I’m terribly sorry if there is another post for this but I could not find it. We all should know by now that Voridus is far better then all the other leaders. This discussions is for the people to voice their opinions about the leader in hope that 343 will see/listen.
Things I would like to note are:
There are 3 different types of infusion damage if enough people would like to see a detailed post about this then I’ll make one. For now just compare it to Infusion Wake 1, 2, and 3. - Infusion Mine - I support Mines but this one is over the top mainly because of the infusion pools it leaves behind along with the radius of the blast. - Infusion pools - Was a creative idea but the fact of how long they last is ridiculous. I think the duration should be 10-15sec which is 12x less time then it is now. This would greatly hurt Cataclysm therefore I think it should get a 50% buff. - Grenadiers - Suicide grunts that fight back? They explode on death doing damage and creating infusion pools in their wake. Which is interesting but do no damage otherwise I think buff the damage would be fun IF their death didn’t impact as much. As is if you buff their health it would be silly/broken. also keep in mind how it impact other units as the game progressed with their tech 2 and 3 upgrades.
I think Voridus is still behind certain UNSC leaders, mostly Cutter and Kinsano.
Cutter can easily outrun the mine and grenadiers in T1 and just gain map control instead. Voridus’ units are too slow to catch up and not having suicide grunts hurts him because he can’t counter Hb/marine rushes as effectively as other banished.
Voridus also suffers from weak offensive leader powers and unit drops. Sure, he has his 12 o’clock which ignites all infusion pools, but it’s not nearly as effective as other powers like hunter’s brand or eradication. Voridus’ leader powers require synergetic use to be effective.
Sure, Voridus has his goo, but Kinsano has inferno and many many unit drops that can stun his already slow army. I think that’s a more effective combo than what we has to offer. Plus, Kinsano has redline 2 hornets.
While his engineers are borderline op early game, they have a key disadvantage over regurlar engineers after mid game: they can’t create damage reducing fields. I think this needs to be taken into account when discussing Voridus.
Grenadiers are arguably the strongest infantry unit right now, but they do less damage to buildings than scouts. They’re not really suitable for rushes, unlike Hellbringers.
That said, I still agree about nerfing his mine and the infusion pools. But please no overnerf to the pools, because that’s one of those things than get easily yoinked up if not done carefully.
I think the duration should be cut by max. 50%. Either that or a nerf to the damage it causes. But not both.
Personally, I’d rank Voridus among the best 3 leaders right now with Cutter and Kinsano being at the top. He is certainly the best banished in 1v1, but Cutter and Kinsano are still stronger.
> 2533274978050668;2:
> I think Voridus is still behind certain UNSC leaders, mostly Cutter and Kinsano.
>
> 1. Cutter can easily outrun the mine and grenadiers in T1 and just gain map control instead. Voridus’ units are too slow to catch up and not having suicide grunts hurts him because he can’t counter Hb/marine rushes as effectively as other banished.
>
> 2. Voridus also suffers from weak offensive leader powers and unit drops. Sure, he has his 12 o’clock which ignites all infusion pools, but it’s not nearly as effective as other powers like hunter’s brand or eradication. Voridus’ leader powers require synergetic use to be effective.
>
> 3. Sure, Voridus has his goo, but Kinsano has inferno and many many unit drops that can stun his already slow army. I think that’s a more effective combo than what we has to offer. Plus, Kinsano has redline 2 hornets.
>
> 4. While his engineers are borderline op early game, they have a key disadvantage over regurlar engineers after mid game: they can’t create damage reducing fields. I think this needs to be taken into account when discussing Voridus.
>
> That said, I still agree about nerfing his mine and the infusion pools. But please no overnerf to the pools, because that’s one of those things than get easily yoinked up if not done carefully.
> I think the duration should be cut by max. 50%. Either that or a nerf to the damage it causes. But not both.
>
> Personally, I’d rank Voridus among the best 3 leaders right now with Cutter and Kinsano being at the top. He is certainly the best banished in 1v1, but Cutter and Kinsano are still stronger.
Voridus is way better than any leader right now, you just don’t know how to use the goo.
> 2535422421305993;1:
> I’m terribly sorry if there is another post for this but I could not find it. We all should know by now that Voridus is far better then all the other leaders. This discussions is for the people to voice their opinions about the leader in hope that 343 will see/listen.
> Things I would like to note are:
> - There are 3 different types of infusion damage if enough people would like to see a detailed post about this then I’ll make one. For now just compare it to Infusion Wake 1, 2, and 3. - Infusion Mine - I support Mines but this one is over the top mainly because of the infusion pools it leaves behind along with the radius of the blast. - Infusion pools - Was a creative idea but the fact of how long they last is ridiculous. I think the duration should be 10-15sec which is 12x less time then it is now. This would greatly hurt Cataclysm therefore I think it should get a 50% buff. - Grenadiers - Suicide grunts that fight back? They explode on death doing damage and creating infusion pools in their wake. Which is interesting but do no damage otherwise I think buff the damage would be fun IF their death didn’t impact as much. As is if you buff their health it would be silly/broken. also keep in mind how it impact other units as the game progressed with their tech 2 and 3 upgrades.
<mark>This post has been edited by a moderator. Please do not post inappropriate content or call out individuals. This includes forum members, moderators, administrators, and non-forum members.</mark> *Original post. Click at your own discretion.
> 2533274978050668;4:
> metaloidmonkey then elaborate please. I can only talk from my experience, and this is what I’ve experienced so far.
don’t bother metaloid is just a cancer you cant get rid of
> 2533274811417927;7:
> > 2533274978050668;4:
> > metaloidmonkey then elaborate please. I can only talk from my experience, and this is what I’ve experienced so far.
>
> Grenadiers are not worth building. You can use engineers as your primary source of goo and just zone everything out while you take all of the nodes.
Sounds like a strong T1 strat but I don’t see how that makes Voridus better than Cutter/Kinsano.
> 2533274978050668;2:
> I think Voridus is still behind certain UNSC leaders, mostly Cutter and Kinsano.
>
> 1. Cutter can easily outrun the mine and grenadiers in T1 and just gain map control instead. Voridus’ units are too slow to catch up and not having suicide grunts hurts him because he can’t counter Hb/marine rushes as effectively as other banished.
>
> 2. Voridus also suffers from weak offensive leader powers and unit drops. Sure, he has his 12 o’clock which ignites all infusion pools, but it’s not nearly as effective as other powers like hunter’s brand or eradication. Voridus’ leader powers require synergetic use to be effective.
>
> 3. Sure, Voridus has his goo, but Kinsano has inferno and many many unit drops that can stun his already slow army. I think that’s a more effective combo than what we has to offer. Plus, Kinsano has redline 2 hornets.
>
> 4. While his engineers are borderline op early game, they have a key disadvantage over regurlar engineers after mid game: they can’t create damage reducing fields. I think this needs to be taken into account when discussing Voridus.
>
> 5. Grenadiers are arguably the strongest infantry unit right now, but they do less damage to buildings than scouts. They’re not really suitable for rushes, unlike Hellbringers.
>
> That said, I still agree about nerfing his mine and the infusion pools. But please no overnerf to the pools, because that’s one of those things than get easily yoinked up if not done carefully.
> I think the duration should be cut by max. 50%. Either that or a nerf to the damage it causes. But not both.
>
> Personally, I’d rank Voridus among the best 3 leaders right now with Cutter and Kinsano being at the top. He is certainly the best banished in 1v1, but Cutter and Kinsano are still stronger.
You have good points I’ll try to address each of them. 1 Cutter can outrun the infantry unless the voridus has engineers but you won’t be able to engage for multiple reasons. Leader powers such as mine gren drop and wake. Another reason would be gren suicide ability. The infusion pools left on the ground will remain there until mid game thus used correctly could lock you out of some of the map. Side not kinsano and especially serina are better then cutter. 2 constant infusion is better then any leader wheel. 3 refer back to 2. 4 agreed I like normal engineers in later game. 5 you missunder stand their use gren explode twice like suicide grunts. Not meant for killing bases. Gren kill units jet pack brute kill bases. Another note/exploit a mine in front of your base makes all units that come out redbar.
> 2533274978050668;8:
> > 2533274811417927;7:
> > > 2533274978050668;4:
> > > metaloidmonkey then elaborate please. I can only talk from my experience, and this is what I’ve experienced so far.
> >
> > Grenadiers are not worth building. You can use engineers as your primary source of goo and just zone everything out while you take all of the nodes.
>
> Sounds like a strong T1 strat but I don’t see how that makes Voridus better than Cutter/Kinsano.
I won’t be home until tonight but I’m sure metaloid and I would be happy have a chance to prove this info and hopefully change your mind
> 2533274978050668;8:
> > 2533274811417927;7:
> > > 2533274978050668;4:
> > > metaloidmonkey then elaborate please. I can only talk from my experience, and this is what I’ve experienced so far.
> >
> > Grenadiers are not worth building. You can use engineers as your primary source of goo and just zone everything out while you take all of the nodes.
>
> Sounds like a strong T1 strat but I don’t see how that makes Voridus better than Cutter/Kinsano.
Cutter can’t outrun the goo. If engineers hit his Marines/hellbringers with goo it slows them down long enough to get melted my goo+grunts. His goo overpowers everything in the early game, granting complete map control. At high level play it’s completely unstoppable.
> 2535422421305993;1:
> I’m terribly sorry if there is another post for this but I could not find it. We all should know by now that Voridus is far better then all the other leaders. This discussions is for the people to voice their opinions about the leader in hope that 343 will see/listen.
> Things I would like to note are:
> - There are 3 different types of infusion damage if enough people would like to see a detailed post about this then I’ll make one. For now just compare it to Infusion Wake 1, 2, and 3. - Infusion Mine - I support Mines but this one is over the top mainly because of the infusion pools it leaves behind along with the radius of the blast. - Infusion pools - Was a creative idea but the fact of how long they last is ridiculous. I think the duration should be 10-15sec which is 12x less time then it is now. This would greatly hurt Cataclysm therefore I think it should get a 50% buff. - Grenadiers - Suicide grunts that fight back? They explode on death doing damage and creating infusion pools in their wake. Which is interesting but do no damage otherwise I think buff the damage would be fun IF their death didn’t impact as much. As is if you buff their health it would be silly/broken. also keep in mind how it impact other units as the game progressed with their tech 2 and 3 upgrades.
> 2535422421305993;10:
> > 2533274978050668;8:
> > > 2533274811417927;7:
> > > > 2533274978050668;4:
> > > > metaloidmonkey then elaborate please. I can only talk from my experience, and this is what I’ve experienced so far.
> > >
> > > Grenadiers are not worth building. You can use engineers as your primary source of goo and just zone everything out while you take all of the nodes.
> >
> > Sounds like a strong T1 strat but I don’t see how that makes Voridus better than Cutter/Kinsano.
>
> I won’t be home until tonight but I’m sure metaloid and I would be happy have a chance to prove this info and hopefully change your mind
Dunno I’ve never seen goo engineers used T1 nor have I ever used them. I’d be open for a custom where you demonstrate this, I’m genuinely interested in how that works. All I know from the forums is that they’re close to op or even op early game, but like I said, I’ve never seen them by myself.
I’ve been destroyed by some very skilled Cutter players this season who just outran the mines and grenadiers and took all minibases from the start instead of engaging my army. Haven’t had any problems with any other leader, that’s why I’m saying that I can only speak from my experience.
Serina being stronger than Cutter is news to me as well lol. Is it because of her shielded cryo troopers?
> 2533275008266928;13:
> > 2535422421305993;1:
> > I’m terribly sorry if there is another post for this but I could not find it. We all should know by now that Voridus is far better then all the other leaders. This discussions is for the people to voice their opinions about the leader in hope that 343 will see/listen.
> > Things I would like to note are:
> > - There are 3 different types of infusion damage if enough people would like to see a detailed post about this then I’ll make one. For now just compare it to Infusion Wake 1, 2, and 3. - Infusion Mine - I support Mines but this one is over the top mainly because of the infusion pools it leaves behind along with the radius of the blast. - Infusion pools - Was a creative idea but the fact of how long they last is ridiculous. I think the duration should be 10-15sec which is 12x less time then it is now. This would greatly hurt Cataclysm therefore I think it should get a 50% buff. - Grenadiers - Suicide grunts that fight back? They explode on death doing damage and creating infusion pools in their wake. Which is interesting but do no damage otherwise I think buff the damage would be fun IF their death didn’t impact as much. As is if you buff their health it would be silly/broken. also keep in mind how it impact other units as the game progressed with their tech 2 and 3 upgrades.
>
> This
> is topic is already being discuss is another post
> TOP BALANCE CHANGE REQUESTSJust an FYI
I’ve seen that post but it doesn’t have voridus as a topic it’s more or less let’s say mentioned. Voridus being this broken deserves his own post from the fact of how strongly everyone I’ve spoken to feels about it.
> 2533274978050668;14:
> > 2535422421305993;10:
> > > 2533274978050668;8:
> > > > 2533274811417927;7:
> > > > > 2533274978050668;4:
> > > > > metaloidmonkey then elaborate please. I can only talk from my experience, and this is what I’ve experienced so far.
> > > >
> > > > Grenadiers are not worth building. You can use engineers as your primary source of goo and just zone everything out while you take all of the nodes.
> > >
> > > Sounds like a strong T1 strat but I don’t see how that makes Voridus better than Cutter/Kinsano.
> >
> > I won’t be home until tonight but I’m sure metaloid and I would be happy have a chance to prove this info and hopefully change your mind
>
> Dunno I’ve never seen goo engineers used T1 nor have I ever used them. I’d be open for a custom where you demonstrate this, I’m genuinely interested in how that works. All I know from the forums is that they’re close to op or even op early game, but like I said, I’ve never seen them by myself.
>
> I’ve been destroyed by some very skilled Cutter players this season who just outran the mines and grenadiers and took all minibases from the start instead of engaging my army. Haven’t had any problems with any other leader, that’s why I’m saying that I can only speak from my experience.
>
> Serina being stronger than Cutter is news to me as well lol. Is it because of her shielded cryo troopers?
> 2533274978050668;2:
> I think Voridus is still behind certain UNSC leaders, mostly Cutter and Kinsano.
>
> 1. Cutter can easily outrun the mine and grenadiers in T1 and just gain map control instead. Voridus’ units are too slow to catch up and not having suicide grunts hurts him because he can’t counter Hb/marine rushes as effectively as other banished.
>
> 2. Voridus also suffers from weak offensive leader powers and unit drops. Sure, he has his 12 o’clock which ignites all infusion pools, but it’s not nearly as effective as other powers like hunter’s brand or eradication. Voridus’ leader powers require synergetic use to be effective.
>
> 3. Sure, Voridus has his goo, but Kinsano has inferno and many many unit drops that can stun his already slow army. I think that’s a more effective combo than what we has to offer. Plus, Kinsano has redline 2 hornets.
>
> 4. While his engineers are borderline op early game, they have a key disadvantage over regurlar engineers after mid game: they can’t create damage reducing fields. I think this needs to be taken into account when discussing Voridus.
>
> 5. Grenadiers are arguably the strongest infantry unit right now, but they do less damage to buildings than scouts. They’re not really suitable for rushes, unlike Hellbringers.
>
> That said, I still agree about nerfing his mine and the infusion pools. But please no overnerf to the pools, because that’s one of those things than get easily yoinked up if not done carefully.
> I think the duration should be cut by max. 50%. Either that or a nerf to the damage it causes. But not both.
>
> Personally, I’d rank Voridus among the best 3 leaders right now with Cutter and Kinsano being at the top. He is certainly the best banished in 1v1, but Cutter and Kinsano are still stronger.
Cutter infantry can not out run vordis goo before being redbar or dead its slow effect overrides the speed buff.
He has the best CC with AoE abilities that can damage and slow units and these pools can last up to 2 Minutes!!
Kinsano leader drops are expensive and only have a stun that last for a few seconds
Vs
Vordis leader powers that are cheap,
slows and damages units for Minutes!!
(yes both leaders have short CDs)
4.Goo is better then shields because CC can control the flow of battle, the slow effect can be used to catch a fleeing army or slow and weaken
a pushing army
Vs
shields that only last seconds.
I can’t say much about these units,
I almost never build them because V-Engineers are almost the same cost and are just
As effective has Anti-infantry but can also heal while putting goo down without losing pop.
> 2535422421305993;15:
> > 2533275008266928;13:
> > > 2535422421305993;1:
> > > …
> >
> > This
> > is topic is already being discuss in another post
> > TOP BALANCE CHANGE REQUESTSJust an FYI
>
> I’ve seen that post but it doesn’t have voridus as a topic it’s more or less let’s say mentioned. Voridus being this broken deserves his own post from the fact of how strongly everyone I’ve spoken to feels about it.
Fare enough but if im going to be completely honest, the post has mostly been taken over by
Vordius Op Op
Muraders Op Op
So its effectively the same thing you’ve posted
Except with a different title.
> 2535455557882273;6:
> > 2533274978050668;4:
> > metaloidmonkey then elaborate please. I can only talk from my experience, and this is what I’ve experienced so far.
> 2535436361035656;19:
> > 2535455557882273;6:
> > > 2533274978050668;4:
> > > metaloidmonkey then elaborate please. I can only talk from my experience, and this is what I’ve experienced so far.
>
> Funny I could say the exact same thing about you.
Lol I agree he does love to salten it up. But seriously I agree that voridus is strong. Just the fact that a power node is uncapturable for a few minutes dur to his mine is disgusting in my opinion.