Keep in mind I’m no game developer and those are just my humble ideas+opinions. Also no numerical values (most of the time and if they appear, they are my personal opinions) since I’m no data expert etc. yadda yadda
Aura:
-Health Station HP reduced so it can be one shot by melee right click/1shotgun blast
-1s “cooldown” of 50% slower health regen before the 100% one kicks in after being damaged
-HS cooldown is 30s
Why: Atm I believe Aura is way too tanky and those changes would not make her obsolete, just less annoying to fight against and she would require a bit more thought put into playing her
Bushwhacker:
-HP of the turret increased
-Displays HP of the turret on the HUD
-Turret regenerates 3HP each 2s but it takes 10s for it to “kick in”
-Turret lock range is 240 degrees
-HP reduced to 105
-Turret takes 2 more seconds to deploy
Why: This will make Bushwhacker better at holding points, his turret will be a lot more dangerous but slower but Bushwhacker himself will be an easy pray.
Fletcher:
-sticky cooldown is 5s
-can place 4 stickies at the same time
-105dmg on direct hit+less splash dmg
-Sticky kill finishes the target off but not on splash damage kill
Why: This will make Fletcher less spammy while at the same time making him a lot more dangerous at defending area and direct hits
Nader:
-Grenade count increased to 6
-HP reduced to 110+speed fix
-GL needs 2 more s to deploy
-Each nade takes 1 more s to be “primed”
-8s cooldown per nade
Why:This will discourage Nader players from spamming Nades in CQC and switching to GL mid-fight just to get a cheeky direct hit, instead focusing on her indirect fire potential.
Phantom:
Cloak:
-8s time 95% (standing still)-90%(sprinting) invisibility, recuded loudness of audio cue
-Cloak tanks 50dmg, reduces over-that-limit-dmg by 50%
-HP reduced to 100
-Speed increased to be slightly faster that Phoenix (atm)
-Katana: 75 on slash, 95 (110 with Chopper) on stab, fixed hitbox and turn speed, slower “firerate”, finishes on STAB kill
-More katana loadouts (f.ex. with Quick Slash/Looter perk)
Why: This will make Phantom better at flanking, a lot more dangerous as an “Assassin” but also weaker when fighting head-on
Phoenix:
-HP increased to 105
Healing Pulse:
-Overcharging (16/20s) it increases range to max 20% more (5% per 1 s of overcharge)
-Minimal charge HP is 40 with a 4s cooldown, max is 120HP
Self Revive:
-“priming” time reduced by 25%
-cannot be finished off when deployed (last s of charging)
Why:
Atm there is no benefit from “overcharging” the Healing Pulse apart from having a few extra seconds to chase your teammates. Self revive takes a long time to be deployed and Phoenix can be finished off in the last second before Self-Reviving, while still having the 1m cooldown
Proxy:
-Mine damage reduced to 135 with a significant drop-off
-Shooting the mine before it’s primed does ~25% less dmg (~100dmg)
-Shooting a hostile mine turns it into a “friendly” one damaging the shooter only
-HP increased to 95
-Mine noise reduced a bit
Why: This will discourage the suicide Proxy tactic throw+shoot tactic, since the mines will be weaker overall. But at the same time they will be easier to “hide”, killing unaware players. All of that will make Proxy require a bit more skill to be played
RedEye:
-HP reduced to 115+keeps current speed
-SG cooldown is 17s
-Smoke takes 2s to be deployed
-Blocks Aimee Snitch Device
IR googles:
-Takes 1 s to be deployed
-18s cooldown with 17s “run time”
-Phantom “glow” reduced by 25%
Sawbonez:
-HP increased to 125+speed fix
Medbag:
-Heals 10% faster (5%faster on direct hit)
-Taking 35dmg stops medbag healing
-Medbag count reduced to 2
-Cooldown is 6s
Why: This will make Sawbonez more like a “buddy” medic, f.ex. when working with a slayer merc like Rhino, Nader or Fragger but worse at team healing.
Sparks: WARNING ! CONTROVERSIAL !
-Medpack heals 30HP (45 on direct hit)
-Medpack count reduced to 3
-Medpack cooldown decreased to 6s
Revivr:
-no damage+revive fall-off
-Cannot headshot
-Full charge dmg increased to 70
-Only full charge shots finish off
-Takes 2 more s to fully charge
-25% damage reduction for 2 s on being revived (compared to defibs 75% for 3s)
-Speed increased by 10% (5% with REVIVR)
Why: This will make Sparks a bit worse but faster at healing also she won’t be able to run away spamming 4 medpacks. REVIVR will be good at reviving and mediocre at doing damage, overshadowed by snipers. Also her revives will be less “spammy” and will have a severe disadvantage when compared to defibs (to balance the fact she doesn’t have to run into the fight to revive) Her increased speed will make her better at running away when forced to fight
Stoker:
Molotov:
-Direct hit dmg increased to 50dmg, does 25dmg per s
-Lasts 15s with a 35s cooldown
-Fire spreads 10% faster
-Takes 3s to be “primed” but can be thrown earlier, reducing dmg by 50% for direct hit and for 8s of “burning”
Priming: orange+bubbles
Primed: bright yellow and boiling
Why: This will make Stoker area denial a lot stronger but will also discourage “Molotov martyrdom” tactic
Thunder:
-HP increased to 175
-Head hitbox reduced by 5%
-Consussion range increased by 25%
Concussion effect:
-blurry black+white distorted image
-speed reduced by 25%+no jumping+20% slower turn speed+no HUD
-Concussion lasts 7s
Flash:
-lasts 5s+no hostile “markers”+no HUD
Disable:
-lasts 9s
- CN Cooldown increased to 20s
Why: This will make both Thunder and his ability a lot more dangerous
Vassili:
-HP reduced to 105+speed fix
-HBS range increased by 10%
-Jumpsniping: no spread on MOA and Fel-IX but unscopes after each shot+slower rechamber (20% for Fel, 15% for MOA)
PDP has spread but doesn’t unscope
-Secondary ammo count reduced to 1+1 mag (1+2max) for machine pistols
-1-shot headshot kill auto-finishes the target
Why: This will make jumpsniping a lot more skillful (and sniping in general) but also rewarding, while at the same time nerfing Vassili’s CQB potential.
Have some salt before you comment (unless you brought your own)