Setery
Active member
- Joined
- May 29, 2020
- Messages
- 140
This will be a mega thread for kit balancing and other suggestions, pick and choose what you want to talk about, or talk about all of these, I don’t care either way.
KITS
Medic:
-This kit can singlehandedly tilt the balance of a team by existing. When 1 team has no medic or has 1 less medic, they enter a situation called a medic disadvantage. By being in a medic disadvantage, your team is overall less bulky and is a lot less likely to win. I think this can be mitigated with a gui to see what kits people are going. Venom can also force these medic disadvantages.
-Reduce overall healing, the output on this kit is extremely strong, you can effectively save 2-3 players from certain death with a fast regen on the healing pool.
- Heavily reduce healing to Jugg, Burst, and Dwarf, (ignoring burst) these kits have the most effective health meaning that 1 heart of health has more value to them than 1 heart of health to a ghost.
Arbalist:
-I think it needs a very minor nerf to the timer for regening spectral arrows. Just add a few seconds, probably around 5 or so. This kit can have a high damage output and it now doesn’t lose the arrow if it misses.
-Fix the lingering glowing effect bug, this can get invis kits killed really easily and is just legal ESP.
Barricader:
-I’m still not a fan of this kit being mapmaker locked, but I would also not be a fan of this kit being played a ton which it would if everyone could use it. Unlock this kit to all; but apply the following changes.
-Each kill an opponent gets should reduce barricader damage and after 3 kills, remove taking fire when breaking a barricader.
-Reduce the amount of note blocks by 2.
Burst:
-I’ve made a bug report on this kit, but to sum it up, it’s doing too much damage up close and sometimes too little damage from long ranged shots. It’s also doing too much damage with spammed arrows and doing seemingly less with fully charged arrows. If this is fixed, the kit should be better off
-However, I think the damage output is still a little too strong, after all this kit can do approximately 3 hearts (or more) to the average melee armor kit and this damage is aoe. I would prefer to see a reduction in damage, rein in the blast radius, or have stronger falloff of the explosion depending on distance to the arrow.
-Burst should also recieve a power nerf to fall below shortbow for damage.
Dwarf:
-This kit either needs to be removed or….
-If the game has 30 seconds to poison, rapidly lower the dwarf’s level, but no lower than regular iron armor and sharp 1 sword.
-Remove the ability to have players warped *near* a dwarf with about a 8-10 block radius.
-Remove some levels on the dwarf if they use a teleporter, the amount of levels removed is related to the distance traveled. 10 blocks per level may work, but this would need playtesting.
-Apply weakness 1 (it’s -4 attack damage) when teleporting, with the same reasoning as jugg which is below, except this kit gets high offensive power on top of being tanky.
Explosive:
-Reduce the number of grenades that the player can throw out at once. I currently don’t know the number that they can use, please enlighten me so I can give a solid number to this.
-Lower close range RPG damage *or* heavily punish the explosive, as in more damage to the user, if they use an RPG very close to their body. I personally prefer the first over the second as players won’t be punished as hard for approaching a mostly ranged kit and entering close range. It’s very common to see explosives on 25% of their health RPGing last second and somehow still living and getting the kill.
Juggernaut:
-Apply weakness 1 (it’s -4 attack damage, stone sword is 5 attack damage making the jugg have 1 attack damage) for 10 seconds when teleporting. This prevents an extremely tanky kit from moving across the map and immediately entering a fight with players who won’t be able to handle this kit. A stone sword is very good damage with this class and the one thing that this kit is held back by is mobility. If this kit gets teleported, it’s one disadvantage is null. Weakness should help solve this flaw.
Ninja:
-Give regen 1 for 8 seconds on pearl use. This kit is decently frail with little offensive power, but it’s meant to approach players with melee. With regen, this kit can enter the fight again much quicker.
Porcupine:
-Give projectile prot 2 to the chestplate. I feel like this kit was meant to get pelted by arrows and not be phased overall.
-Give knockback reduction to this kit to help counter longbow a bit more.
-Give 2 fire resistance splash pot for 5 seconds to help counter pyro more directly. Yes this kit can splash their own teammates.
Spy:
-Fix their name from appearing at the bottom of the team in tab.
Trigger:
-Buff or fix explosion damage. It appears to do too little damage in certain scenarios such as with the trigger quickly moving instead of sitting still and/or crawling up to a player.
Warper:
-Give players warped blast protection 2 to their chestplate for 3 seconds then revert to normal when those players are warped. Players need this to help mitigate coordinated attacks with explosive. This kit is honestly strong already as you can pull players into unfavorable situations for them. This will be an additive enchant so it won’t remove prot 1 or anything like that. For Pyro give them blast protection 3 so they get some buff. For juggernaut do not give them blast protection, they already have damage reduction on top of being tanky. For dwarf do not give them blast protection for a similar reason.
Marine:
-Slightly reduce bonus damage in water, it’s like having a sharp 1 or 2 diamond sword I forget the exact damage. This kit already has insane mobility in water and it’s only good on 1 or 2 maps, but it can be oppressive on those maps.
Venom:
-Apply sweeping edge 1 on the sword so it can do a small amount of aoe poison damage which can allow it to apply more anti healing effects.
Overall Suggestions:
-See damage dealt to other players in kill log, this will help players understand situations and interactions better.
-Have a gui to see what kits players are going. Gui will show spy and skinner as trooper. Also no names will be associated with the kits and neither will teams be visible.
-Give more time to SnD lobby but reduce map wait time, also allow players to /team color while in SnD lobby
-Give a /event command that displays a description of the current event, how long it lasts, and what you can get (including what are the limited time items).
KITS
Medic:
-This kit can singlehandedly tilt the balance of a team by existing. When 1 team has no medic or has 1 less medic, they enter a situation called a medic disadvantage. By being in a medic disadvantage, your team is overall less bulky and is a lot less likely to win. I think this can be mitigated with a gui to see what kits people are going. Venom can also force these medic disadvantages.
-Reduce overall healing, the output on this kit is extremely strong, you can effectively save 2-3 players from certain death with a fast regen on the healing pool.
- Heavily reduce healing to Jugg, Burst, and Dwarf, (ignoring burst) these kits have the most effective health meaning that 1 heart of health has more value to them than 1 heart of health to a ghost.
Arbalist:
-I think it needs a very minor nerf to the timer for regening spectral arrows. Just add a few seconds, probably around 5 or so. This kit can have a high damage output and it now doesn’t lose the arrow if it misses.
-Fix the lingering glowing effect bug, this can get invis kits killed really easily and is just legal ESP.
Barricader:
-I’m still not a fan of this kit being mapmaker locked, but I would also not be a fan of this kit being played a ton which it would if everyone could use it. Unlock this kit to all; but apply the following changes.
-Each kill an opponent gets should reduce barricader damage and after 3 kills, remove taking fire when breaking a barricader.
-Reduce the amount of note blocks by 2.
Burst:
-I’ve made a bug report on this kit, but to sum it up, it’s doing too much damage up close and sometimes too little damage from long ranged shots. It’s also doing too much damage with spammed arrows and doing seemingly less with fully charged arrows. If this is fixed, the kit should be better off
-However, I think the damage output is still a little too strong, after all this kit can do approximately 3 hearts (or more) to the average melee armor kit and this damage is aoe. I would prefer to see a reduction in damage, rein in the blast radius, or have stronger falloff of the explosion depending on distance to the arrow.
-Burst should also recieve a power nerf to fall below shortbow for damage.
Dwarf:
-This kit either needs to be removed or….
-If the game has 30 seconds to poison, rapidly lower the dwarf’s level, but no lower than regular iron armor and sharp 1 sword.
-Remove the ability to have players warped *near* a dwarf with about a 8-10 block radius.
-Remove some levels on the dwarf if they use a teleporter, the amount of levels removed is related to the distance traveled. 10 blocks per level may work, but this would need playtesting.
-Apply weakness 1 (it’s -4 attack damage) when teleporting, with the same reasoning as jugg which is below, except this kit gets high offensive power on top of being tanky.
Explosive:
-Reduce the number of grenades that the player can throw out at once. I currently don’t know the number that they can use, please enlighten me so I can give a solid number to this.
-Lower close range RPG damage *or* heavily punish the explosive, as in more damage to the user, if they use an RPG very close to their body. I personally prefer the first over the second as players won’t be punished as hard for approaching a mostly ranged kit and entering close range. It’s very common to see explosives on 25% of their health RPGing last second and somehow still living and getting the kill.
Juggernaut:
-Apply weakness 1 (it’s -4 attack damage, stone sword is 5 attack damage making the jugg have 1 attack damage) for 10 seconds when teleporting. This prevents an extremely tanky kit from moving across the map and immediately entering a fight with players who won’t be able to handle this kit. A stone sword is very good damage with this class and the one thing that this kit is held back by is mobility. If this kit gets teleported, it’s one disadvantage is null. Weakness should help solve this flaw.
Ninja:
-Give regen 1 for 8 seconds on pearl use. This kit is decently frail with little offensive power, but it’s meant to approach players with melee. With regen, this kit can enter the fight again much quicker.
Porcupine:
-Give projectile prot 2 to the chestplate. I feel like this kit was meant to get pelted by arrows and not be phased overall.
-Give knockback reduction to this kit to help counter longbow a bit more.
-Give 2 fire resistance splash pot for 5 seconds to help counter pyro more directly. Yes this kit can splash their own teammates.
Spy:
-Fix their name from appearing at the bottom of the team in tab.
Trigger:
-Buff or fix explosion damage. It appears to do too little damage in certain scenarios such as with the trigger quickly moving instead of sitting still and/or crawling up to a player.
Warper:
-Give players warped blast protection 2 to their chestplate for 3 seconds then revert to normal when those players are warped. Players need this to help mitigate coordinated attacks with explosive. This kit is honestly strong already as you can pull players into unfavorable situations for them. This will be an additive enchant so it won’t remove prot 1 or anything like that. For Pyro give them blast protection 3 so they get some buff. For juggernaut do not give them blast protection, they already have damage reduction on top of being tanky. For dwarf do not give them blast protection for a similar reason.
Marine:
-Slightly reduce bonus damage in water, it’s like having a sharp 1 or 2 diamond sword I forget the exact damage. This kit already has insane mobility in water and it’s only good on 1 or 2 maps, but it can be oppressive on those maps.
Venom:
-Apply sweeping edge 1 on the sword so it can do a small amount of aoe poison damage which can allow it to apply more anti healing effects.
Overall Suggestions:
-See damage dealt to other players in kill log, this will help players understand situations and interactions better.
-Have a gui to see what kits players are going. Gui will show spy and skinner as trooper. Also no names will be associated with the kits and neither will teams be visible.
-Give more time to SnD lobby but reduce map wait time, also allow players to /team color while in SnD lobby
-Give a /event command that displays a description of the current event, how long it lasts, and what you can get (including what are the limited time items).
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