Forum Discussion

DeathyName's avatar
7 years ago

A simple answer to Classes Problem/hitbox on Defensive characters

As it stands we have 4 styles of characters

I'm not going say what most people say to letting "defensive" character to have more hitpoints to waste.

What I offer is a Simple answer to most classes and our big tanky guys, I've already stated i'm a Caustic main, and I don't see anything wrong with the slightly larger hitbox.

What could be Done is as Following.

Offensive Characters

Gain 10% chance to hit vital/increase damage on a Target

Defensive Characters

20% chance to Nullify damage

Support characters

10% more effective using Supplys (health/shield recharging)

Tracker characters

Following Target Trail for 5-10 seconds grants 50% chance to critical your next shot (doesn't work while in combat)

This would avoid hitbox/remake of character model and hitboxes making it fair and more reasonable for a Class to play their role, if you're playing Defensive as of right now, most times people just throw arcstars/ therm.

Tracking only show you where to go and some people use it to avoid fighting

Most people play aggressive with Support/Offensive and it make sense in their role they'll be more effective on the tools/vital parts

Tracker are suppose to track people, but most do it to locate where people are and if fighting they wanna wait till the fight is over, and I don't think it'll be hard to code "Ambush" buff on a X player track you follow and it can tell when you in or out of combat by shooting/taking damage 

No rework on anything just a minor passive traits for their role and add it on the character, a Simple copy/paste for future character also.

4 Replies

  • 20% chance to nullufy damage is a bad choice, VERY BAD choice. that has to do with how chances work. imagine being that unlucky * who got 9/10 bullets blocks cause gods of the dice didn't like you.

    having 20% more hp will theoretically have the same effect while being much more consistant, or 20% damage reduction.

    same goes to the others, instead of 10% crit chance, 10% more damage.
    50% crit -> 50% more damage and such
  • BoaFang7's avatar
    BoaFang7
    7 years ago

    There is nothing wrong with the other legends though, just Gibraltar and Caustic.

    50% to critical attack.. Yeah no thanks, I don't like RNG and that's a horrible idea.

  • Only thing that needs happening is Respawn should learn to math. Normally coding requires you to have that knowledge but it doesn't seem to be the case for the balancing team. 

    Characters (when being look at from the front) have a surface covered by their model/hitbox. The wider/bigger the surface (and thus how much easier it is to land shots) should DIRECTLY correlate with how tanky they need to be. Simple as that. Say Wraith has 100hp but Gibraltar has 2x her hitbox size therefore Gibraltar should have twice her health pool as well. It's simple logic. 

    Thing is, we all know that will never happen as wraith and lifeline mains (aka about 9 sweaty and lame twitch streamers out of 10) will have an outburst. So what needs to happen is they need to standardize character model sizes for next upcoming legends (so we don't get the same bs again) and give a % damage reduction to caustic and Gib. Say 20% for caustic and 30% for gib at the very least. 

    Otherwise, if they were original, they would have made them obtain tankyness with their kit in the form of abilities, ie:

    *Caustic gains X% of damage reduction while either he or an enemy is inside of one of his Nox Gas Clouds (he's supposed to be played defensively, hugging his traps and gas clouds). 

    *Gibraltar gives X% of damage reduction to himself and his nearby allies while his passive shield is desployed (this would make his passive shield a bit more tanky as well and make it not get instantly melted like it currently does). 

  • To add survivability to the tanks, how about this:

    Gibraltar - make the passive weapon shield less colorful and stretch it so he is covered fully from front, yet not more visible from afar.

    Caustic - add to his passive one more thing - after every shot hits him, he releases a small amout of gas (damage related), so after say 100 incoming damage he will be almost fully covered in gas, pretty much not visible in that cloud.