Idea to balance Canc...Proxy


(Someordinaryguy) #1

Yup, our favourite glass canon imho needs some rebalancing when it comes to her mines

My ideas:

-before priming mines will do 50% of normal damage and gain 25% after 1,5s (so it goes more or less like this plant mine->50%dmg->75%dmg after 1,5s->100% when primed) This will combat suicide proxy tactic or plant+shoot tactic: it still could be powerful, especially against squishier/wounded mercs but not as easy to use or even encourage Proxy to wait that extra 1,5s while shooting enemies and then finish then with a “half-primed” mine

-EMP’ed mines will do 40%less damage (we all know and “love” teammates who run into the mines no?) This will also buff Phantom (but I still think he needs a total rework+fix)

-damage decreased to 160/170dmg (so with my “priming” idea it would be either 80->120->160dmg or 85->122/123->170dmg)

-stronger damage falloff

Personal opinions:

-mine sounds should be a bit louder imho

-increase cooldown to 30s

To sum up we Proxy would be still viable and strong, but not as annoying and easy to play


(SweetGenocide) #2

Now what you’re speaking right there, is some divine speaking


(Someordinaryguy) #3

http://memesvault.com/wp-content/uploads/2015/07/Sarcasm-Meme-1.jpg


(AnimeDude) #4

So let me get this straight:
Proxy, a glass cannon in your eyes with 90 hp, who has to be within spitting distance to get a pre-armed kill with her proxy mines, should only deal 80 damage (Enough to kill only sparks and aura, granted, she could only kill them if they were standing right on top of it since you want even more fall-off) for throwing it down, aiming, and shooting it? Is this a troll post? Bait? Are you a fletcher main?


(frostyvampire) #5

The 50% damage before mine is armed is nice (I wonder who commented it on my overall balancing thread) and the EMP’d mines doing less damage is also a good idea but I don’t think anything else is needed. 180 damage is fine and the falloff is also fine, it never does the max damage anyways and it’s not common to even get a kill + finish on Aura (which requires a total of only 120 damage which is 2/3 of the max damage) without Lock On.
The cooldown is also fine as it is, 30 seconds is just too much.

But what we actually need is a nerf to bunny shotguns (not only Proxy but also Fletcher). A simple jump cooldown so if you jump twice the 3rd jump will have only 75% of the height, the 4th will be 50% height and 5th and more will only have a 25% height so spamming spacebar will be useless. Or we can get a more advanced system like stamina (which is what I suggested on my thread) but now when I think about it, I’ll replace the stamina with this instead


(neverplayseriou) #6

Or sd first fixes the buggy mine audio that dissapears the entire time and actually fixes the trigger range so that it’s actually possible to long jump over a mine without dying or being close to dead.


(BananaSlug) #7

the only thing that i hate in proxy is lock on, because for 500h i learned that you can long jump around them, now you cant


(Eox) #8

If anything, her ability needs some kind of rework and some skill indexing, not a straight nerf. Though she’s by far the most used merc (if you play in EU servers like me, you know the pain), she’s never used in competition and always considered subpar to Bushwhacker or Fletcher by more skilled people.


(SaulWolfden) #9

I thought it was a toss up between her and Stoker on EU.


(Eox) #10

I thought it was a toss up between her and Stoker on EU.[/quote]

Fun thing is that I see much more Proxies than Stokers.

I actually suspect the final round of Rogue En Vogue event to have been slightly altered by the whole anti-proxy manifestation. Also, Proxy has probably as much haters than lovers. Stoker probably got the votes from Nader and Phoenix mains.

Add to this that Proxy recieved mostly buffs in the whole bunch of patchnotes, while Stoker recieved a nerf to molotov’s direct hits once, some month ago.


(watsyurdeal) #11

Proxy is one of those kind of heroes that’s got a lot of use in lower skill environments, but as you go she’s used less and less.

That said, imo the problem I have with her is I can’t defuse a mine, or stop it from blowing up and killing an ally, even though I can clearly see it and am not within triggering range.

So, yea, not sure how’d you fix that besides adding a speed limit, as in the mines only trigger when you’re above a certain speed.


(hoyes) #12

I truly think proxy is fine as when u are killed by her it is your fault. You might say “but throwing a mine and shooting it takes no skill” and all i can say is yes it does and is easily countered. You just have to be more aware of your surroundings.


(Dawnlazy) #13

Proxy is bad [quote=“Someordinaryguy;31172”]To sum up we Proxy would be still viable and strong, but not as annoying and easy to play[/quote]

She is neither viable nor strong as she is. She needs some sort of rework that would make her worthy of being considered a good choice in competitive games.


(LifeupOmega) #14

Just a sec, I’m having trouble hearing the mine which is behind a wall that can still be triggered through that wall before I even see it and forget about hearing it because SD’s sound design is awful when it comes to multiple sounds.

And then there’s the Bridge Last bug where you can put mines inside the objective so they can only be triggered by running past them.

But yeah outside of that sure.


(LMuerteMan) #15

Saying that puting a mine and shooting it requires skills is totally incorrect. Its the main reason a lot of people use that merc because its really easy to do. Not all players are skill veterans or play on competitions. The Sound of the mines requires a change. But I think the suicede option is for the nader not proxy´s, being abel to explode its devices its Fletchers ability not proxy´s.
Mine are pretty powerfull and the main advantage they should have is that you don´t have to be around them to make them work, you even get notice when one of your mines is destroid or triped on. So it doesn´t matter if proxy has 90 or 120 hp in my opinion it should be a defensive trait.
I think the best way to regulate this and I admit it is pretty fun to explode mine by yourself, is to let it be only possible once the mines are armed. I also like the idea of not armed mines to do less damage.

I read that some people are mad about the spawn jumping well imagine some doing that and putting mines and shotting them.


(JJMAJR) #16

[quote=“LMuerteMan;194635”]Saying that puting a mine and shooting it requires skills is totally incorrect. Its the main reason a lot of people use that merc because its really easy to do. Not all players are skill veterans or play on competitions. The Sound of the mines requires a change. But I think the suicede option is for the nader not proxy´s, being abel to explode its devices its Fletchers ability not proxy´s.
Mine are pretty powerfull and the main advantage they should have is that you don´t have to be around them to make them work, you even get notice when one of your mines is destroid or triped on. So it doesn´t matter if proxy has 90 or 120 hp in my opinion it should be a defensive trait.
I think the best way to regulate this and I admit it is pretty fun to explode mine by yourself, is to let it be only possible once the mines are armed. I also like the idea of not armed mines to do less damage.

I read that some people are mad about the spawn jumping well imagine some doing that and putting mines and shotting them. [/quote]

This game is supposed to be balanced on the competitive level. On that level, Fletcher’s very strong, and Proxy is extremely weak.

If it was supposed to be balanced for the new players, sniper rifles would still gib on headshot, incapacitate light classes on a body shot, explosives would be more powerful, and all weapons wouldn’t have recoil.