assess your build and react accordingly.
> if you are losing units to a drop that has almost 0 dps you need to micro better.
> Infusion is a fun And powerful mechanic, but vord is also lacking in a lot of areas and has some glaring weakness. Play him and learn where he is weak. Play against him and figure out where your wincondition lies. There are much better leaders in this game currently.

He’s not remotely fine. By 3 minutes his leader can walk up to your base and slam goop at your front door, melting away anything you build. With just grunts backing him up he can take down anything you have and whittle away your base. Further into the game his leader, engineers, mine, grenadier, wake, and drop can all drop more goo on command in every engagement. His sheer damage output because of that goo is beyond what any other leader can do. Plus he has the best healing power in the game, the only one that can heal the entire battlefield and multiple locations at the same time, plus it buffs units too. In team games his maelstrom can combine with any other main damaging power for a complete army wipe. There’s honestly no justification for Voridus. He’s flat out broken.

> 2533274814970819;16:
> > 2535457912669375;15:
> > Vord is fine, his goop is his only saving grace considering the leader cost 700 power to even use that slam. After early game he needs to get to his 12 o’clock powers (which he can only pick 1 at a time ) to even use them and you should know when it time to be wary of them. It’s not like cata/mael combo even happens before 12 mins at which time his mediocre midgame should have him behind anyway.
> > Its a strategy game friends. Play early game, build units and make him play defence, then snowball a win.
> > If he is at your base with a leader and grunts and you can’t defend then you need to assess your build and react accordingly.
> > if you are losing units to a drop that has almost 0 dps you need to micro better.
> > Infusion is a fun And powerful mechanic, but vord is also lacking in a lot of areas and has some glaring weakness. Play him and learn where he is weak. Play against him and figure out where your wincondition lies. There are much better leaders in this game currently.
>
> He’s not remotely fine. By 3 minutes his leader can walk up to your base and slam goop at your front door, melting away anything you build. With just grunts backing him up he can take down anything you have and whittle away your base. Further into the game his leader, engineers, mine, grenadier, wake, and drop can all drop more goo on command in every engagement. His sheer damage output because of that goo is beyond what any other leader can do. Plus he has the best healing power in the game, the only one that can heal the entire battlefield and multiple locations at the same time, plus it buffs units too. In team games his maelstrom can combine with any other main damaging power for a complete army wipe. There’s honestly no justification for Voridus. He’s flat out broken.

By 3 minutes you can be tech 2. you can have 40 pop gren marines plus leader. you can have 60 pop flamer/pelican drop. his engineers are mediocre and without the shield his units drop easily. if you get heal your not getting infusion tech. his goo does 0 base damage and if you build air he loses. Serina’s freeze is much worse by comparison in both area denial and ease of use. the mine is expensive early game, the drop is 250 supply for 0 actual damage. also vortex+ eradication was a combo long before maelstrom +anything .He is a mid tier leader at best and I’d be happy to prove it.

> 2535457912669375;17:
> > 2533274814970819;16:
> > > 2535457912669375;15:
> > > Vord is fine, his goop is his only saving grace considering the leader cost 700 power to even use that slam. After early game he needs to get to his 12 o’clock powers (which he can only pick 1 at a time ) to even use them and you should know when it time to be wary of them. It’s not like cata/mael combo even happens before 12 mins at which time his mediocre midgame should have him behind anyway.
> > > Its a strategy game friends. Play early game, build units and make him play defence, then snowball a win.
> > > If he is at your base with a leader and grunts and you can’t defend then you need to assess your build and react accordingly.
> > > if you are losing units to a drop that has almost 0 dps you need to micro better.
> > > Infusion is a fun And powerful mechanic, but vord is also lacking in a lot of areas and has some glaring weakness. Play him and learn where he is weak. Play against him and figure out where your wincondition lies. There are much better leaders in this game currently.
> >
> > He’s not remotely fine. By 3 minutes his leader can walk up to your base and slam goop at your front door, melting away anything you build. With just grunts backing him up he can take down anything you have and whittle away your base. Further into the game his leader, engineers, mine, grenadier, wake, and drop can all drop more goo on command in every engagement. His sheer damage output because of that goo is beyond what any other leader can do. Plus he has the best healing power in the game, the only one that can heal the entire battlefield and multiple locations at the same time, plus it buffs units too. In team games his maelstrom can combine with any other main damaging power for a complete army wipe. There’s honestly no justification for Voridus. He’s flat out broken.
>
> By 3 minutes you can be tech 2. you can have 40 pop gren marines plus leader. you can have 60 pop flamer/pelican drop. his engineers are mediocre and without the shield his units drop easily. if you get heal your not getting infusion tech. his goo does 0 base damage and if you build air he loses. Serina’s freeze is much worse by comparison in both area denial and ease of use. the mine is expensive early game, the drop is 250 supply for 0 actual damage. also vortex+ eradication was a combo long before maelstrom +anything .He is a mid tier leader at best and I’d be happy to prove it.

Vord? Mid-Tier leader? Math doesn’t check out on that one.

In an equal fight, Vord will never lose with Infusion backing him up. It gives him far too much of an advantage.

Go Banshees with him and you automatically win.

Vord = broken. Pretty much the entire community agrees about this. I’m glad you’re not having difficulty with him, but he’s broken, dawg.

> 2533274869891714;18:
> > 2535457912669375;17:
> > > 2533274814970819;16:
> > > > 2535457912669375;15:
> > > > Vord is fine, his goop is his only saving grace considering the leader cost 700 power to even use that slam. After early game he needs to get to his 12 o’clock powers (which he can only pick 1 at a time ) to even use them and you should know when it time to be wary of them. It’s not like cata/mael combo even happens before 12 mins at which time his mediocre midgame should have him behind anyway.
> > > > Its a strategy game friends. Play early game, build units and make him play defence, then snowball a win.
> > > > If he is at your base with a leader and grunts and you can’t defend then you need to assess your build and react accordingly.
> > > > if you are losing units to a drop that has almost 0 dps you need to micro better.
> > > > Infusion is a fun And powerful mechanic, but vord is also lacking in a lot of areas and has some glaring weakness. Play him and learn where he is weak. Play against him and figure out where your wincondition lies. There are much better leaders in this game currently.
>
> Vord? Mid-Tier leader? Math doesn’t check out on that one.
>
> In an equal fight, Vord will never lose with Infusion backing him up. It gives him far too much of an advantage.
>
> Go Banshees with him and you automatically win.
>
> Vord = broken. Pretty much the entire community agrees about this. I’m glad you’re not having difficulty with him, but he’s broken, dawg.

4 people is not the community.

there are no equal fight in this game it is an rts. you let someone out micro you to the point of actually losing to goop you would have lost against any leader.

go banshees and you lose as your expensive one-base glass cannon army is backed up nothing.

Vord=Fine. decimus/kinsano/serina are much scarier leaders so vord=mid tier.

> 2535457912669375;19:
> > 2533274869891714;18:
> > > 2535457912669375;17:
> > > > 2533274814970819;16:
> > > > > 2535457912669375;15:
> > > > > Vord is fine, his goop is his only saving grace considering the leader cost 700 power to even use that slam. After early game he needs to get to his 12 o’clock powers (which he can only pick 1 at a time ) to even use them and you should know when it time to be wary of them. It’s not like cata/mael combo even happens before 12 mins at which time his mediocre midgame should have him behind anyway.
> > > > > Its a strategy game friends. Play early game, build units and make him play defence, then snowball a win.
> > > > > If he is at your base with a leader and grunts and you can’t defend then you need to assess your build and react accordingly.
> > > > > if you are losing units to a drop that has almost 0 dps you need to micro better.
> > > > > Infusion is a fun And powerful mechanic, but vord is also lacking in a lot of areas and has some glaring weakness. Play him and learn where he is weak. Play against him and figure out where your wincondition lies. There are much better leaders in this game currently.
> >
> > Vord? Mid-Tier leader? Math doesn’t check out on that one.
> >
> > In an equal fight, Vord will never lose with Infusion backing him up. It gives him far too much of an advantage.
> >
> > Go Banshees with him and you automatically win.
> >
> > Vord = broken. Pretty much the entire community agrees about this. I’m glad you’re not having difficulty with him, but he’s broken, dawg.
>
> 4 people is not the community.
>
> there are no equal fight in this game it is an rts. you let someone out micro you to the point of actually losing to goop you would have lost against any leader.
>
> go banshees and you lose as your expensive one-base glass cannon army is backed up nothing.
>
> Vord=Fine. decimus/kinsano/serina are much scarier leaders so vord=mid tier.

Hahaha, well, I suppose that’s your opinion.

But, you know, there’s a reason he’s banned from every single tournament this game has had since his release. I’m thinking that number is whisker greater than four, my dude.

There totally are equal fight, well, at least near equal fights. Meaning that both parties have a similar amount of pop and upgrades, happens all the time. It’s unlikely that one player will always have the advantage.

As for losing with Banhsees… just no, lol. Hero + Leader Powers destroys AA, so you’re at a major disadvantage or forced to go air yourself. Unless you’re Deci/Colony, your air will probably lose, not to mention you’ll be behind in pop if you have to tech switch.

All in all, I can’t comprehend how a leader like this was put into the game; completely boggles my mind. Vord is easy mode right now, ever after his “nerfs”. Again, kudos to you for not having issues with him, but the rest of us would disagree.