BATTLE BEARS ZOMBIES iOS 11 update with new AR mode is available now https://goo.gl/YokFcP
Join the OFFICIAL Battle Bears Discord server hosted by SkyVuBen: https://discord.gg/bb
Battle Bears Gold: http://sky.vu/gold -:- Battle Bears Overclock: http://sky.vu/overclock

BBG Makeover Part 2

DisagreeDisagree Member, SkyVu Beta Tester Posts: 543 Corporal
edited April 2017 in Balance Discussion
It's been a while since I posted the first version of my balance mock-up for BBG. Since the last one was so outdated, I picked up the slack and improved this guide. Hopefully, this will help in making the game more enjoyable. My goal isn't to provide the most balanced guide; I want a fun game and so do most people playing games on their phone or tablet. Of course, that doesn't mean the game should be unbalanced. I just didn't want to focus on the ultra-competitive aspect of the game. I don't have any captions on individual suggestions because I wanted to keep the post as uncluttered as possible, but if you want my reasoning just ask and I'll explain.

Original version for comparison

Soldier
Armor +1 decreased from 12 to 11
Armor +2 decreased from 25 to 22

A Salt Rifle
Ammo increased from 25 to 30
Reload time increased from 1.5 to 2
Ammo +2 increased from 15 to 20

Sci Fi ASR
Ammo +1 decreased from 10 to 6
Ammo +2 decreased from 20 to 12

Heavy A Salt Rifle
Ammo +2 increased from 15 to 20

Sci Fi HASR
Ammo decreased from 60 to 50
Damage +1 decreased from 0.5 to 0.4
Damage +2 decreased from 1 to 0.8

Soaker
Damage increased from 4.3 to 5
Rate of fire decreased from 0.08 to 0.1
Speed multiplier decreased from 5% to 0

Urine Trouble
Damage decreased from 6.3 to 5.8
Reload time decreased from 5 to 4.5
Damage +1 decreased from 0.5 to 0.25
Damage +2 decreased from 1 to 0.5
Speed multiplier decreased from 10% to 0

Minigun
Damage increased from 3 to 10
Rate of fire decreased from 0.05 to 0.2
Ammo decreased from 100 to 25
Ammo +1 decreased from 15 to 4
Ammo +2 decreased from 30 to 6
Damage +1 increased from 0.2 to 0.4
Damage +2 increased from 0.4 to 0.8

Acreambo Pistols
Reload time decreased from 4 to 3

Bearzooka
Maximum damage increased from 40 to 50
Minimum damage increased from 20 to 25

Spreadshot
Rate of fire increased from 1 to 0.8
Reload time decreased from 4 to 3.7

Steamshot
Damage decreased from 50 to 37
Ammo increased from 1 to 2

Rockette Launcher
Maximum damage increased from 20 to 55
Minimum damage increased from 10 to 15
Rate of fire decreased from 0.3 to 0.75
Ammo decreased from 4 to 3
Explosions +1 increased from 3 to 5
Explosions +2 increased from 6 to 10

Heavy
Provolowned
Damage +1 decreased from 1 to 0.75
Damage +2 decreased from 1.75 to 1.25

Zombee Gun
Health multiplier increased from -20% to 0
Speed multiplier decreased from 30% to 10%

Field Medic
Rate of fire decreased from 0.1 to 0.11
Health multiplier increased from -30% to -20%
Speed multiplier decreased from 40% to 20%

Bounce Lazer
Bounces decreased from 10 to 8

Hivey League
Damage increased from 15 to 20
Reload time decreased from 6 to 5.5

Buzz Kill
Maximum damage increased from 50 to 65
Minimum damage increased from 25 to 35
Maximum damage range decreased from 100 to 75
Projectile speed increased from 750 to 800
Reload time increased from 4 to 5
Ammo +1 increased from 0 to 1
Ammo +2 increased from 1 to 2

Plasma Orb
Damage increased from 35 to 42
Rate of fire decreased from 1 to 1.3
Reload time decreased from 5 to 4.5
Ammo +2 decreased from 1 to 0
Damage +1 increased from 3 to 5
Damage +2 increased from 6 to 10

Mother of Nature
Health multiplier increased from 0 to 10%

Huggable
Double Rainbow!
Minimum damage range increased from 200 to 250
Explosions +1 increased from 2 to 3
Explosions +2 increased from 4 to 6

Headlights
Recharge time decreased from 8 to 7

So Fly
Maximum damage decreased from 80 to 70
Minimum damage decreased from 60 to 55
Flying speed decreased from 650 to 550

Super Size Me!
Heal interval increased from 0.08 to 0.06

Charged Run
Damage decreased from 65 to 40

Demo
Health decreased from 170 to 160
Forward speed decreased from 265 to 245

Big Shot
Maximum damage increased from 25 to 50
Minimum damage increased from 15 to 25
Ammo decreased from 6 to 5
Reload time decreased from 4 to 3.5
Ammo +1 decreased from 2 to 1
Ammo +2 decreased from 4 to 2
Explosions+1 increased from 3 to 5
Explosions +2 increased from 6 to 10

Gold Member
Maximum damage increased from 35 to 40
Maximum damage range decreased from 125 to 100
Minimum damage range decreased from 250 to 200
Rate of fire increased from 1.5 to 1.3
Ammo increased from 6 to 8
Ammo +1 decreased from 2 to 1
Ammo +2 decreased from 4 to 2
Explosions +1 increased from 3 to 5
Explosions +2 increased from 6 to 10

Dark Matter
Rate of fire decreased from 1 to 1.2
Projectile speed increased from 430 to 580

Light Matter
Maximum damage increased from 25 to 70
Minimum damage increased from 20 to 35
Maximum damage range decreased from 150 to 100
Minimum damage range decreased from 300 to 275
Ammo decreased from 8 to 1
Projectile speed increased from 500 to 530
Reload time decreased from 5 to 4.5
Ammo +1 decreased from 1 to 0
Ammo +2 decreased from 2 to 1
Explosions +1 increased from 2.5 to 5
Explosions +2 increased from 5 to 10
Health multiplier increased from 0 to 10%

Fireworks
Maximum damage increased from 12 to 18
Minimum damage increased from 8 to 12
Ammo decreased from 30 to 20

Phat Man
Maximum damage increased from 190 to 300
Minimum damage decreased from 130 to 60
Maximum damage range decreased from 190 to 100
Minimum damage range decreased from 700 to 600
Lock time decreased from 4 to 2.5
Ascend speed increased from 700 to 3000
Ascend time decreased from 6 to 4.5
Descend speed increased from 500 to 5500
Homing rating decreased from 10 to 0
Reload time decreased from 15 to 12

Let It Cold
Ascend time decreased from 4 to 2.7

Good Morning
Damage increased from 45 to 50

Sniper
Health increased from 70 to 100
Forward speed decreased from 320 to 300
Backward speed decreased from 320 to 300
Sideward speed increased from 240 to 300
Armor +1 increased from 7 to 10
Armor +2 increased from 14 to 20

Viperifle
Damage decreased from 45 to 35
Rate of fire decreased from 1 to 1.4
Locktime decreased from 10 to 7.5
Reload time increased from 4 to 5

Green Capital Pains
Damage decreased from 60 to 45
Rate of fire decreased from 1.5 to 1.8
Ammo decreased from 6 to 3
Locktime decreased from 8 to 6.5
Reload time decreased from 6 to 4
Damage +1 decreased from 5 to 4
Damage +2 decreased from 10 to 8

Red Capital Pains (shown this way for simplicity)
Damage increased from 10 to 28
Rate of fire increased from 2.5 to 0.6
Ammo decreased from 12 to 5
Locktime increased from 4 to 5.5
Reload time decreased from 6 to 4
Damage +1 decreased from 5 to 4
Damage +2 decreased from 10 to 8

Mamba’s Boy
Damage decreased from 55 to 30
Rate of fire increased from 1.8 to 1
Locktime increased from 3.8 to 4.5
Lock radius increased from 75 to 100

Deadeye
Damage decreased from 85 to 65
Locktime decreased from 5.9 to 5.5
Reload time decreased from 5.5 to 4

Tomahawk
Duration increased from 10 to 18
Projectile speed increased from 900 to 1200
Special speed multiplier decreased from 10% to 0

Eagle Standard
Duration increased from 5 to 11
Rate of fire decreased from 0.35 to 0.75
Ammo decreased from 3 to 2
Special speed multiplier decreased from 20% to 0

Daydreamer
Special speed multiplier decreased from 20% to 0

Fairy’s Dust
Duration increased from 4 to 4.2
Special speed multiplier decreased from 5% to 0

Battering Ram
Damage increased from 30 to 35
Special speed multiplier decreased from 20% to 0

Brr-Ram-Ewe
Damage increased from 35 to 42
Health multiplier decreased from 10% to 0

Cybernetic Ram
Damage increased from 35 to 42
Special speed multiplier decreased from 20% to 0

Golden Dragon
Damage increased from 20 to 55
Special speed multiplier decreased from 30% to 0

Chub Scout
Health decreased from 160 to 150
Armor +1 decreased from 16 to 15
Armor +2 decreased from 32 to 30

Boomstick
Damage +1 decreased from 6 to 3
Damage +2 decreased from 12 to 6

Balance Beam
Score difference bonus damage increased from 0.25 to 0.4

Doomstick
Damage increased from 30 to 45
Kill difference bonus damage increased from 2 to 3
Rate of fire decreased from 0.25 to 1.3
Ammo decreased from 3 to 2
Reload time decreased from 3.25 to 2.7
Ammo +1 decreased from 1 to 0
Ammo +2 decreased from 2 to 1

Pie Bomb
Ammo increased from 4 to 5

EZ Chee-Z
Maximum damage increased from 150 to 350
Minimum damage decreased from 100 to 50
Minimum damage range increased from 400 to 475
Grow time increased from 0.5 to 1
Large time decreased from 2.5 to 2
Slow amount increased from 50 to 150

Engineer
Health increased from 120 to 140
Forward speed decreased from 250 to 230
Backward speed increased from 160 to 190
Sideward speed increased from 160 to 190
Armor +1 increased from 12 to 14
Armor +2 increased from 24 to 28

Powerglove
Minimum damage increased from 25 to 35
Charge time decreased from 2.5 to 2

Gamma Ray
Range increased from 750 to 950

Rivet Gun
Damage decreased from 55 to 50
Rate of fire decreased from 0.76 to 0.9
Ammo increased from 3 to 4
Duration increased from 7 to 8
Damage +1 decreased from 5 to 3
Damage +2 decreased from 10 to 6

Hand Cannon
Maximum damage increased from 40 to 55
Projectile speed decreased from 800 to 500

Muskit
Radiation decreased from 65 to 45
Reload time decreased from 4.5 to 3.5

Turret
Damage increased from 3.5 to 4
Health decreased from 180 to 165

Proximity Mine
Maximum damage range decreased from 150 to 125
Rate of fire increased from 2.8 to 2
Trigger radius increased from 90 to 100
Priming time decreased from 2.2 to 2

Gernobyl
Minimum radiation decreased from 55 to 35
Ammo decreased from 3 to 2
Duration increased from 4.5 to 5.5

Radiation Rod
Radiation increased from 12 to 15

Double Wrench
Damage increased from 37 to 42

Crowbar
Health multiplier increased from -5% to 5%
Special speed multiplier decreased from 25% to 0

Assault
Bearail Gun
Health multiplier increased from 0 to 10%

Last Resort
Charge time decreased from 3 to 2.3
Reload time decreased from 5.5 to 3
Explosions +1 decreased from 35 to 20
Explosions +2 decreased from 65 to 40

Metal Crush
Immobility after landing removed

Primus Sword
Damage decreased from 85 to 65

Assassin
Doom Cloud
Damage increased from 35 to 40
Duration decreased from 6 to 5
Reload time decreased from 5.5 to 5

Fear Orbit
Range increased from 100 to 125
Health multiplier increased from 0 to 10%

Crass Knuckles
Damage increased from 30 to 37

Ball N Pain
Damage increased from 35 to 45

Tonguechuks
Damage decreased from 70 to 60

Combat Tech
Missiles
Maximum damage decreased from 30 to 25
Minimum damage decreased from 20 to 15
Minimum damage range decreased from 300 to 250
Reload time decreased from 15 to 12
Explosions +1 decreased from 5 to 4
Explosions +2 decreased from 10 to 7

Minigun
Rate of fire decreased from 0.2 to 0.25
Ammo decreased from 40 to 32 (to match duration)
Reload time decreased from 10 to 7.5

Club Cobra
Damage decreased from 75 to 60

Arbiter
Health decreased from 150 to 135
Backward speed decreased from 300 to 285
Armor +1 decreased from 15 to 13.5
Armor +2 decreased from 30 to 27

Bind Gun
Damage decreased from 7.5 to 6

Greased Lightning
Damage +1 decreased from 0.5 to 0.25
Damage +2 decreased from 1 to 0.5
Health multiplier decreased from 0 to -10%

Carpet Bomb
Maximum damage decreased from 38 to 33
Minimum damage decreased from 24 to 19
Rate of fire increased from 2.8 to 2.5

Stealth Knife
Damage decreased from 85 to 73

Specials
Healing Tent
Cooldown decreased from 35 to 28

Caffeine Injection
Speed increase decreased from 150 to 100
Duration increased from 10 to 11

Turkish SW Boots
Jump power decreased from 600 to 525

Tesla Field
Duration increased from 5 to 8
Cooldown increased from 10 to 12
Diameter increased from 6 to 7

Propbearganda
Duration increased from 10 to 15
Cooldown increased from 20 to 25
Diameter increased from 900 to 1000

Other
Team Battle
Match length increased from 4 to 5

Free For All
Match length increased from 4 to 5

King of the Windmill
Match length increased from 4 to 5

Plant the Bomb
Match length increased from 6 to 7

Bearscream Sandwich
Damage multiplier decreased from 3 to 2.5

Spawn shield
Duration decreased from 4.5 to 4
trapped-in-the-closet-o.gif

Comments

  • SSP_RismSSP_Rism Member Posts: 2,078 Underlord 2016
    A salt rifle:
    Why?

    Sf asr:
    Why?

    Reg hasr:
    Pointless change

    Sf hasr:
    Nostalgia driven random change

    Soaker:
    Speed change removal is unnecessary

    UT:
    What are any of these changes supposed to do? They just make it useless

    Minigun:
    Accurate Provolowned for oliver is fair?

    Acreambo pistols:
    "Let's buff a borderline OP weapon!"

    Bearzooka:
    They make the weapon better but they don't make it good.

    Spreadshot:
    Why?

    Steamshot:
    Useless

    Rockette launcher:
    Why? And is 0.3 supposed to be bigger then 0.75?

    Bounce lazer:
    Has been nerfed recently and actually needs a buff, further more since when was it a problem that he could bounce 10 times and it needed to be 8?

    Hivey league:
    Better but not good.

    Buzz kill:
    What, why? It needs a straight buff not a trade off it's a UP weapon

    Plasma orb:
    Nostalgia driven and becomes restrictive in what it encourages players to use

    Mon:
    Why? It's balanced

    So fly:
    Fixed none of it's problems

    Charged run:
    Fixed none of it's problems

    Big shot:
    Hilariously OP

    Gold member:
    Why?

    Dark matter:
    Unnecessary trade off?

    Phat man:
    Is fine rn except lock on

    Capital pains red:
    I know what you're doing but it has a interesting fun concept rn and mambas boy clearly has a faster rof sniper covered on your stats.

    Deadeye:
    UP!

    Tomohawk:
    Changes no one wants or asked for!

    Eagle standard:
    No one wants or asked for!

    Daydreamer:
    Why?

    Fairy dust:
    Why?

    Battering ram:
    Why?

    Brr-ram-ewe:
    Why?

    Chub scout stats:
    His stats have been the same since he was released and they're fine no reason to change what's not broken

    Boomstick:
    Ammo equips are a problem so you overly nerf the damage equips?

    Balance beam:
    Pointless

    Engineer:
    Forward speed and health changes are totally unwanted and unneeded

    Gamma ray:
    Glaring weakness of ammo being ignored? Ok?

    Hand cannon:
    This is balanced, why? Are you aware of it's other stats because these would be broken :/

    Muskit:
    Let's make this weapon bad because it's restricitive so it is forced to have the same set every time

    Gernobyl:
    You missed all the problems

    Radiation rod:
    You missed all the problems

    Double wrench:
    Why? This is a useless melee spot for graham he could have anything interesting or at least a different stat for him instead

    Berail gun:
    Weakness miss!

    Metal crush:
    OP!

    Doom cloud:
    Broken and unnecessary change

    Botch melee's:
    Why? And why make the default stronger by such an odd number and then buff another melee's damage anyway

    I don't care enough about saberi to read the changes.

    Arbiter:
    Why?

    Bind gun:
    Ok now maybe a range, ammo or slowing amount buff to compensate?

    Greased lightning:
    Change this weapon entirely is a broken concept so come up with some whacky things, it could work on literally any other class except graham. (Support classes)

    Carpet bomb:
    Changes seem random, just want an explanation.

    Stealth knife:
    Give me a number between 70-85 any random number

    Healing tent:
    Problems aren't solved!

    Sw boots:
    Nerf the special that's needs a mediocre cd buff

    Propbearganda:
    Less skill based now?

    Why no caff nerf? It gives a super long 150 speed boost that regens exactly when you need it if you use it the moment you can.
    SSS
  • KidGunsoKidGunso Member Posts: 1,473 Sergeant
    Alright, so this is probably gonna be false for me because of the fact I can't get on BBG anymore

    But these changes seem to be not thought out properly. Although these massive changes could bring life a little to the game, most are either unneeded or too overloaded with Nerfs/Buffs.
    Let's get riiiiighhtttt into the news, folks!
  • thecheeseloverthecheeselover Member Posts: 3,344 Noble
    @Dujuran I believe that @Disagree had in mind for metal crush was not to make it op,but to make it more viable.If you miss a target(hitting people with metal crush is pretty hard,especially if they are moving ) and miss,then you would effectively be a easy target.I guess removing the immobility after landing was intended so that the Assault can defend itself,if it missed.
  • SSP_RismSSP_Rism Member Posts: 2,078 Underlord 2016
    @Dujuran I believe that @Disagree had in mind for metal crush was not to make it op,but to make it more viable.If you miss a target(hitting people with metal crush is pretty hard,especially if they are moving ) and miss,then you would effectively be a easy target.I guess removing the immobility after landing was intended so that the Assault can defend itself,if it missed.

    i'm sure he intended to balance not break i was just pointning out any problems i had with it
    SSS
  • DisagreeDisagree Member, SkyVu Beta Tester Posts: 543 Corporal
    edited April 2017
    Dujuran wrote: »
    A salt rifle:
    Why?

    Sf asr:
    Why?

    Reg hasr:
    Pointless change

    Sf hasr:
    Nostalgia driven random change

    Soaker:
    Speed change removal is unnecessary

    UT:
    What are any of these changes supposed to do? They just make it useless

    Minigun:
    Accurate Provolowned for oliver is fair?

    Acreambo pistols:
    "Let's buff a borderline OP weapon!"

    Bearzooka:
    They make the weapon better but they don't make it good.

    Spreadshot:
    Why?

    Steamshot:
    Useless

    Rockette launcher:
    Why? And is 0.3 supposed to be bigger then 0.75?

    Bounce lazer:
    Has been nerfed recently and actually needs a buff, further more since when was it a problem that he could bounce 10 times and it needed to be 8?

    Hivey league:
    Better but not good.

    Buzz kill:
    What, why? It needs a straight buff not a trade off it's a UP weapon

    Plasma orb:
    Nostalgia driven and becomes restrictive in what it encourages players to use

    Mon:
    Why? It's balanced

    So fly:
    Fixed none of it's problems

    Charged run:
    Fixed none of it's problems

    Big shot:
    Hilariously OP

    Gold member:
    Why?

    Dark matter:
    Unnecessary trade off?

    Phat man:
    Is fine rn except lock on

    Capital pains red:
    I know what you're doing but it has a interesting fun concept rn and mambas boy clearly has a faster rof sniper covered on your stats.

    Deadeye:
    UP!

    Tomohawk:
    Changes no one wants or asked for!

    Eagle standard:
    No one wants or asked for!

    Daydreamer:
    Why?

    Fairy dust:
    Why?

    Battering ram:
    Why?

    Brr-ram-ewe:
    Why?

    Chub scout stats:
    His stats have been the same since he was released and they're fine no reason to change what's not broken

    Boomstick:
    Ammo equips are a problem so you overly nerf the damage equips?

    Balance beam:
    Pointless

    Engineer:
    Forward speed and health changes are totally unwanted and unneeded

    Gamma ray:
    Glaring weakness of ammo being ignored? Ok?

    Hand cannon:
    This is balanced, why? Are you aware of it's other stats because these would be broken :/

    Muskit:
    Let's make this weapon bad because it's restricitive so it is forced to have the same set every time

    Gernobyl:
    You missed all the problems

    Radiation rod:
    You missed all the problems

    Double wrench:
    Why? This is a useless melee spot for graham he could have anything interesting or at least a different stat for him instead

    Berail gun:
    Weakness miss!

    Metal crush:
    OP!

    Doom cloud:
    Broken and unnecessary change

    Botch melee's:
    Why? And why make the default stronger by such an odd number and then buff another melee's damage anyway

    I don't care enough about saberi to read the changes.

    Arbiter:
    Why?

    Bind gun:
    Ok now maybe a range, ammo or slowing amount buff to compensate?

    Greased lightning:
    Change this weapon entirely is a broken concept so come up with some whacky things, it could work on literally any other class except graham. (Support classes)

    Carpet bomb:
    Changes seem random, just want an explanation.

    Stealth knife:
    Give me a number between 70-85 any random number

    Healing tent:
    Problems aren't solved!

    Sw boots:
    Nerf the special that's needs a mediocre cd buff

    Propbearganda:
    Less skill based now?

    Why no caff nerf? It gives a super long 150 speed boost that regens exactly when you need it if you use it the moment you can.
    A salt rifle:
    Gives new users an extra 5-10 bullets which can help bring down an opponent much easier since their aim is unlikely to be polished like a more experienced player

    Sf asr:
    Differentiates it from the regular ASR. It has a higher DPS and quicker reload at the expense of ammo

    Reg hasr:
    Wanted the regular versions (HASR and ASR) to be focused on ammo and reliability with Sci Fi variants focused on quicker damage output with less room for error before reloading

    Sf hasr:
    Since regular HASR fires about 12% less bullets per second, I thought the damage equipment of this guy should be a little more similar. Ammo change follows the same philosophy stated above

    Soaker:
    Soldier's base speed was increased to 240 so the speed increase on Soaker and Urine Trouble weren't needed nearly as much

    UT:
    Now that speed isn't an issue, UT shouldn't have trouble dealing damage regardless of its range. The small damage decrease is only to make it easier combat against. 78.75 DPS to 72.5 DPS isn't nerf worth worrying about

    Minigun:
    Not based on Provolowned but a more balanced version of the 2.9 Soldier primaries. Fires slower than the other options but deals more damage per bullet, giving it a unique feel not provided by any other weapon in the game. Keeps it different from all the rapid firing automatics in the game

    Acreambo pistols:
    In my experience with this weapon, it is not enough to kill classes with higher health (and classes with 150+ health and an Imperial Basket Grande). That leads me to believe each gun fires once at a time and only up to 168 damage (20 DPS) can be dealt before another reload. I didn't want to change the feel of the weapon by increasing the damage output so I improved the versatility and dealt with its biggest vulnerability

    Bearzooka:
    Try it out a bit. It's not an awful weapon but won't do much to anybody not new to the game. Slightly increasing the base damage will help everybody and using equipment gives you a powerful weapon at your disposal

    Spreadshot:
    Why use this over the current Steamshot? Can't deal damage nearly as quickly and the only perk is more ammo. If this is your last resort, you shouldn't expect to survive against somebody unless they are almost dead

    Steamshot:
    Not fun taking one second's worth of bullets and immediately being hit by one of these, causing you to die

    Rockette launcher:
    Rapid fire and higher versatility than Bearzooka with the chance to deal more damage if you land a direct hit. 0.3 refers to the cooldown between firing one rock and the next so now it'll take 0.75 seconds to fire again (still faster than many explosives)

    Bounce lazer:
    The problem always was the onslaught of lazers because you couldn't escape on smaller maps. By all means, improve it if need be but the biggest issue is the bounces

    Hivey league:
    Thought about that and still debating if this is enough but sometimes a few small improvements is all it takes

    Buzz kill:
    If you hit somebody with your bee or manage to land it on the perfect spot, major damage is dealt. The focus is to fire and anticipate the target as well as possible for big hit. The increased projectile speed and ammo equipment make it a weapon that can be used sort of as a primary if the user is into that. A tradeoff is necessary because this gives it high explosive damage on a class with more than capable second or third options if this one fails

    Plasma orb:
    Higher damage, improved reload in return for chances to deal that damage. Makes Hivey League less similar and keeps the weapon more than viable and even more useful depending on how you like to use it

    Mon:
    The other secondaries are so much easier to use and allow for a more carefree playstyle while this requires you to be careful with where you fire, when, how often, take into account the long reload so I didn't want to increase the weapon's capabilities and make it overpowered. This makes it look more appealing as well while not changing anything about the focus and style required to use it well.

    So fly:
    Problems are spamming, high damage, being incredibly hard to avoid due to long duration and high speed. Problem for the user is it is hard to navigate. The lower speed improves on both ends while the lower damage doesn't make it less viable but less of a guaranteed kill for people low on health

    Charged run:
    A speeding projectile that can be controlled with a joystick is a very large problem. Decrease the damage so it can be used for getting places fast, getting away quickly or for small doses of damage to support a melee attack

    Big shot:
    Higher damage and slightly faster reload in return for less ammo on a currently ridiculously underpowered weapon. Take into account the arc of the projectile as well as Demo's decreased health and speed

    Gold member:
    You don't see very many people posting number one at the end of a match while using this, do you? It's issue is dealing enough damage to kill somebody, not dealing damage. Decreased the AoE to Big Shot levels while increasing the potential damage.

    Dark matter:
    Projectile speed to make it deal damage more easily. Currently people can jump or even walk away from the projectile with ease so this tradeoff should help

    Phat man:
    Gives another option for people who aren't fans of the boring nukes following people

    Capital pains red:
    Taking thirty seconds to deal 120 damage without a headshot isn't fun. It could be changed in way that makes headshots the priority and normal shots could make sense but I have Mamba's boy as the headshot specialist with Red CP not far behind. And these changes make Red CP fire faster than Mamba's Boy

    Deadeye:
    No more one-shotting classes and a much shorter reload to make up for the disappointment

    Tomohawk:
    Now using the weapon won't be a waste of time. It can be used to escape better

    Eagle standard:
    Nobody wanted five seconds of a partly covered screen to be the effect of their careful aim. Here it will now be viable

    Daydreamer:
    Fairy dust:
    Battering ram:
    Brr-ram-ewe:
    You shouldn't run from your problems (unless that's the point of the weapon you're using). The special speed clutch was unnecessary and Sniper's problems should've been met head on. Removing these and improving the class are the focus.

    Chub scout stats:
    His speed has been increased at least once before and the fact that something hasn't been changes before doesn't mean it doesn't need changing

    Boomstick:
    Decreasing damage equipment by this much isn't overly nerfing it. The base damage is already 50 so there is no need to add another 12 with Damage +2. I also thought of decreasing ammo equipment and still am not sure if the biggest issue is the base damage, rate of fire or ammo equipment (or a combination). I think ammo equipment might be the simplest change but i want to refrain from making changes that affect the feel of the weapon unless its necessary

    Balance beam:
    Current team score bonus or negative damage doesn't make much of a difference. If your team is losing badly, it's unlikely the bonus damage is the only thing you need to help dig you out of your hole. This gives you a better team supporting weapon with the tradeoff being more of a decrease in damage if you are winning (although loadouts rid you of that problem)

    Engineer:
    He isn't much off a threat right now so do you suggest we leave the stats as is? He's too vulnerable so these changes let him sustain more damage and move around as he pleases, just a little more slowly when going forward

    Gamma ray:
    Increased range should help him land the bullets and the already short reload should make more ammo more of a want than a need. A small increase could help but it doesn't feel like it's the biggest problem

    Hand cannon:
    The maximum damage range is 50 so you would need to land the projectile almost directly on the target to deal damage. I took into account the rate of fire and ammo but decided this tradeoff work best

    Muskit:
    Small decrease in radiation and shortened reload shouldn't be a big deal. It already deals damage and more radiation than just this radiation stat. Couple it with another radiation weapon and you'll be fine

    Gernobyl:
    I felt the problem with Gernobyl was its spammability and huge radiation on non-direct hits so I decreased the ammo and MINIMUM radiation (so if the glob lands near you it still deals major radiation) and made the puddle last longer. The radiation is spread over more time rather than over more ammo

    Radiation rod:
    Want more ammo? Use ammo equipment. Longer duration? It would have been obnoxious to have that field there for so long since the duration is already fine. Reload is quick. So the only place to improve was radiation or move ammo from the equipment to having it by default. I just chose radiation to prevent spamming but a small tradeoff could've made more ammo work

    Double wrench:
    My bad. It looks like my Crowbar changes didn't copy over. I want the Double Wrench to be special speed-oriented as well as deal a little more damage than it currently does. The Crowbar should have higher damage but less of a focus on bonus stats

    Berail gun:
    Just gives players more options. If they wanted to go with a tankier build they don't need equipment anymore and can use it on something else. It also helps for when there are people shooting while loading to fire or you're running and need those three extra steps to reach the shield or health pickup. This should help since this weapon isn't meant for head-to-head combat but for fighting from a distance or picking the weak off

    Metal crush:
    @thecheeselover explained it perfectly

    Doom cloud:
    Basically the same amount of damage in a shorter amount of time should make it easier to escape for vulnerable classes but also easier for Botch to deal damage to those that don't

    Botch melee's:
    I want to make the melees better since they are so underused. Make them viable again. Tonguechuks also deals to much damage so I dialed it down

    Arbiter:
    Since melees and quick damage dealers seem to be what a lot of his weapons are meant to do, I decreased the health to make him more vulnerable as well as decreasing backward speed to make it slightly harder to run away.

    Bind gun:
    I was thinking of it as a support weapon that deals decent damage for someone to come and finish them off or for you to melee to death, but the health decrease might necessitate a buff in another area

    Greased lightning:
    This weapon is likely more for quick damage in support of teammates. It can be used to soften the opponent or finish them off but the equipment is just crazy. The health nerf makes the user easier to kill to compensate for the extremely high damage output of the weapon coupled with the class' ability to escape so well

    Carpet bomb:
    Problem with the weapon is it's hard to survive if you get caught in the blast and since the class isn't meant to drop nukes on you, i decreased the damage output significantly while not making unviable and increased the fire rate slightly to compensate

    Stealth knife:
    Harvester already deals 65 damage so I couldn't go any lower than this and anything higher would have been overkill

    Healing tent:
    You're not supposed to regenerate your entire health bar in three seconds. If you managed to escape death you should be happy to be alive. It heals a large portion of your health so the best improvement I could think of was decrease the reload. I do understand what you're saying since until recently I thought the heal rate should be increased. I may have overthought it but I think being able to use this more often can benefit more people

    Sw boots:
    If this special were used by itself I would be fine with decreasing the cooldown and leaving the height as is but double jumping exists and is too big of an issue to ignore. Explosive weapons with smaller AoEs can easily be dodged by a double jump and this decreases the amount of time you have to dodge explosives. You should still be fine if you time it right; there's just less time to do so

    Propbearganda:
    More time to help your teammates out with the same amount of downtime. In a way, it less skill based since it isn't just a personal assistant.

    Caffeine Injection:
    Sorry, the change didn't copy over. I copied this list in parts because it couldn't be copied over in one piece but unfortunately I didn't catch if they all went over
    trapped-in-the-closet-o.gif
Sign In or Register to comment.