Okay I’ll start.
Phoenix - Radial Revive (Cooldown 15s, revives players in the same range as healing pulse)
Post broken abilities here...
Fletcher’s stickies should be non-interruptible. It gets me killed sometimes when I try to throw, accidentally cancel it and by then I lost my chance to do damage before I am killed.
@hypnotoad Elaborate…
If you’re reporting on bugs, please use the “Bug Reporting” sub-forum to make it easier for the moderators to find. http://forums.dirtybomb.nexon.net/categories/bug-reporting
The context of my post clearly states that this is supposed to be for fun. I mean, Phoenix, with the ability to revive everything in the range of his healing pulse, would be incredibly overpowered.
With infinite range?
Fragger - Strong Arm: Grenades now travel at the same speed as Nader’s Nades and will also concuss enemies that are hit by unexploded nades in the head.
A mini gun that shoots airstrike markers that rain down more airstrike markers.
Smoke grenade now can choke enemy players who are within
IR goggles can see through walls
Arty now has a PDA with the layout of the map where he can accurately pick spots to strike.
1.Healing station that gives enemys radiation poisoning
2. Skyhammer strike that rains down miniguns @SirSwag
3. Sticky turrets
4. A flamethrower
5. Dirtybombs
@hypnotoad Elaborate…
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Being able to revive faster than normal defibs at infinite range breaks the flow of the game. Also the choice between gibbing players and not gibbing players is removed.
Sparks (her reviver) while balanced mechanical wise, is broken on the design level.
Artillery. It must be so broken that they made it interruptible… the only logical reason, obviously. Not because of some dumb decision somebody made, pft.
the ability to brighten up a bit[/quote]
The ability to make fun of those useless threads.