Deployable Cooldowns


(Jigstraw) #1

I think deployable cooldowns need a rework.

Currently, if a deployable is allowed to persist for long enough, the system allows another of that deployable to be placed immediately after the first one was destroyed. This is often very annoying.

Example scenario: You turn a corner and there’s a bushwhacker hiding behind his turret. You kill the turret and start focusing the bushwhacker, only for the bushwhacker to drop a second turret, and by the time you destroy that one, your gun is empty and the bushwhacker kills you while you reload, or forces you to back off, essentially cutting off one route through the map by himself.

Another example: Health stations. you destroy one only for another to immediately take its place 99% of the time.

I think the cooldown on most, if not all deployables should begin when they’re destroyed, rather than when they’re first used, so that destroying an enemy deployable has noticeably more impact on the outcome of a firefight. This should apply to Sentry Turrets, Health Stations, Shield Generators, Heartbeat Sensors, SNITCH Devices, Ammo stations, maybe even Proxy Mines and Sticky Bombs, just for consistency across all abilities that are considered deployables. I think guardian’s skyshield already has a dynamic enough cooldown that it should be fine as is, and the thing can’t stick around forever anyway.


(Press E) #2

It’s annoying at first, but once you get used to it it’s really not a problem. Knowing an aura can always place another medstation is just part of the game, and I don’t think it really needs a rework for that reason alone. We’re all used to it as it is, so no point in switching it up for no real reason. Otherwise you just end up breaking playstyles. Proxy for instance would no longer be able to use her mines for offense and defense as need be, she’d have to pick which style she’d want to play, otherwise a mine planted on a stairwell would prevent her from using it in combat until it was stepped on

Not to mention doing that would basically be a massive nerf to every deployable merc, a lot of whom are already fairly underpowered compared to others in their class. Obviously some mercs would be more impacted than others, but the problem is still there. If this change was made, deployable mercs would need to be buffed significantly in some other aspect so they don’t fall into uselessness, which would just further mess with everyone’s playstyles. Balance is a very fragile thing in DB, and making such a major change wouldn’t be a smooth transition either.

I’m just not really sure why you’d want to implement this. Deployable mercs are already balanced around the fact that they can replace their deployables, and it’s not something that’s hard to get around. Aura for example is hella spongey, so she’s usually near her medstation. When it’s destroyed, it’s usually not hard to kill the aura too. And even if she does escape, planting another medstation means she’ll be on cooldown, so destroying it a second time means she’s basically useless. That’s just an aspect of DB everyone’s used to. And it’s not hard to get used to either.

TL;DR, the game is built with this in mind, and it’s an aspect everyone is used to dealing with, so there’s no good reason to change it. And if it actually was implemented, most deployable mercs would become next to useless compared to others in their class, meaning they’d need major buffs in other areas which would break even more playstyles. And that’s assuming we get a good buff and not something broken like the phantom rework.


(Mc1412013) #3

I agree and dissagree at the same time


(Rodolfosaurio) #4

This would imply a global rework I mean for all mercs and their cooldowns cause not deployable dependent would be stronger by then


(LifeupOmega) #5

Would be nice to see Turtle/Aura have a 10 second cooldown but it doesn’t start until their deployable is destroyed, ngl. That or losing your deployable incurs said cooldown where as otherwise you can freely place it, akin to losing a heartbeat sensor applying a 5 second cooldown.


(D.C.V.) #6

Agreed, but only if they revert all the aura station nerfs. Then it would be a nice balance change.


(bontsa) #7

Certain deployables definitely would need changing cooldown-wise, most notably Aura station and Turtle shield. Mines/Stickies/Turrets don’t feel like having such an impact that they would need to be included, but I do see your point about consistency. Then again a cooldown penalty, that incurs when deployable is destroyed, is already a thing with Heartbeat sensor and Snitch. So since SD already says fuck all to consistency… ¯_(ツ)_/¯

And I like picking fights so

@STARRYSOCK said:

TL;DR, the game is built with this in mind, and it’s an aspect everyone is used to dealing with, so there’s no good reason to change it.

Yea no, its already a thing with few deployables, none of this “built with this in mind” here. Mechanic is there to reward opposing team getting rid of these powerful abilities (24/7 uptime wallhacks/dmg buff), I see absolutely no reason to treat a portable immortality box or fuck-your-fun barrier the same way. Also further emphasizes the need to actually relocate these and pick them up instead of just playing around the placement time. Currently you can just plop it down after majority of opposition is longspawned, and by the time next actual push comes in, you already have shaved off your cooldown so opposite team needs to basically wipe your defenses twice to progress anywhere.

So many matches get bogged down to snail phase because of exactly these 2 deployables they deserve to be changed for the good of the rest of the game. Giving an actual some-seconds window of opening for the opposing team to clear these absolutely bananas strong defensive deployables and the cluster of players they attract would be more than welcome.

And before you hop into claiming more about how “useless” these mercs would become yes, they could use other changes too to accommodate this.

And if it actually was implemented, most deployable mercs would become next to useless compared to others in their class, meaning they’d need major buffs in other areas which would break even more playstyles.

Breaking gamestyles? Oh no, I would have to adapt instead of doing the same broken crap over and over. What a whopping loss and shame. Again, this should be a thing with only most impactful deployables and not all of them, true.


(Eox) #8

This is exactly what I thought since the very beginning. The fact that a destroyed deployable can outright replaced as soon as its destroyed is downright stupid. Mercs who use deployables such as Health Stations, Shield or Turret should have to protect them. It makes absolutely no sense that we have to break another one as soon as we destroy the first one.

Of course this should also mean that the cooldown duration for those deployables should be looked at : Aura not being able to heal for a whole spawnwave would be probably very harsh.


(Darkwolf3802) #9

@Eox said:
This is exactly what I thought since the very beginning. The fact that a destroyed deployable can outright replaced as soon as its destroyed is downright stupid. Mercs who use deployables such as Health Stations, Shield or Turret should have to protect them. It makes absolutely no sense that we have to break another one as soon as we destroy the first one.

Of course this should also mean that the cooldown duration for those deployables should be looked at : Aura not being able to heal for a whole spawnwave would be probably very harsh.

An aura that cant heal is useless. Deployables at it stands need to be protected and ppl do protect them. If you protect it long enough u can put another down when its destroyed right away but that doesnt always happen. Theres been plenty of times ive had both destroyed right away and then I cant place anything down till after cooldown. The system as it stands is fine and its mainly ppl complaining about the fact they cant get to them quickly enough. Aura speciffically has already been nerfed to almost nothing and anything more just remove her from the game shes already on the underpowered side.


(LifeupOmega) #10

Aura, underpowered. Holy shit lmao.


(Szakalot) #11

Aura will probably keep getting nerfed for another two years. And still gonna be must-pick merc both in casual and ranked


(Darkwolf3802) #12

@Szakalot said:
Aura will probably keep getting nerfed for another two years. And still gonna be must-pick merc both in casual and ranked

Well duh having healing on the ground is useful. But shes still behind in sev ways that the other healers make up on.


(Press E) #13

@LifeupOmega said:
Aura, underpowered. Holy @$!# lmao.

Aura’s problem is that she’s godly with a godly team, but next to useless without one, making her a fairly unattractive pick unless you want to put yourself at a major disadvantage for the sake of your team, which is what I think @Darkwolf3802 meant.

She has her problems, I’ll be the last one to deny that, but as she stands it’s pretty bad. Her poor weapon selection, inability to quickly heal, lack of health, etc. That alone isn’t bad, but DB is built on merc versatility, and aura can’t do much more than plant a medstation. She needs a rework, because as it is she’s underpowered, while her team is overpowered. She’s easy af to counter unless she has a godly team.


(Darkwolf3802) #14

@STARRYSOCK said:

@LifeupOmega said:
Aura, underpowered. Holy @$!# lmao.

Aura’s problem is that she’s godly with a godly team, but next to useless without one, making her a fairly unattractive pick unless you want to put yourself at a major disadvantage for the sake of your team, which is what I think @Darkwolf3802 meant.

She has her problems, I’ll be the last one to deny that, but as she stands it’s pretty bad. Her poor weapon selection, inability to quickly heal, lack of health, etc. That alone isn’t bad, but DB is built on merc versatility, and aura can’t do much more than plant a medstation. She needs a rework, because as it is she’s underpowered, while her team is overpowered. She’s easy af to counter unless she has a godly team.

Pretty much. She needed a rework alot more then Phantom (still does) and unless you know how to handle a shottie u cant get into a firefight. Shes overshadowed by every other medic in the game especially those who can res from a distance, med packs do alot more then a medstation and lastly every other medic has decent guns u can get while Auras best guns r the shotties. Dont get me wrong I love shotties and know how to abuse them but at range it isnt viable.