[QUOTE=tokamak;519220]Without discrediting the really awesome players with high headshot rates, I still see headshots mostly as a very random factor that decides too many fights.
As an ability it would be sufficiently limited. There’s already quite a few insta-kill abilities as well.
What I currently miss in the game is means to commit to keeping a specific player alive like you can in TF2. Hanging behind the player and throwing packs into him is usually either an overkill or often not enough to prevent him from dying (and having to revive the player again).
The closest thing is Phoenix with his aura but that’s a group wide ability and equally not strong enough for really banking on a single player.
Overwatch has a healer that throws healing over time orbs at players. He can then chose how he distributes the orbs. Like spread them over multiple or throw all his orbs in one basket.
Now flying healing orbs is a bit of a stretch for DB but the mechanic itself is something that really misses.[/QUOTE]
There is little suspense of ‘building’ in DB, except for coordinating turrets, which are defensive oriented. Same goes for healing/ammo station, and mines. There are more abilities for ‘building’ a defense than there is for an offense. An armor ability would benefit both sides equally
An armor ability would add to the ‘building’ suspense, for example, (if “turtle” is his name, had armor ability) giving armor to aura and rhino, and aura planting a healing station, while a ammo pack merc gave ammo to lower minigun cooldown, etc