Hello all. Hope you’ve been enjoying Dirty Bomb. I have, especially coming from CS:GO. I want to discuss Aura, Nader and Sparks in particular. This isn’t a “X merc is OP” thread, but rather how I think they should be tweaked so that they match the purpose they were made for. Any and all thoughts are welcome (as long posters aren’t the “git gud mlg rekt 420 360 noscope” posters). Looking for a civil discussion here. And without further ado:
Aura
Aura’s pretty solid. The one qualm I have with her is her healing station. It has a delay before it begins healing, but its heal rate is very high, and to me, it’s absurd. I think Aura’s heal station was meant for “back line medical ward,” if that makes any sense. I’ve seen many Auras place their healing stations in the front lines – and there it’s basically invincibility. Whatever damage anyone does is negated by the heal station. To fill the purpose of some “medical ward” I think the healing station should deploy nearly instantly, but the heal rate reduced.
Sparks
Now, I haven’t played Sparks but I’ve seen plenty running around. She has a ranged revive. That’s pretty neat. However it’s better than Sawbonez’ and Aura’s revives. Both can revive (well duh), both can do damage but Sparks has range. There should be some sort of “potency for range” trade. Possibly remove the shielding when a player is revived, or bind the ability to a certain player until some condition is met (similar to the Medic in TF2). I see Sparks as a front-line medic that follows a certain player, supporting them. Again, similar to TF2’s Medic.
If someone could post Sparks’ numbers below to compare to Sawbonez and Aura, that’d be great.
Nader
Nader is similar to TF2’s Demoman. Almost too similar. Actually, I can kind of see how most current mercs have similar styles to TF2 characters. /offtopic
Anyways. Nader’s ability gives her six grenades to use at her will. She has a large amount of coverage with the nades, almost as much as air strikes. They do quite some damage. This should compare in that Nader has control over her nades, but air strikes have little. Air strikes also have outdoor coverage while Nader is more effective indoors. To fill that purpose, I think Nader should have the radius of her nades reduced, but the damage of the nades increased. Or possibly increase the amount of control Nader has in exchange for damage.
Overall the mercs in Dirty Bomb are great. They’re diverse and I like each of them – however I feel as if they’re too all-purpose. Mercs should have areas of specialty (in which they do), and the difference between what they’re good at and what they’re bad at should be increased. It would allow for more strategic gameplay, and overall a better experience. Thanks for reading.

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