Forum Discussion

AngryFreak2's avatar
5 years ago

character and upgrade balance change ideas

brainzo (hello in a brainz term), here below are balance change ideas i want to share. 

i know we had so far the final content update sadly but we we're promised to get balance updates in the future so let's move on below.

universal:

- sprint: decreased sprint jumping to match sprint speed on ground, return the sprint nerf gimmick from november 2019, only happens in PVP, make it not severe as it was.

- shields: 50% of splash damage will now damage the shields.

- homing: abilities and upgrades that have homing no longer lock on targets in giddy park.

- can now spawn pumpkin wildflower and tv conehead in Turf Takeover.

- to fix hit registration ad in TCP (transmission control protocol).

upgrade:

- rough patch: no overhealth decay but it's only the gained health from the upgrade and not from healing sources.

- speedy: remove the sprint nerf when sprinting.

role based:

attack: increased capture rate in Turf Takeover.

upgrades:

- vampiric and low life: can vanquish any enemy however you get more health depending on what type of enemy it is.

lowest are the turrets and minions, the usual are heroes and the larger are bosses.

- fearless: heal to full health with one enemy, fully heal to overhealth with 3 enemies.

defend: increased return rate in Turf Takeover.

upgrades:

- health regeneration and health regeneration delay: decreased effect making it so that both of them combined wil fully regenerate your health by 1 second in general.

- fallback and adrenaline rush: have an 0.1 extra speed multiplier.

adrenaline rush will have the same type of system that low life and vampiric use.

- best defense: 2nd vanquish 19% > 15% armor, 3rd vanquish 27% > 20% armor.

support: slightly increased movement speed overall, non healers have an increased revive rate but lower then the healers themselfs.

upgrades:

- super savior: 1 > 2 cost.

- revive reward: 35 > 25 health gain.

- combat aura: turrets and minions count towards the streak however you need 6 of them, bosses wil count and you only need 1 of them to get the aura, has a displayed hud.

- hard target: 0.05 extra speed multiplier, have 5% armor when receiving damage.

swarm: default max armor capacity reduced to 45%, turrets and minions (except wildflowers and tv heads) will only have a max armor capacity of 15% first 5%,then 10% and then 15%.

characters:

attack:

plants:

peashooter: 

- move slightly faster in sprint just like the supports.

- primary: 10 splash and 25 direct hit damage making it 35 total damage on a direct hit.

- chili bean bomb: 125 > 150 damage.

- pea gatling: has 15% armor when deployed.

- pea suped: greater air control.

upgrades:

- escape roots: gain increased speed dependent on what type of enemy you vanquish.

- homing pea: removed homing lock on delay, 42m > 35m, 4 > 3 cost.

- party time: 5 > 4 cost requires 10 turret/minions or 5 heroes or 1 boss to get party time, has a displayed hud.

- pro spitter: shoots the chili bean bomb instantly, 1 > 2 cost.

- explosive gatling: exploded enemies who vanquish other enemy's don't cause them to explode who might cause a chain reaction, 3 > 2 cost.

- combat adrenaline: gain the same speed boost as adrenaline rush when vanquishing an enemy for a short time.

chomper:

- primary: 41 > 40 damage.

- secondary: 34 > 25 damage.

- spikeweed: removed bug that heals you when it's destroyed eventhough you're not using vampire spikeweed, has 50 max health, 75 > 50 damage, bounces only once on the floor when launched.

- burrow: reduced height limit slightly.

- grody goop: aply damage and toxic de-buff immediatly when directly hit, 4 > 2 toxic damage, 40 > 25 spreaded damage.

upgrades:

- face bite: 51 > 55 total damage, improved area to hit critical hits, 1 > 2 cost.

- halitosis: 9 > 10 additional splash damage making total damage be 35.

- vampire spikeweed: spikeweed has increased health to 75.

- well fed: gain increased burrow dig power for the next use by vanquishing an enemy with burrow.

kernel corn:

- 125 > 150 max health.

- shogun guard:

- primary: 11/13 > 10/12 damage non butter effect, 14/17 > 12/16 damage with butter effect, 25 > 26 max ammo capacity. 

- secondary: shield has 85 health and needs 30 health to be deployed, takes no time to regenerate when undeployed but takes 1 second if destroyed,can now generate health if deployed but takes 2 second to do while it's not being damaged, gain XP for blocking damage.

- butter beacon: all kernel corns will get the increased damage buff from the beacon, deal 5 splash damage and 10 direct hit damage making it 15 total direct hit damage, stop/butter the enemy by 1 second if direct hit, beacon blinks 3x, enemies effected by beacon will still be effected for 3 seconds if there no longer in the beacon.

- husk hop: cannot stop in one place by moving back instead you move half the full distance move forward to move back to full distance.

- shuck shot: hold down your fire button/trigger to launch both cobs at the same time, move slower by 50% when firing both and move 25% slower when firing one at a time.

upgrades:

- buttered branches: make it the same speed as walking speed with or without shogun guard shield, increased jump height by 10%, passively increase movement speed slightly faster to match the supports overall.

- mob cobs: pierced bullet 6/8 damage without butter and 8/10 damage with butter for cob busters, 65 > 64 total ammo capacity for cob busters when pierced, pierced bullet 12/16 damage without butter and 16/20 damage with butter for shogun guard, 32 total ammo capacity for shogun guard when pierced.

- rapid recob: gain 1 ammo by dealing 1x critical damage with the cob busters.

- super spin: each vanquish will ad 0.05 multiplier to your rate of fire, 4 > 3 cost.

- 20/10: increased splash radius and 10 splash damage making it 20 total direct hit damage.

- reaping leap: has increased launch distance by 50%, 1 > 2 cost

- happy feet: move overall the same speed as walking speed, increased jump height by 10% when firing.

night cap:

- move slightly faster just like the supports.

- 1st jump height has the same height as everyone else.

- casting shadow: doesn't push enemys severely just to make it the same time to go through as it is to go around it.

- fung fu: has 10% armor.

- shadow sneek: can now be canceled

upgrades:

- piercing power: 60 > 30 max ammo capacity, gain 1 ammo when getting a pierced hit.

- parkour: forwards jump = 0.05x extra, sideways jump = 0.075x extra and backwards jump = 0.1x extra, can do a triple jump.

- spore-ratic: has increased projectile size the same one since october 2019, 3 > 2 cost.

- incubate: all allies can revive faster too, fully heal revived allies.

- fleet footed: reduced speed to match sprint.

- shadow sling: teleport works more like the warp from scientist, returned speed boost.

snapdragon:

- move slightly faster in sprint just like the supports.

- increased jump height by 10%.

- fire: duration is 1.5 seconds deal damage every 0.5 seconds and fire damage deals 5 damage, fire damage can now vanquish enemies, single fire type hit ads the fire de-buff

- secondary: 21/25 > 15/20 direct hit damage and 10 > 15 splash damage making it 30/35 total direct hit damage, increased splash radius by 50%

- swoop slam: reduced the radius to mostly pre-september patch, 100 > 80 damage total damage.

- blue blazes: deal 60 total damage when enemy is not on fire and deal 140 total damage when the enemy is on fire, prioritize on enemy who are on fire, aply fire de-buff when hit.

upgrades:

- excellent accelerant: fire duration is 3 seconds.

- radiate: increase the splash radius by 50%, enemies waiting to be revived who were vanquished by flare ball spread the fire de-buff on other enemies.

- heat seeking: has a 50% increased projectile size.

- engulf: has a 25% larger size.

- backdraft: has a 25% larger range, 3 > 2 cost.

zombies:

foot solder:

- move slightly faster in sprint just like the supports.

- primary: returned accuracy pre-september patch.

- rocket jump: increased jump height and distance by 15%.

upgrades:

- ammo thing-a-ma-bob: 58 > 60 total ammo, has a 1 second faster reload.

- ranger: has reduced recoil by 25% overall.

- bottomless: gain 10 ammo per vanquish.

- rapid fire: ignite enemies with the fire de-buff by hitting them 10 times with the Z-1 assault blaster.

- smelling salts: all allies can revive faster too, fully heal revived allies.

- sticky!: no longer blinds the enemy who has the cloud stuck on, all enemies in the cloud will get a 35% speed decrease.

- rocket leap: decreased distance to make it stil the same distance, has 2 charges.

- liftoff: gain charge by vanquishing an enemy with rocket jump.

- shockwave: stun enemys while in the air by knock-back and by 1.35 seconds on the ground.

- propellant: gain ability to fire ZPG while sprinting and still be sprinting after the ZPG has been fired.

imp:

- move slightly faster just like the supports.

- 1st jump height is the same as everyone else

- primary: 4/5 > 5/6 damage, 56 > 48 max ammo capacity.

- gravity grenade: enemies in gravity sphere cannot use abilities.

- robo call: cancel the call to save it when being burrowed, keep movement momentum while calling.

- impkata: deal first 3 damage and then 4 damage, shoot 10% more bullets in the direction of rectangle, has 10% armor.

z-mech:

- has 6 gestures ( 3 default, 2 mr reward-o-tron 9000 and 1 rux).

- primary: takes 25% longer before overheating, 5/6 > 6/8 damage.

- remain in same position to consume 50% less power turning does not effect it.

- missle madness: fire 25% slower and 25% sooner, cannot sprint while using missle madness.

- bionic bash: has 2 charges, 9 seconds > 14 seconds ability cooldown.

upgrades:

- butt booster booster: can now cancel your hovers, can do a triple jump, 10% increased jump height for Z-mech, 1 > 2 cost.

- arm day: has increased accuracy, now also effect the mechs primary.

- mech hunter: every 5 damage results in a 1 second ability cooldown for robo call, gain 1 second cooldown on all abilities as the z-mech by dealing every 6 damage with the primary.

- ripcord: shoot 20% more bullets in the direction of rectangle.

- centripetal force: impkata moves the same as sprinting.

- multiplying madness: dealing damage with missle madness to extend the duration of missle madness, reduce the faster ability refresh time.

- pod powered: gain increased jump height by 10% when ejecting.

- energize: reduced fuel gain, gain  5% temporary armor extra per enemy hit total armor is 40%.

super brainz:

- 175 > 200 max health.

- increased jump height by 10%, can now hover similar to snapdragon's hover.

- primary: 30 > 25 damage for the 1st punch and 40 > 45 damage for the 3rd punch, charged fists have a 10% increased range, 23 > 25 damage for the 1st charge, 50 > 45 damage for the 2nd charge and 70 > 65 damage for the 3rd charge, takes a delay before charging up to 2nd charge so SB will hold his hand back with the 1st charge in hand and pose, charged fists count as critical hits.

 

- secondary: shield has 150 health and needs 50 to be deployed, takes no time to regenerate when undeployed but takes 2 seconds if destroyed, gain XP for blocking damage.

- brainium basher 9001:

- primary: the 1st charge range is less then charged fists, the 2nd charge has more range then charged fists but less then all-stars tackle and the 3rd charge has more range then the tackle but less then a shoot the gap upgraded tackle, primary damages count as critical.

- secondary: knock enemies to the same elevation as yourself, 40 > 35 damage uppercut.

- turbo twister: reduced damage but increased duration to deal the same amount of damage, increased hover while in the air, has 25% armor, can now be canceled.

- super ultra ball: 25 > 50 splash damage making 150 total direct hit damage.

upgrades:

- stick and move: increased speed duration by 15%, now works with brainium basher 9001 by landing the 3rd charged bash, passively increase movement speed slightly faster to match the supports with or without the boost.

- ultra combo: 50 > 55 damage for the 4th punch, ads a 4th charged fist who is larger then the 3rd charged fist, 4th charge deals 80 damage.

- speed bag: no longer effects the charged fists, each vanquish will ad 0.05 multiplier to your faster punch rate, 4 > 3 cost.

- recuperate: gain health enough to heal 100 health, heal the shield enough by 75 health.

- extra special: only deploys shield if it has enough health to be deployed, has a 50% increased splash radius including the purple like fire, 1 > 2 cost.

- scorched: ad the fire-debuff to enemies who got hit by super ultra ball and the purple like fire.

80s action hero:

- tags: no longer gets removed when target get healed.

- primary: 17/20 > 20/22 center bolt damage and 1/2 > 5/7 small bolt damage for 1st charged bow shot, 32/38 > 34/40 center bolt damage and 4/5 > 8/10 small bolt damage for the 2nd charged bow shot and 50/60 > 55/65 direct hit damage and with the 15 > 20 splash damage you now deal 75/85 for the 3rd charged bow shot, direct hits with the 3rd charged bow shot always results with 3 tags instead of 2 tags.

- rocket ride: inverted the movement speeds of the directions so going forward is faster then going backwards, has 10% armor.

- can't-miss-le: 10 > 15 damage per rocket (60 total damage) and 25 > 35 damage per rocket with all 3 tags (140 total damage), fire rounds of rockets to all enemies who have 3 tags or are in the rectangle or both.

upgrades:

- targeting arrows: have a homing rectangle the a width to go around your bolt cursor, gain homing for your primary on enemies who have all 3 tags, 1 > 2 cost.

- critical tag: deal only critical damage to the enemy if he/she has 3 tags.

- the huntsman: reveals all enemies to 80s action hero if they have 3 tags, 4 > 3 cost.

- leg day: gain increased speed and jump height by 10% for a short time.

- remarkable rockets: gain homing on rockets if enemy has 3 tags

- free ride: gain faster ability refresh on rocket ride by dealing damage with rocket ride.

- super payload: fire 2 rounds of rockets to all enemies who have 3 tags or are in the rectangle or both.

electric slide:

- move slightly faster in sprint just like the supports.

- primary: returned rate of fire and ammo since founders (18 > 26 max ammo capacity and 180 RoF > 235 RoF), 15/18 > 11/14 damage, increased accuracy by 40%, deal 50% of enemy max health to stun, 14 > 9 arcing electricity damage.

- funky bouncer: fix the grab issue.

- outta fight: generate fuel and health for z-mech while near it.

upgrades:

- chain lightning: 3 > 2 cost.

- jazz hands: stun enemy by dealing 35% of there max health.

- defibrillated: faster generation rate of fuel and heath for z-mech.

- turbulence: has same stun system as primary, can also be effected by jazz hands.

defend:

cactus:

- 100 > 125 max health.

- 40 > 48 total ammo capacity.

- primary: increased accuracy by 10%.

- secondary: 7 > 6 ammo consumption for 3rd charged shot, 4/6 > 12/19 damage 1st charged shot, 14/20 > 23/39 damage 2nd charged shot, 34/48 > 36/52 damage 3rd charged shot, 61/99 > 78/137 damage 4th charged shot, charges require there ammo consumption to be charged and shot, each charge take 1 second to charge.

- Potato Mine: addional potato mines use PM type upgrades.

garlic drone:

- max fuel capacity increased by 25%.

- improved flight control.

- can now sprint.

- leaf-copters don't disappear by staying as the drone for longer times.

- press the same button as melee for wildflower to see your cactus and the surrounding areas, drone can still be destroyed and fuel will still be consumed.

- primary: 10/12 > 9/11 damage, increased time before overheat by 20%, increased accuracy by 15%.

upgrades: 

- mirage: remove VFX of zoom damages, increased zoom when aiming as the drone.

- pressure point: randomly > always explosion occurrence, deal always critical damage to enemies hit by the explosion, now works with drone.

- looting: gain amount of ammo by the number of times you did damage with primary/secondary, now works with drone.

- calibrated: has increased rate of fire for primary by 10%, each charge now takes 0.75 seconds to charge, 4 > 3 cost.

- spud spotting: no longer based of PM sight instead has a radius around itself, radius can be seen by all teammates.

- popcorn: randomly > always PM occurrence, only have 1 active at a time, 4 > 3 cost.

- spotlight: revealed enemy is revealed forever until enemy got vaquished, healed or zee-lixir effected.

- sustenance: now gain increased health by 5 health per vanquish and the max is 20 max health, can heal into overhealth (30 max overhealth), gained fuel is 20% of total fuel capacity, 4 > 3 cost.

- alacrity: doesn't reset charge.

- bon voyage: gain small speed boost during and after petal propeller usage.

captain deadbeard:

- 100 > 125 max health.

- 20 > 24 total ammo capacity.

- primary: increased accuracy by 10%, has a close range muzzle damage of 13 damage, is now automatic.

- secondary: 4/6 > 12/19 damage 1st charged shot, 14/20 > 23/39 damage 2nd charged shot, 34/48 > 36/52 damage 3rd charged shot, 61/99 > 78/137 damage 4th charged shot, charges require there ammo consumption to be charged and shot, each charge take 1 second to charge.

- barrel blast: 100 > 125 barrel health, has 10% armor, doesn't get his icons revealed, cannot be burrowed, faster ability refresh if canceled.

- anchor's away: show second dark arrow where the anchor itself goes, improved forward launch by 25%.

parrot pal:

- max fuel capacity increased by 25%.

- improved flight control.

- can now sprint.

- press the same button as melee for tv head to see your captain and the surrounding areas, drone can still be destroyed and fuel will still be consumed.

- primary: 8/10 > 9/11 damage, increased time before overheat by 20%, increased accuracy by 15%.

upgrades:

- scuttle shot: ad small knock-back to secondary.

- aye spy: remove VFX of zoom damages, increased zoom when aiming as the drone.

- long barrel: accurate rectangle, increased muzzle range, each charge now takes 0.75 seconds to charge.

- freebie: 7 > 8 ammo gain with secondary, gain 4 ammo when vanquishing enemies with the primary, reduce overheat by 25% for parrot pal when vanquishing enemies with the primary.

- powder keg: the increased launch height is 2x, deal 25 extra damage, 1 > 2 cost.

- incomming keg: reduced speed to match sprint.

- wind chilled: 3 > 2 cost.

- plunder: now gain fuel by 20% of total fuel capacity and increased health by 5 health per vanquish with the eggsplosion and the max is 20 max health, can heal into overhealth (30 max overhealth).

- heavy metal: anchor now deals 75 damage (it's logical right?).

- shore leave: faster ability refresh for barrel blast after activating anchor's away, 2 > 3 cost.

citron:

- move slightly faster in sprint just like the supports.

- primary: 50 > 60 total ammo capacity.

- secondary: shield has 350 health and needs 100 health to be deployed, takes 3 seconds to regenerate when undeployed but takes 6 seconds if destroyed, gain 6 ammo per damage block.

- E.M. peach: deal 2 damage on non robot enemies and deal 4 to robot type enemies including (tv head). stun non robot enemies for 2 seconds with a 25% decreased speed, robotic like enemies will be stunned 2x as long alongside with a 50% decreased speed (including: z-mech, space cadet, heavy helper, robo zombie, mech gargantuar and miner problem), abilties, sprints and others will be prevented/destroyed/canceled and enemy user of that ability who has not used it cannot use that same ability for 4 seconds after the stun duration, same system aplied to robotic like sprints,

(includings: 

- sprint and others: foot soldier, imp and his butt booster, electric slide, space cadet and all her jumps and hover, engineer.

- abilities prevented or destroyed/canceled : rocket jump, ZPG, impkata, robo call, all z-mech ones, rocket ride, can't-miss-le, funky bouncer, outta fight!, parrot pal, all space cadet, space station and passenger ones, all scientist ones, all engineer ones, commercial break bucket + doesn't signal the tv head himself, yeti imp and deal 50 damage to all shields.) 

- spin dash: reduced to pre-september patch range, 75 > 50 damage.

- navel laser: 5/6 > 4/5 damage 1st level, 7/9 > 8/10 damage 2nd level and 14/17 > 12/15 damage 3rd level, can now be canceled, has 5% armor.

upgrades:

- quenching cover: gain 12 ammo per blocking damage.

- freshly squeezed: has a 10% increased jump height.

- kinectic energy: heal yourself by 2 health per damage if shield has full health, can be overhealed.

- peel out: gain small speed boost when blocking damage for a short time.

- peachy: heal yourself by 10 health per stunned enemy if shield has full health, can be overhealed.

- peached: 3 seconds for non robot and 6 seconds for robot type enemies, robotic abilities, sprints and others will be prevented/canceled for 6 seconds.

- emergency exit: has a 15% increased jump height, 4 seconds > 8 seconds duration, 1 > 2 cost.

- bowling: returned the increased knock-back and increased it to make it similaire to follow through, returned the bowling noise 4 > 3 cost reduced the faster ability refresh per hit by 1 second.

- pulp powerd: 4 > 3 cost.

all-star:

- move slightly faster in sprint just like the supports. (what? he's a good sportsmen)

- imp punt: 100 > 125 damage, reduced bounciness by 75%, increased distance by 10%.

- sprint tackle: gain reduced ability refresh for sprint tackle by earning a vanquish with sprint tackle, reduced to pre-september patch range.

- dummy shield: dummy itself has 150 health, the shield has 400 health, can now pick up dummy to get faster ability refresh, (cannot get faster ability refresh if dummy or the shield got damaged).

upgrades: 

- spin class: has increased accuracy.

- supercharged football coolant: reduced overheat penalty by earnig a vanquish in the last 5 seconds.

- long bomb: increased imp punt size by 50% (now that's a fat imp).

- huge fuse: deals 175 total direct hit damage, 4 > 3 cost.

- shoot the gap: gain ability to jump while using sprint tackle.

- follow through: instead of vanquishing an enemy deal damage with sprint tackle to gain faster refresh for sprint tackle.

- injury time: all allies can revive faster, revived allies get fully healed and gain 25% armor for 10 seconds.

acorn: ( Q: he's not corn so let me see corn, A: corn is here just go back up).

- move slightly faster just like the supports.

- primary: 7/8 > 6/7 damage, decreased in air accuracy by 50%.

- sap trap: 65 > 50 damage, 9 seconds > 16 seconds cooldown.

- invoke oak: doesn't get ability cooldown if oak has full health, can look around while yodeling, can now move around while yodeling, 20 > 30 seconds cooldown if oak doesn't have full health.

- acorn dash: 9 seconds > 16 seconds cooldown.

oak:

- has 6 gestures ( 3 default, 2 mr reward-o-tron 9000 and 1 rux).

- 300 > 325 max health

- primary: 10 > 9 max ammo capacity, 24 > 30 direct hit damage and 16 > 15 splash damage making it in total 45 direct hit damage.

- super sap trap: 125 > 100 damage, 19 seconds > 32 seconds cooldown.

- treeject: increased launch height by 50%.

- roll for damage: 60 > 20 damage per log, enemies can now be damaged by multiple logs instead of one log damage making 100 total damage by all 5 logs, 9 seconds > 16 seconds cooldown.

acorn passenger:

- can move and jump around while riding the oak if there is open space, he cannot jump off the oak, can use acorn gestures.

- primary: 5/6 > 6/7 damage, decreased rate of fire.

- sap trap: 65 > 50 damage, 9 seconds > 16 seconds cooldown.

- treeject: aply 15 seconds cooldown to invoke oak if the ridden oak had low health.

- lumber support: 100 total healing > 75 total healing, only has 10% armor while healing.

upgrades:

- little friend: 56 > 60 total ammo capacity for acorn, 14 > 12 total ammo capacity for oak.

- hardened: gain 5% armor per nearby acorns/acorn passengers as acorn/acorn passenger with a max of 15% armor, gain 10% armor per nearby acorns/acorn passengers as oak with a max of 30% armor, total oak health is still 375 max health.

- nutty feedback: now works with acorn passenger's primary by decreasing the overheat, gain 1 second faster reload/overheat penalty cooldown by getting a vanquish and can be stacked up to 3 times.

- molasses: gain 5% armor to yourself and allies if you or they are in molasses range, 10% armor if it's super sap trap.

- rewind: stick it to allies to give there abilities a faster refresh.

- quickdraw: 22 > 15 ammo gain.

- natural 20: gain faster ability refresh for roll fo damage by hitting more then one log on enemy.

- log jam: 9 > 7 logs, reduced speed by 25%.

- party supplies: has 20% armor.

space cadet:

- move slightly faster just like the supports.

- increased jump height by 15%.

- primary: removed homing lock on delay, 6 and 7 > 6 default damage to make it 6/8 damage.

- gravity smash: 125 direct hit damage, 75 damage if it doesn't direct hit.

- station inflation: now gets ability cooldown by 20 seconds and doesn't get ability cooldown if space station has full health.

- big bang beam: 83/100 > 54/78 damage.

space station:

- has 6 gestures ( 3 default, 2 mr reward-o-tron 9000 and 1 rux).

- move slightly faster and jump higher to match space cadet.

- primary: 54 > 42 total ammo camacity, 9/11 > 10/13 damage per laser, is now automatic.

- space force: increased rate of fire to empty the clip 2 seconds faster for space station and increased rate of fire to empty the clip 1 second faster for space cadet passengers.

- escape pod: increased launch height by 50%.

- crater maker: returned duration and cooldown since founders.

space cadet passenger:

- can switch seats if there is open space.

- primary: removed homing lock on delay, 6 and 7 > 6 default damage to make it 6/8 damage.

- asteroid shield: has 125 health, can now regenerate health when not being damaged for 5 seconds.

- escape pod: aply 10 seconds cooldown to station inflation if the docked space station had low health.

- hands-on torpedo: deals 65 direct hit damage and 15 splash damage making it in total 75 damage direct hit.

upgrades:

- feedback loop: every 2 critical damage hits gain the increased rate of fire for 2 seconds, now works with space station and passenger.

- longshot: now works with space station by giving it homing, gain increased homing rectangle and projectile size by 10% per nearby space cadet/space cadet passengers as space cadet/space cadet passenger with a max of 30%, gain 15% increase per nearby space cadet/space cadet passengers as space station with a max of 45%.

- target acquired: now effects space force, reduced speed to match sprinting.

- afterburners: reduced speed to match sprinting.

- ammo eater: gain 7 ammo per blocked damage.

- titanium plating: now effects gravity smash by giving a temporary 15% armor increase.

- rocket fueled: now effects gravity smash by giving a 2x fuel increase and gain the ability to smash down by pressing the same trigger/button/key to fire your primary.

supports:

sunflower:

- primary: 8/10 > 7/8 damage, 40 > 50 total ammo capacity, increased rate of fire by 15%.

- sunny side up: each sundrop heals 1 health shoot out 4 every burst and there are 7 burst making it in total 28 healing per charge, heal yourself by 28 health in the duration, cannot pick up your own sundrops yourself by 5 seconds after the duration, sundrops can now overheal, 22 seconds > 12 seconds cooldown per charge.

- sunbeam: has 10% armor.

- heal beam: 20.85 > 11 healing rate, prioritize more on connecting to allies your looking at, heal beam still connected while sprinting.

upgrades:

- sunslinger: now effects sundrops by making them heal 2 health, increase the heal rate by 3 health for heal beam making it 14 heal rate, shoot at allies to heal them 3 health or 4 health when they are on low health.

- vampire flower: heal yourself by 3 health per damage dealt.

- cocoon: increased overhealth is 50% of ally's max health, works with sundrops.

- pocket protection: the heal rate is 4 health, gain 10% armor.

- quick egress: it's a 10% increased speed.

- recharge: passively gain 5 ammo per second.

- stuffy sundrop: can now use sunny side up while using sunbeam, vanquished enemies drop 8 sundrops, only drop 4 generated sundrops. 

- full bloom: reduced range by 35%, increase heal beam heal rate by 1 making it 12 heal rate, 3 > 2 cost.

- blossom: additional heal beam cannot connect to other sunflowers, additional heal beam cannot reconnect to different ally if already connected, can be effected by upgrades, 5 > 4 cost.

scientist:

- primary: returned rate of fire since founders, can now do a critical 4 damage per pellet, has a close range 11 muzzle damage, 10 > 8 total ammo capacity.

- steam blaster: deal in total 88 damage per shot, show full tank. 

- sticky heal thingy: has a duration of 5 seconds healing 14 health per second, prioritize homing on allies, can now overheal.

- warp: takes a 1 second delay before warping, 9 seconds > 18 seconds cooldown.

- healing hose: 20.85 > 11 healing rate, healing hose still active while sprinting altough you would heal allies behind you.

upgrades:

- evolution: all overhealth healed by you will not decay including your gained overhealth, shoot at allies to heal them 1 health per pellet.

- precision: increased muzzle range by default.

- reflexive: the heal rate is 4 health, gain 5% armor per healed ally with a max armor of 20%.

- dolphin blaster: reduced duration and rate of fire multiplier to match other like upgrade, 4 > 3 cost.

- reanimate: can now revive allies by itself.

- diffusion: also effects waiting to be revived allies and enemies.

- materialize: 5 > 4 ammo gain for goo blaster.

- CPR: increase the heal rate by 3 health making it 14 heal rate, increased heal rate effects all allies currently healed and not just only the ally who is on low health until he/she is no longer at low health, can now revive allies by just healing them.

-power wash: increase healing hose heal rate by 1 making it 12 heal rate, increase range to match full bloom when aiming, increase the size of the healing hose by 25%.

rose:

- increased jump height by 15%.

- primary: 10/12 > 8/9 damage, increase homing accuracy by 15%.

- jinx: 9 seconds > 13 seconds cooldown.

- arcane enigma: has a 1 second delay before being invincible.

- goatify: the closer the enemy is to the center of the flying goat the faster they turn into goats.

goat:

- full movement speed is now a sprint.

- gain 50 xp on player vanquish.

- continue health regeneration even after enemy is no longer a goat.

upgrades:

- s-cape: forwards jump = 0.05x extra, sideways jump = 0.1x extra and backwards jump = 0.15x extra.

- time snare: deal 75% of enemies max health to cast the time snare, time snare lasts for 4 seconds.

- locked and loaded: increase homing rectangle and projectile size by 10%, increase homing accuracy by 25%, projectile prioritize on critical hits.  

- epiphany: heal allies who are in the aura.

engineer:

- primary: 13 > 20 direct hit damage and 25 > 20 splash damage making it in total 40 direct hit damage, 10 > 12 total ammo capacity, bounces only once.

- bullhorn swarm: initial blast radius can now now stun all enemies, bullhorns can now hit and stun chomper who are in burrow.

- heavy helper: increased rate of fire to empty the clip 2 seconds faster for everyone and increased rate of fire to empty the clip 1 second faster for engineers only, everyone gets a 10% ammo gain of the're total ammo capacity, can now be picked up to get a faster ability refresh for heavy helper based on health.

- double time: can now be picked up to get a faster ability refresh for double time based on health, now have UI that shows double time health.

upgrades:

- seismic: deal 5 damage when enemy gets knocked-back.

- rubber: bounces 4 times, increase projectile size by 25%.

- reinforced: hit allies with initial blast radius to give them and yourself 10% armor, show the increased bullhorn health in the description.

- dispersion: increased homing range for bullhorns.

- progress report: revealed enemy is revealed forever until enemy got vaquished, healed or the heavy helper gets destroyed or moved.

- signal amp: increase everyone's weapon and ability splash radiuses by 25%.

- turbo charge: does turbo jackhammer noises while sprinting on the jackhammer while effected.

wizard:

- increased jump height by 15% and hover like rose while sprinting.

- primary: increase charged orb shot radius by 15%

- zee-lixir: prevent arcane enigma from being used during and 3 seconds after zee-lixir duration, ally duration is 2 seconds and enemy duration is 4 seconds.

co-star:

- 65 > 75 max health.

- 25 > 35% armor.

- reduces ally's visibility similar to aplying pressure.

- provide 15% armor to yourself.

upgrades:

- wizard needs help: wizard revives faster if an ally is also reviving the same one, grant everyone and yourself who are reviving 35% armor, 1 > 2 cost.

- wand wammo: use 2 ammo for charged orb shot.

- blinders off: grant starz align in any direction, remove the reduced ally's visibility.

- elder alchemist: gain 15 health and 10% fuel to z-mech, parrot pal, co-star and yeti imp.

- bottle bouncer: bounces 2 times.

- two headed dragone: only grant fuel once if you and ally get the same vanquish.

- drive-by head rub: you retain co-star buffs too including homing.

swarm:

wildflower:

- has a pumkin hat customisation.

- has 5 new gestures (making it 3 default, 2 mr reward-o-tron 9000 and 1 rux).

- primary: 35 > 36 total ammo capacity, 11/13 > 10/12 damage.

- melee: 50 > 30 damage.

- wild life: pot has 25 health.

- bloom boom: 35 > 30 direct hit damage and 40 > 15 splash damage making it 45 total direct hit damage.

dandelion:

- has a 2 seconds delay before exploding while doing it's dance and can still move while dancing.

- cannot get armor.

upgrades:

- deep roots: increase armor capacity to 60%, still require 3 allies to get max armor capacity.

- soiling yourself: deal more damage to enemy you got vanquished and enemies who got hit by the explosion.

- petal powered punch: has a small knock-back, stunned while in air and for 1 second when landed, 3 > 2 cost.

- head pot-ection: 4 > 3 cost.

- wild-eyed: can see nearby enemies trough walls while spectating the beacon 1 > 2 cost.

- pottery power: beacon has 50 health, spawn with overhealth.

- hay-over-there-fever: revealed enemy is revealed forever until enemy got vaquished, healed or zee-lixir effected, aply toxic de-buff to enemy when dealing damage, 2 toxic damage and cannot spread.

- flight of the dandelion: reduced speed making it less then sprint, increased jump height by 10% and increased hover by 25%.

- seed dispersal: works with flower food.

tv head:

- has a cone hat customisation.

- has 5 new gestures (making it 3 default, 2 mr reward-o-tron 9000 and 1 rux).

- primary: 25 > 30 total ammo capacity, 11/13 > 12/14 damage.

- melee: 50 > 30 damage.

- commercial break: bucket has 25 health.

- overheated diner: 75 > 45 damage.

yeti imp:

- has a 2 seconds delay before exploding while doing it's "fuzzy up" and can still move while in "fuzzy up".

- has turn and landing animation.

- cannot get armor.

upgrades:

- cathode kaboom: deal more damage to enemy you got vanquished and enemies who got hit by the explosion.

- stampede: increase armor capacity to 60%, still require 3 allies to get max armor capacity.

- big bite: has a small knock-back, stunned while in air and for 1 second when landed, 3 > 2 cost.

- no fail pail: 4 > 3 cost.

- channel blocker stalker: can see nearby enemies trough walls while spectating the beacon 1 > 2 cost.

- drop in the bucket: beacon has 50 health, spawn with overhealth.

- zero chill: reduced speed making it slightly less then sprint.

- frost and found: revealed enemy is revealed forever until enemy got vaquished or healed, freeze enemy when dealing damage freeze remains for 4 seconds then thaw out but the ice de-buff remains.

-THE END hope you liked this. i will answer some questions/feedbacks you have when i'm able to.

see you in the frontlines signing out.

6 Replies

  • @AngryFreak2 The ideas are cool but Brainium Basher does not deserve any Buff, he is ridiculous, and the Night cap, Snapdragon and the super brainz work very well, they don’t need this change, the rest seems interesting, but I don’t think that citron nasite nasite buffs , actually some nerfs, but I liked the corn.

  • @gametrieuki know brainium basher is somewhat OP but it's only very good against solo players, i want to say that he gets a nerf on his charge time though, the E.M.peach one massive one but it's optional to me, i'll edite that one in (the brainium basher one)

    - edited: i have decided that the damage balance is no more since i want it to be more inline with the fists, with that though the charge one is also gone to match it up too

  • i can't fit no more text characters when i edit my post due to it needing a max of 60000 characters.
    further balance ideas will (maybe) be in loose replies thanks for your time.

  • i had spent like 4 days just to complete this MASSIVE list that i had for some time.
    and i'm making a few edited touches to spruce it up.

    ( i really don't like the 60000 character limit it has it is "anger boiling" to say the least)
  • TheSprinter85's avatar
    TheSprinter85
    Hero
    5 years ago
    @AngryFreak2 I keep forgetting to say man, this is a really awesome list of suggested character and upgrade balance changes! 🙂

Featured Places