Re: Things in the game that might have to be patched(balancement)
Wizard:
Primary
-The general dps of the primary isnt even all that strong, the issue with it is rather in the fact that this dps stays consistent over long ranges.
This issue should rather get fixed, by either reducing projectile speed, or adding falloff.
Charged shot
-"Its only use is to hit plants behind cover"
Yea thats what its used for, or for shooting into a group of enemies while pointfighting.
The general dmg it doesnt isnt even that low, since it hits about the same amount of a uncharged crit, or even more. The only issue that I see with it, is the charge time being a bit too high.
Spell disaster
-You are using a 80dmg burst ability on a support.
Not being reliable is the least that they do to it.
This also slightly helps to reduce the amount of suicide spell distaster wizards that you will see.
-Co star
The ability already allows for really powerfull combos, and reducing the cooldown would make it even stronger and also reduce the downside of being ejected from it, wich is one of the few counterplays a good wizard & sb combo has.
Also wizard is a support that is supposed to stay close to his teammates and a warp would not only be used too selfishly for lone wolf players
and it would also go against the class design of wizard, that is all built around staying near teammates.
Snipers
The issue isnt there
The role of a sniper works like that by design
A sniper wins all long range engagements against non snipers, but looses against all other classes up close, if the player isnt highly skilled. Snipers also tend to have lacking abilities and mobility, to ensure that they can be flanked.
Here a few examples:
-Tf2 sniper
Can oneshot everything with a medium charge/firerate
Only has his machete or the smg to defend himself, wich is not very powerfull, even on short ranges
-Csgo awp
Can oneshot everyone with a good firerate
Takes good aim to use
Player has no other primary and might need need to use his pistol, or the increadibly unacurate awp unscoped in close range
-Kinnesa paladins
2 shots most classes with a fast charge rate
Unscoped is the worst weapon in the game
Movement ability is good for reaching highgrounds, bur lacluster to escape, since all flankers have mobility options way better than her
This is how snipers in games work
Primary
-As a sniper main with both snipers at gm5 for some time now I can tell you that unscoped is still fairly good at killing bad flankers, and thats what the weapon is for. You will loose against good flanker players by design and thats okay.
If you dont wanna die against good flankers, you need your team to kill them before they reach you, or kill them yourself, or be lucky.
Charged
You basically descriped how snipers work.
Snipers are the best classes longrange and cant be beaten that way. Keep in mind that BfN snipers arent even all that strong compared to the skill/efficiency
ceiling that other games like OW, Paladins or Tf2 have. Also important is, that snipers glow when they are charging up and leave a fairly obvious bullet trail behind, wich makes it easy to know where the sniper is. If you are a class that cant flank you can just pay attention to the position of the sniper and move outside of his sightline, wich are btw fairly limited, since popcap put alot of invisible walls up so that sniper dont even have that many options for sightlines. Another thing is that the charge for a shot takes 3s, meaning that sniper ttk is around 4s wich is pretty high compared to most classes, even if the sniper dmg comes in bursts.
Movement ability
-Snipers only have movement abilities in order to reach highgrounds and not to efficiently escape, since that would make them less flankable.
The only issue that I see with the abilties rn is that ancor's path tends to be weird and that cactus takes to long to reach highground.
(Another issue would be the lack of highground/even highground for both sides, but idk if popcap will ever do map reworks)
Drones
-Keeping bulb barrage shooting would eliminate all of the risk, and bad idea, since it would just be used as a crutch for being bad at sniping and it wouldnt fix the real issue with drones.
-Drones have almost no use
A good player is way better with sniping, than he would ever be by using the drone.
This ends up making the drone fairly useless and only being sometimes used for the ability.
One way of making drones viable, while not making them to strong would be to make their abilities support based. Something along the lines of a reveal ability or a ability that functions like jinx.
The snipers would profit of that and be able to help their team defend.
This would make the drones usable on all levels of play, while keeping them at a power at wich they dont annoy other people.
Barrel
Its a defensive ability, it shouldnt be used for actuall killing, but rather for defensive purposes.
And just higher health wouldnt fix it.
The best fix would most likely be that he doesnt loose his momentum if the barrel would get destroyed and the ability for the barrel to fully take his, so that a hit that destroyes barrel only destroys barrel and doesnt hit DB aswell.
Corn
Corns health got reduced, since he is the equivalent to soldier as a rapid fire generalist
Soldier
You are saying that soldier is too strong, but you also wanna buff him ?
Safezones
The safezones and spawns are made in a way to ensure that the game goes on to reach the last point.
Since a satisfiying game is a game that reaches the last point and then one side wins by a slight margin.
The first point should always be favored for the attackers to ensure the capturing of the first objective.