Making all legends equally viable (final version)
Classes passives copy other legends abilities and sometimes making them obsolete:
- Assault (extra ammo space) = Fuse passive
- Assault (weapon supply bins) = Loba ultimate and passive and Lifeline ultimate
- Recon = Ash passive and Crypto drone (champion banners “nearby squads”)
- Support (craft teammate banners) = Crypto drone (grabbing teammate banners)
Overall they only make the power difference between legends bigger and actually solidify a stale meta. The assault passive is pretty decent while recon is without debate the strongest. Skirmisher does almost nothing except for Pathfinder, while support and controller passives only matter in ranks. The last one actually supports the boring playstyle of avoiding fights, camping in buildings and sniping the hell out of everyone in the final rings. I don’t play ranks, but the controller passive really hinders competitive matches.
Now all legends have the crafting banner feature and the skirmisher passive basekit. Remove assault, controller and recon passives.
Wraith
Increase her overall hitbox by +5%.
Voices from the void: rework the ability.
Loba
Eye for quality: increase the range of being able to ping loot through obstacles from 12m to 50m. Now you can also see batteries and medkits.
Bangalore: what does a Bangalore do if you have digital threats? What do you do in a reverse situation? It is unfair for both sides.
Smoke launcher: now the gold 1x and 4x-10x optics don’t reveal players through smoke or gas.
Fuse
Grenadier: now self or enemy arc stars, thermites and frag grenades deal 25% less damage to him.
Motherlode: increase the flames height from 2m to 4m. Now the fire always deals a start up damage of 35 (not 5) if it has any contact with an enemy (no matter how).
Revenant: personally he has too many abilities in his passive and with the other changes, he is already a better legend so it was a bit overkill. I made it so you can do more stealthy plays with him.
Assassin instinct: remove the low health revealing effect, now he opens doors silently (combines with the faster crouching movement).
Ballistic
Sling: now you have an extra separate slot in your inventory which only accepts ammo for your third weapon.
Whistler: reduce cooldown from 25s to 20s. Now you can shoot it into allies giving them +100% recharging speed on tactical cooldowns for 12s.
Seer: the only thing which needed to be nerfed was the 2,5s stun, everything else was unnecessary.
Focus of attention: now enemies will be revealed and slowed for 1,5s. Increase the silence duration from 8s to 12s. Reduce the activation time from 1,4s to 1,2s.
Horizon
Gravity lift: increase cooldown from 20s to 25s. Now you can throw the device on vertical surfaces, making the pull go horizontally.
Black hole: increase health from 175 to 250 and reduce duration from 12s to 6s.
Newcastle
Reduce his overall hitbox by -8% and increase health while being downed from 100 to 125.
Castle wall: increase the build up speed by +25%, reduce the cooldown from 120s to 90s and increase the damage from the electrified walls from 20 to 50.
Gibraltar: doesn’t matter if they buff the tactical or the ultimate, no one is still going to play him in outside ranks if his hitbox is too big. He is too easy to kill, literally a bullet sponge.
Reduce his overall hitbox by -20% and increase health while being downed from 100 to 125.
Gun shield: reduce health from 50 to 35.
Octane
Increase his overall hitbox by +5%.
Swift mend: now after taking no damage for 2s, you heal 3hp/s (not shields).
Adrenaline shot: no longer does damage. Reduce duration from 6s to 4s and increase cooldown from 0 to 15s.
Pathfinder: when 2 care packages land, you can actually put 3 ziplines in a row, which is too strong.
Passive: in ziplines you travel 33% faster. The ultimate no longer full recharges when looking at a care package.
Zipline: reduce the bonus speed from 66% to 33%. Reduce cooldown from 180s to 120s.
Maggie: I don't mind using shotguns but there are some players who just don’t like to play with them, which is unfair for them.
Warlord’s ire: eliminate the reveal effect on enemies you damage. Now Maggie doesn’t have a speed penalty while holding a gun, this includes all weapons.
Wrecking ball: increase damage from 20 to 30 (now it always deals that damage) and enemies can no longer use the speed pads.
Vantage = the only recon thing about her is the passive, but in itself does almost nothing. So I tweaked some things for her to be more like Bloodhound, Seer and Crypto.
Reduce her overall hitbox by -8%.
Spotter lens: increase the zoom while scoping unarmed from x3 to x6. Now you can also see when looking at enemies, their ultimate X% progress, what weapons they are carrying and if they have golden knockdown shield.
Ultimate: now each bullet only does 70 (bodyshot) and 105 (headshot), but damage doesn’t double anymore with consecutive shots. Reduce the number of bullets from 5 to 3 and each bullet cooldown from 40s to 30s. Remove completely the marked effect, but now hitting enemies will reveal them for 6s (full body scan).
Caustic: damage too weak at the start and too oppressive when being inside a long time.
Now friendly Caustic traps are blue and emit a green gas and enemy traps are red and emit a yellow gas.
Nox vision: make the gas more transparent for Caustic. Now your allies can see as well inside your gas (not enemy) and they also have poisoned enemies highlighted.
Tactical and ultimate = the gas now deals 6 damage each second and doesn't increase with time.
Gas traps: increase their inflation speed by 30% and the activation radius from 3m to 5m.
Ash
Marked for death: now deathbox icons of recently eliminated players are red, they turn in white after 60s. When scanning a deathbox, living teammates positions are also revealed.
Arc snare: now is a one-handed ability, you can use it while doing other actions like healing, reloading, etc. Increase the time the enemy is trapped from 3s to 5s.
Phase breach: increase the traveling speed by +15% and enemies can no longer enter the portal. Improve the visibility of the placement icon.
Catalyst: without ultimate she is pretty much limited to buildings with doors.
Catalyst is no longer immune to other Catalysts abilities. She can’t have Caustic passive. Do you see Wattson being immune to enemy fences?
Barricade: fortified doors take 3 kicks to break instead of 4. Now you can also block any openings or pathways that do not exceed a size of 8x8m width and height.
Piercing spikes: now the paddles have an area of 3x9m instead of 2x11m. Reduce the maximum number of puddles from 3 to 2, but reduce the cooldown from 24s to 18s.
Lifeline: a lot of people say she is bad because of her revive. Is just a passive, it shouldn’t be the strongest part of the legend, overall is a pretty decent ability. The tactical is what needs buffs, is too static for a quick paced game.
Healing drone: now DOC has a visible line that shows its healing range (12m). DOC doesn’t heal enemies anymore.
You can also press the button while looking directly at an ally within 20m (in line of sight) to send DOC flying to them. When it arrives it locks on the ally, following around and only healing them (taking damage stops the healing briefly). Cannot be destroyed when attached and has a 10s duration.
Mirage: you need a lot of skill to fool average players with the decoys and both passives are useless if you have no teammates. Also 5s of invisibility when downed does nothing.
Remove the decoy trail and all the voice lines Mirage says when enemies are bamboozled.
Passive: no longer makes you invisible when downed but it still does while reviving. Now being lower than 50hp will make you semi-invisible for 6s (you still make noise).
Psyche out: now if decoys have in their line of sight an enemy within 20m, there's a 75% chance that the decoys will shoot them for 0,5s (no damage).
Life of the party: remove the lights from his arms when he is cloaked. Now Mirage can use it with teammates by directly looking at them.
Rampart: you're not always going to find LMGs and some players don’t even like to play with them, which is unfair for them. Her amped covers are too slow for a quick paced game and can be used against her. Overall she relies too much on the ultimate.
Modded loader (rework): every 60s you gain 15 crafting materials, eliminating enemies also gives you 15. At any time you can craft a weapon attachment (level 1) or level up an already existing one with 15 materials. In replicators you craft things in 3s instead of 10s.
Amped cover: reduce the set up time from 3,6s to 2s and the maximum amount which can be set up from 5 to 3. Now when enemies shoot through the shield blue side, the whole amped cover disappears instantly. Remove the visual effect when bullets go through because you can’t see anything.
Sheila: reduce ammo from 173 to 150.
Wattson: her whole kit works around accelerants, which you may not find sometimes. The fences are limited a lot by their cooldown (without ultimate), their short placement range and the whole nodes connection hitbox system. Very hard to trap enemies with fences and too punishing if you fail. She relies too much on camping inside buildings.
Spark of genius (rework): now after taking no damage for 4s, you regenerate 2 shields per second (stacks with intercepting pylon).
Perimeter security: increase the placement range from 8m to 12m and reduce the cooldown from 15s to 5s. Reduce the maximum number of nodes from 12 to 8 and now the ultimate no longer recharges the tactical.
Enemies, allies and lootboxes no longer have a hitbox, meaning that Wattson can now put/connect nodes behind them. Now while placing nodes a fence won’t be created if both poles second levels are not in line of sight. (before were the first levels). Now taller objects (like 1m - 1,5m) won’t interfere with the creation of fences.
Intercepting pylon: now it has a maximum duration of 60s. Reduce cooldown from 180s to 150s.
Crypto: compared to Seer and Bloodhound, he has no personal passive. The tactical cooldown and retrieving times are too long and it's easy to destroy the drone. The ultimate is chained to the tactical, making it non-existent when you don’t have the drone.
Reduce his overall hitbox by -8%.
A real passive: any enemies within 30m from Crypto can’t see their screen HUD (healthbars, weapons, healing item, grenade, minimap, tactical and ultimate).
Surveillance drone: reduce the cooldown from 40s to 30s, reduce the time it takes to call it back from 2s to 0,25s, the time to enter it from 2s to 1,25s and the noise it makes when standing still by -60%. Crypto no longer has to be in his drone to see if there are nearby squads within 200m in the champion banners around the map.
EMP: now you throw a grenade, which detonates on impact, creating a 24m diameter explosion which goes through walls. Affects Crypto but not his teammates. Cooldown of 120s.
-Deals 25 shields or 25 health damage.
-Slows player movement and camera movement for 2,5s.
-Breaks enemy objects.
-Players can’t use healing items and grenades for 20s.
Add Fade and Rhapsody to the game.