Hey there.
I just wanted to do a MASSIVE thread regarding balance that pretty much resume my own view about the current game balance. I want to keep it simple, so I won’t keep the introduction any longer.
Proxy :
- Mines now have a limited amount of hp. 70 hp to be more precise. (Thanks to @Kaur for the idea). This effectively prevents mines from being detonated too early and makes the mine + shot combo less efficient.
- Arming time reduced to 1.5 seconds (not sure how long the arming time currently is, but I think it’s higher than 1.5 sec).
- Mine bleeping sound ~15% louder.
Why ? Because Proxy is a constant source of frustration in any pub matches, especially since she’s absurdly stacked. While she’s only good at pubbing, she manage to retain some very frustrating “one hit kill” moments and oftenly drive newbies nuts. The most complained thing about Proxy is by far the mine + shot combo that can pretty much wipe a team effortlessly. Some Proxy are able to pull it off very quickly, and when this happen if the Proxy really wants you dead, you won’t be able to escape it no matter what. She’s the absolute newbie killer that will then turn themselves to play Proxy in return, leading to a massive vicious circle. However, she’s absolutely terrible in competition where communication is key and shotguns aren’t worth the use, and removing the mine + shot combo would very likely kill the character.
Those changes aim to remove the mine + shot combo while trying to keep Proxy’s offensive capabilities in a decent shape. Mines can be tossed from a longer range, allowing Proxy to take less risks when using mines offensively, especially when it comes about area denial. The bleeping sound is also increased so newbies can pay more attention to them.
Fletcher :
Just refer to this thread : http://forums.dirtybomb.com/discussion/33766/eoxs-fletcher-feedback/p1
Stoker :
I’m just going to copy/paste a post I made in another thread :
I’m definitely not liking the fact that most Stokers actually use the molly like a conc. It was made much more bearable with the initial explosion nerf tho, but it still doesn’t prevent it from being frustrating to deal against from time to time and I don’t think it was the main use intended at first. On the other hand, the area denial potential of the molly is probably not as powerful as expected. I can see more and more people willingly tanking the burning AoE like if it was nothing.
I would like to suggest the following :
- Diminish the base flame explosion radius a lot.
- After the explosion, make the flame radius expand to its maximum radius over 1-0.7s.
- To compensate for those changes, increase the maximum AoE radius by 10% and increase flame damage per tick from 20 to 30.
The goal about those changes is to make Stoker’s flames something that you DO NOT want to take the risk to cross, increasing its area denial efficiency. It’s also increasing the molly’s efficiency at taking out unsuspecting targets if you flank. However, it wouldn’t be able to cheese 1v1 encounters at all : you would have to score a direct hit with it or throwing it really close to your enemy, which wouldn’t be as easy.
If more buffs are needed, I think we can increase the max AoE by an additional 10%.
No cooldown buff ! It would make Stoker stacking in pubs extremely painful to deal against in pubs.
Sparks
- Self heal now heals over 0.5 seconds instead of being instant and can be cancelled by recieving damage. The amount of healing given remains the same. This only applies to self heal. Healing allies remains instant.
Why ? Ever tried to kill a decent Sparks ? Ever chased as Sparks all around the map with your submachine gun ? Then you know the struggle. At soon as you start firing, the usual Sparks player will just go nuts and start to run around while tossing medpacks at her feets. The medpacks aren’t that strong on other players, but only two of them are enough to bring her back to full life. They heal instantly, so they can’t be canceled like Sawbonez’s medpacks does. And she has 4 of them reloading at a very fast rate ! Couple this with the highest speed in the game and you’re ready for a huge game of cat and mice that Sparks will very likely win if you don’t surprise her with an instant kill attack.
That change just brings back Sparks in a more fair state when it comes about survivability. She would still retain a high self-sustain, but it would require her to planify more her escapes when getting flanked.
Thunder
- Increased loudness of conc grenade bleeping by 40%.
- Increased cooldown from 15 to 17s.
- [*] [Fuse time increased to 3.0s and added cooking mechanic] OR [fuse time increased from 0.9 to 1.2 seconds].
Why ? Thunder is probably the first pick when it comes about bans in competition. The reason is simple : he’s incredibly annoying, and probably too powerful in his current state. Not only the fuse time of the concussion grenade seems way too low for most players to have the time to react to, but the hit-detection of the blinding effect is also way too sensible. Sometime I get Blinded by concs that aren’t even tossed at me and that I never seen showing on my screen. It’s incredibly frustrating, especially if multiple Thunders are stacked. Thunder is notorious in competition for being broken, especially when paired with the Stark AR.
When Thunder was introduced, people were able to cook his conc grenades, but this finally got rid of one week after his release for obscure reasons. Too bad, because cooking would have removed most of Thunder’s balance issues, and the staff does not seem to appreciate the idea of adding Thunder’s conc cooking back. I suggested it anyway, but I also suggested an easier alternative (flat out increasing the fuse time). Those changes will give to players more ways to predict a conc grenade and more time to try to avoid the blinding effect or the concussion AoE.
There’s more mercs who are in need of balance changes, but I didn’t made up my mind about them. This is all I have to say so far.