Rebalancing Some Augments


(I-Fell-Tower) #1

Now, we all know that even though SD has made some fine work balancing most of the augments in the game some of them are still too bad. I know that some of my ideas might be a little bit far way from the original use but I tried to make them useful and balanced. Sorry if there are some grammar mistakes (ain’t a native English speaker) and I’m open for any kind of criticism. Enjoy!

Big Ears - In a loud battle noticing some little bit louder enemy sounds is hard. Maybe they have to do the same thing they did to Cool; double the volume of the sound that your enemies make.

Chopper - Well, this is gonna be controversial. Using melee weapons is usually the absolutely last thing you wanna do to your enemy. Of course if you wanna make a melee / trolling montage or you just really love the bat or the katana you might wanna use them but I think we’ll all agree that the best weapons of DB are guns. Gonna admit. I’m one of those people who only use melee weapons for running. Maybe if the augment increased your movement speed while you have your melee weapon out it would be more generally useful.

Cool - Some maps DON’T EVEN HAVE ANY MOUNTABLE MG’S IN THEM! GOD! Tell me if this sounds stupid but could Cool effect your guns’ recoil, lower it?

Enigma - I really like this augment, I really do. But it really should counter more mercs than just Redeye and Vassili. Maybe it could also hide your health from enemies. Now how about that?

Fail Safe - In a game like TF2 this augment could be useful for a class like Demoman or Soldier because they need to suffer damage from their explosives to move faster. In DB in another hand…
This augment feels like it’s mocking you.
You really just should avoid explosions caused by you. Maybe if it reduced the damage you take from automated defenses I could justify it protecting me from the fact that I failed by walking into those traps rather than by the fact that I didn’t know that explosions hurt.

Focus - I’m surprised that pretty much no people ever complain about this augment. Little bit like Fail Safe it helps you with a problem you shouldn’t be encountering. OK, maybe you’ll encounter it seldom but still, it has way too minimal of an effect. It could increase your weapons’ accuracy…? That could work.

Pineapple Juggler - This one might be the worst of the worst. I have been talking about this in another thread recently. I’ll post a link to it at some point. It’s hard to balance just for the reason that it’s just so hard to use. You need amazing reaction skills and a good accuracy to make anything out of this augment. They just need to make this one easier. That’s all.

Quick Draw - You already use a very little time changing your weapons in DB. They just have to increase the time reduction and this one might become something worth sometimes.

Quick Slash - The same thing as with the Chopper.

Springy - Your parkour abilities are already good enough for most situations. Springy just wants to add a cherry onto a chocolate cake which already has a cherry on it. Maybe if they increased your jump height? That could have also some non-parkour uses.

Tryhard - Rewards you for dying. Nuff said. Maybe if it awarded you for dealing damage in some way it could actually encourage good playing instead of bad.


(BananaSlug) #2

big ears- yes that is a problem but even that wouldn’t help

chopper- sometimes when enemy is on your face melee is the best thing you can do

cool- i heard that they will replace it in come cards. nit 100% sure

fail safe- sometimes you fail and then it helps, but it doesn’t help on arty or skyhammer

focus- must have on vassili, on other mercs its meh

pineapple juggler- i dont know why its even there

quick draw- it helps faster ability use and stuff

quick slash - same as with chopper

springy- being mobile is big part of the game

try hard- i dont even understand the idea of it


(Verticules) #3

I’d like chopper, if it changed quick melee to the quick(left-click)melee attack. Instead of giving bonus damage. I never use right-click or the quick melee key as is.


(Haki) #4

Some augments (cool,enigma) I really agree on with you. But focus ? it’s very necessary as Vassili and dude… Quick draw is SUCH an important augment, it doesn’t need any buff.
Springy is also quite nice because it basically increases your overall speed, if you longjump a lot.

I like the direction you’re going with your ideas but messing with accuracy or even jump height is a dangerous thing. there could be spots that you only reach with that higher jump and then everyone would only play the cards with that augment on them.


(Eox) #5

Simple rework idea for Tryhard :

  • X% Damage reduction while doing or carrying an objective.
  • X% Damage reduction while downed (takes longer to gib you).

(I-Fell-Tower) #6

[quote=“Eox;153908”]Simple rework idea for Tryhard :

  • X% Damage reduction while doing or carrying an objective.
  • X% Damage reduction while downed (takes longer to gib you).[/quote]

15% damage reduction on the 1st one.
25% on the 2nd one.
Maybe?


(Eox) #7

[quote=“ForumArms;153923”][quote=“Eox;153908”]Simple rework idea for Tryhard :

  • X% Damage reduction while doing or carrying an objective.
  • X% Damage reduction while downed (takes longer to gib you).[/quote]

15% damage reduction on the 1st one.
25% on the 2nd one.
Maybe?[/quote]

Feels fine.