Yet another list of suggested character balancing changes (Not giving up.)
Yes, I know. Yet another list of suggested character balancing changes, and this one's the largest by far.
This time, I'm giving my reasoning as to why I think this character needs this, or how this one should be nerfed.
Note: This list has been updated, some new things have been added and some stuff has been removed.
Let's begin.
Peashooter Class
All
-Decrease Chili Bean Bomb cooldown time (45 seconds ---> 40 seconds)
Reasoning: The Chili Bean Bomb may be devistating, but its long cooldown makes it pale in comparison to its counterpart, the Sombrero Bean Bomb.
-Decrease Pea Gatling start/end damage (10/8 ---> 8/6)
-Pea Gatling doesn't penetrate Z-Mech armor.
Reasoning: Pea Gatling's damage output and damage resistance make it well too easy to take out anything standing in the way, even Z-Mechs, and make the counterpart, Retro Gatling, almost pointless.
-Increase Hyper cooldown time (25 seconds ---> 30 seconds)
Reasoning: Hyper allows the Peashooter to move quickly, jump high, and harass Zombies with his splash damage while making himself hard to hit. Its short cooldown and decent duration make it an effective tool to defeat foes.
Fire Pea
-Increase impact start/end damage (6/15 ---> 10/20)
Decrease splash damage afterburn ticks (5 ---> 2)
Reasoning: Fire Pea's splash radius may be small, but it still causes as long of an afterburn duration as a direct hit.
Plasma Pea
-Decrease clip size (14 ---> 12)
-Decrease firing rate slightly.
-Increase ammo used for half charge shot (1 ---> 2)
-Increase ammo used for full charge shot (1 ---> 4)
-Increase full charge shot impact damage (45 ---> 50)
Reasoning: Plasma Pea has a rather high rate of fire, and is capable of putting out more damage by spamming his uncharged shots than actually using the charge.
Rock Pea
-Increase clip size (8 ---> 10)
-Increase splash damage (12 ---> 15)
-Increase reload time by 0.5 seconds.
Reasoning: Rock Pea's base impact damage is actually lower than that of the basic Peashooter. With slower speed and less ammo, he is a relatively underpowered character.
Electro Pea
-Decrease splash damage (18 ---> 15)
-Decrease explosion damage (30 ---> 25)
-Decrease effectiveness of reload upgrades.
Reasoning: Electro Pea's faster move speed, combined with Hyper, makes him a very difficult target to hit, and with his powerful detonation shots make him very powerful against Imps, and all characters in general.
Chomper Class
All
-Decrease base move speed (7 meters/second ---> 6.45 meters/second)
Reasoning: Chomper is actually faster than most characters, combined with goop and burrow to slow his enemies and speed himself up, Chomper easily has one of the highest levels of mobility in the game, along with the ability to slow his targets and ensure they can't get away.
-Decrease turn rate penalty on Gooped and Super Sticky Gooped Zombies.
Reasoning: Goop and Super Sticky Goop's turn rate penalty is all too harsh, and makes it well too easy for a Chomper to get to their victim's back. Its short cooldown also allows Chomper to pick off unaware targets quite efficiently.
-Chomp Cannon applies goop to enemies hit.
-Increase Chomp Cannon projectile speed.
Reasoning: Chomp Cannon's arm time, slower projectile speed, projectile arc and inability to apply Goop makes it very difficult to use.
-Add Spikeweed snare animations.
-Spikeweed takes 1.5 seconds to arm.
Reasoning: Spikeweed being able to arm instantly makes it easy for a Chomper to render a target helpless in an instant, and can effortlessly make quick work of an enemy trying to fight at point blank, such as a Scientist or Super Hero.
Fire Chomper
-Increase damage (8 ---> 10)
-Increase time to overheat (3 seconds ---> 3.5 seconds)
Reasoning: Fire Chomper hasn't been the same since his damage nerf, and with a rather quick overheat, he often ends up overheating before he vanquishes his target.
Hot Rod Chomper
-Decrease effectiveness of speed upgrades.
Reasoning: Hot Rod Chomper is already fast, but with both speed upgrades equipped, it makes it extremely easy to close distance between the player and an enemy.
Power Chomper
-Decrease time to overheat (4.5 seconds ---> 3.5 seconds)
Reasoning: Power Chomper's higher damage and slower overheat rate make him the go to variant for Breath Chompers.
Toxic Chomper
-Increase damage (6 ---> 10)
-Increase time to overheat (3 seconds ---> 4.5 seconds)
Reasoning: Same as with Fire Chomper, except this guy's damage is even less. Since Fire is such a stronger element than Toxic, I wanted to add more of a buff to his overheat time.
Armor Chomper
-Increase health (215 ---> 225)
-Rebuff rate of fire (85 ---> 100)
Reasoning: Armor Chomper may have a load of health, but consider his speed. He practically relies on his abilities to get close, and with a new firing rate nerf, he struggles to defeat enemies without swallowing them.
Chomp Thing
-Decrease max health (135 ---> 125)
-Increase damage (7.5 ---> 8.5)
-Increase time to overheat (4 seconds ---> 4.5 seconds)
Reasoning: Chomp Thing's very fast regeneration is helpful and all, but he still has difficulty winning one on one fights, then escaping to restore his health.
Yeti Chomper
-Decrease firing rate (100 ---> 85)
Reasoning: Yeti Chomper's ability to harass and freeze Zombies at long range, combined with goop, makes him an annoying and difficult character to fight.
Disco Chomper
-Increase Disco Fever damage multiplier (1.33x ---> 1.5x)
-Increase effectiveness of legendary meter upgrade.
Reasoning: His legendary meter upgrade hardly does anything for him. He still needs to swallow as many players to activate his legendary mode.
Sunflower Class
All
-Increase Rainbow Heal Beam heal rate (2.5 health per 1/4 second ---> 3.75 health per 1/4 second)
-Decrease Rainbow Heal Beam length.
Reasoning: To make it unique, and not just a reskin.
Fire Flower
-Increase clip size (30 ---> 40)
-Decrease afterburn ticks (5 ---> 3)
Reasoning: Fire Flower's rapid fire makes it easy to keep an afterburn on a target until they fall, but her ammo supply is a bit short.
Shadow Flower
-Increase start/end damage (9/8 ---> 10/9)
-Increase firing rate slightly.
Reasoning: Shadow Flower is intended to fire faster than other Sunflowers, but it is hardly noticeable.
Mystic Flower
-Decrease move speed penalty when charging up.
-Increase charge build speed by 0.5 seconds.
Reasoning: Mystic Flower's charge is rather underwhelming compared to the other charge up characters, and the great loss in speed while charging makes her very vulnerable.
Metal Petal
-Decrease clip size (50 ---> 40)
-Increase start/end damage (8/6 ---> 10/9)
-Increase reload time by 1 second.
-Increase move speed slightly.
Reasoning: Metal Petal suffers from a lower damage output and speed only comparable to that of Armor Chomper and Iron Citron. She has by no means as much health as they do, and doesn't have abilities that increase that ever so slow speed.
Vampire Flower
-Fix weapon hit registration
-Fix bug where weapon is incapable of dealing damage to Zombies with armor (i.e. Screen Door Zombie, House Gargantuar)
Reasoning: Just some bugs, thought I would mention them.
Stuffy Flower
-Sundrops appear on Shared Vanquish.
-Increase sundrop healing (8 ---> 10)
-Decrease firing rate slightly.
Reasoning: Stuffy Flower needs to land the final blow on her target in order for the sundrops to appear. Being a Sunflower, she doesn't have the potential to do that all the time. She also has a faster firing rate than other Sunflowers, which is supposed to be Shadow Flower's specialty.
Cactus Class
Future Cactus
-Decrease firing rate slightly.
Reasoning: Future Cactus simply doesn't use much ammo for her charge shots, and her uncharged shot is easily spammable.
Camo Cactus
-Increase clip size (5 ---> 6)
-Decrease reload time by 0.5 seconds.
-Increase turn rate while aiming slightly.
Reasoning: Camo Cactus has too little ammo and too long of a reload.
Bandit Cactus
-Fix bug where weapon has no spread.
Reasoning: Just another bug I thought I'd mention.
Zen Cactus
-Decrease effectiveness of reload upgrades.
Reasoning: Zen Cactus's damage is a little on the low side, but her reload upgrades result in a very spammable weapon.
Petrified Cactus
-Decrease clip size (12 ---> 8)
-Decrease impact damage (25-30 ---> 20-25)
-Decrease explosion damage (35 ---> 30)
-Increase projectile speed slightly.
Reasoning: Petrified Cactus's slower and more damaging shots make it much easier to time the detonation, and the resulting damage is almost unreal. As for speed, it's the same as for Jade.
Citron Class
All
-E.M.Peach only stuns Z-Mechs.
Reasoning: The E.M.Peach usually allows Citron enough time put out enough damage to win any one on one fight. Combined with the Peel Shield, Citron is one of the most difficult characters to fight, and one of the easiest to play.
-Increase Hyper Ball cooldown time (25 seconds ---> 30 seconds)
-Increase transformation time between Assault and Ball forms slightly.
Reasoning: Citron's ball form is meant to help him get to the front lines with its great agility, but its very fast transformation time allows Citron to transform and take down his enemies with his powerful weaponry in the blink of an eye, even if he is caught off guard and takes several shots before his transformation.
Citron
-Decrease impact start/end damage (6/3 ---> 5/2.5)
-Increase splash radius slightly.
-Decrease splash damage (5 ---> 4)
-Decrease time to overheat (6 seconds ---> 5 seconds)
Reasoning: Citron's splash radius is very small and useless, but also increases his impact damage significantly, and his laser doesn't really overheat quick enough to make any fight for Citron a challenge. He is meant to be on the front lines, but his long range damage still gets out of hand.
Frozen Citron
-Decrease freeze rate slightly.
-Decrease time to overheat (5 seconds ---> 4 seconds)
Reasoning: Frozen Citron's freeze rate is very fast, and his laser doesn't overheat for a long time, making it extremely easy to freeze a foe and take them down effortlessly.
Electro Citron
-Decrease charge build speed by 0.5 seconds.
-Decrease move speed and disable jumping while charging.
Reasoning: Electro Citron's charge rate is very fast, and makes his half charge shot well too spammable.
Iron Citron
-Deals double damage vs Z-Mechs, Mech Gargantuars, and other armored Zombies.
-Increase effectiveness of legendary meter upgrade.
Reasoning: Strangely, the Mech Breaker doesn't do any additional damage against mechs. Plus, the legendary meter upgrade doesn't really do enough to change anything.
Party Citron
-Adjust impact start/end damage (3.5/2.5 ---> 4.5/2)
-Increase splash radius slightly.
-Decrease splash damage (4 ---> 3)
-Decrease time to overheat (6 seconds ---> 5 seconds)
-Shared Vanquishes fill the Party Time meter by 50% of what the vanquish would've.
Reasoning: Suffers from the same "small splash radius, very powerful for impact damage" as basic Citron. However, his overall impact damage is well too low, and makes it too hard to activate Party Time.
Rose Class
All
-Increase moving hitbox size.
Reasoning: Very similar to the previous situation with Imp's small hitbox, it makes her difficult to hit.
-Increase Time Snare cooldown time (25 seconds ---> 30 seconds)
-Time Snare no longer disables aiming.
Reasoning: Time Snare is a very effective ability, slowing Zombies to a crawl and making them easy to hit, and also disabling aiming, which completely shuts down Super Heroes and Pirates at long range.
-Fix bug where Goatified Zombies do not earn experience points.
-Goatified Zombies are no longer unrevivable if vanquished.
Reasoning: I personally feel these are bugs, but even if they aren't, they just don't make sense.
-Decrease effectiveness of Homing Upgrade.
Reasoning: Roses are capable of locking on to their targets from long distances, and an absurdly long distance with the homing upgrade, making them more snipers with homing projectiles then anything.
Rose
-Decrease clip size (30 ---> 20)
Reasoning: Rose's clip size is quite large, and her damage is quite good, combined with her lock on thistles. All of these factors make her very powerful for a "support" character.
Fire Rose
-Increase uncharged shot damage (5 ---> 6)
-Increase half charged shot damage (15 ---> 20)
-Increase full charged shot damage (50 ---> 60)
-Increase charge build speed by 0.5 seconds.
-Increase full charged shot maximum turn angle (25 degrees ---> 90 degrees)
Reasoning: Fire Rose's projectiles don't turn lock good enough or charge fast enough to make them of much use, and her uncharged shots are mediocre at best.
Frost Rose
-Decrease firing rate slightly.
-Decrease half charged shot and full charged shot projectile speed.
-Decrease half charged shot damage (33 ---> 30)
-Increase ammo used on half charged shot (2 ---> 4)
-Increase ammo used on full charged shot (4 ---> 8)
Reasoning: Her ultra fast firing rate and fast, powerful charge shots allows her to freeze and vanquish her targets easily, and hit targets outside of her normal projectile locking range.
Party Rose
-Increase clip size (18 ---> 20)
-Shared Vanquishes fill the Party Time meter by 50% of what the vanquish would've.
Reasoning: Party Rose has difficulty vanquishing enemies on her own, making it extremely difficult to activate Party Time.
Nec'Rose
-Increase uncharged shot damage (5 ---> 6)
-Increase charged shot damage (15 ---> 20)
-Decrease damage vulnerability on jinxed Zombies (175% ---> 133%)
Reasoning: Nec'Rose's jinx effect severely cripples Zombies, making them take 75% more damage from all sources for a decent duration, making it well too easy to take down almost any enemy, even Z-mechs.
Corn Class
All
-Increase Husk Hop cooldown time (30 seconds ---> 40 seconds)
-Decrease Husk Hop splash damage (7 ---> 3)
Reasoning: Husk Hop is capable of well over 500 damage over about two seconds, and its massive splash damage and radius makes up a lot of it. It's common to see Corn players use this purely as an offensive attack.
-Increase Shuck Shot cooldown time (25 seconds ---> 30 seconds)
Reasoning: These corn rockets deal a massive amount of damage, instantly vanquishing anything other than a mech that they hit (given that they both hit) and the short cooldown allows Corn to pick target after target off quickly and efficiently.
Kernel Corn
-Decrease clip size (45 ---> 40)
-Decrease start/end damage (7.5/6.5 ---> 6.5/4.5)
Reasoning: Corn is all too powerful at any range, and his clip size is absurdly large. He is capable of putting out much more damage with a faster firing rate, compared to his Zombie counterpart, the Foot Soldier. These changes would bring his firepower to be about equal with the Soldier.
BBQ Corn
-Increase start/end damage (4.5/3.5 ---> 5.5/4)
-Decrease afterburn ticks (5 ---> 2)
Reasoning: I feel BBQ Corn's damage was mostly fine, and the real problem was his afterburn. Similar to Fire Flower, the rapid fire made it well too easy to ignite a crowd and leave them to fall to the burning.
Mob Cob
-Decrease clip size (45 ---> 40)
-Increase firing rate slightly.
Reasoning: Mob Cob may deal more damage, but his slow firing essentially lowers his damage per second lower than that of the basic Corn.
Pops Corn
-Remove damage falloff.
-Increase damage (9/10.5 ---> 10/12)
Reasoning: Pops Corn just didn't feel right to me in terms of damage, even by Corn's very high standards.
Party Corn
-Increase clip size (35 ---> 40)
-Decrease start/end damage (6.5/5.5 ---> 5.5/4)
-Shared Vanquishes fill the Party Time meter by 50% of what the vanquish would've.
Reasoning: Less damage and ammo shouldn't affect him that much when Assists and Shared Vanquishes fill his Party Time meter partially.
Torchwood
-Rebuff Wood Chipper damage (5/3 ---> 7.5/4.5)
-Decrease Blazin' Blast damage (15 ---> 13)
-Decrease Smoldering Madness damage (5.5 ---> 5)
-Decrease Leaf Shield damage resistance (50% ---> 40%)
Reasoning: I feel Torchwood was meant to be a stronger, tankier, yet larger and slower version of the All-Star. While the accuracy nerf was necessary to keep them out of long range, the damage decrease went too far. These changes would make him strong again, yes, but he would still be inaccurate for long range, and his abilities would be much less broken.
Soldier Class
All
-Decrease Zombie Stink Cloud / Super Stink Cloud cooldowns by 10 seconds.
Reasoning: The Zombie Stink Cloud does nothing but get in everyone's way, near useless for damage.
Super Commando
-Increase clip size (3 ---> 4)
-Decrease effectiveness of Reload Upgrades.
Reasoning: Super Commando's fourth pellet was what made him so good in the first Garden Warfare game. On top of his already fast reload, he gets two reload upgrades which essentially leads to a barrage of spam.
Tank Commander
-Increase projectile speed.
-Increase splash damage (20 ---> 25)
Reasoning: Tank Commander has always been a weak character variant, mostly due to his low splash damage.
Sky Trooper
-Increase clip size (25 ---> 30)
Reasoning: Sky Trooper's specialty is a fast firing rate, similar to Corn. However, he ends up going through his entire clip a bit quickly.
Park Ranger
-Increase clip size (18 ---> 20)
-Decrease stink cloud damage (2.5 ---> 2)
Reasoning: Park Ranger's damaging stink clouds end up resulting in a very high damage output, and is not only extremely effective against players, but bosses, too.
Scuba Soldier
-Increase start/end impact damage (25/15 ---> 35/20)
-Decrease splash damage (30 ---> 20)
-Enemies hit by the Sonar Shot are visible to all Zombies.
Reasoning: Scuba Soldier's ability to see enemies hit through walls makes him a very powerful character when combined with his powerful splash damage.
Engineer Class
All
-Increase max health (125 ---> 150) (Roadie Z: 150 ---> 175)
Reasoning: Engineer's lower base speed and larger hitbox make him easy to hit and take down.
-Increase Sonic Grenade cooldown time (25 seconds ---> 30 seconds)
Reasoning: The Sonic Grenade's massive stun radius and short cooldown make it a powerful tool, allowing the Engineer to land several powerful hits before the stun wears off.
-Decrease Big Bolt Blaster start/end damage (12/10 ---> 10/8)
-Big Bolt Blaster hitbox adjustments (Attacks towards Blaster hitbox hit the Engineer for 50% less damage, attacks towards Engineer hitbox deal normal damage)
Reasoning: The Big Bolt Blaster is a very powerful tool, but it can be very difficult to take one down, because any shots towards the blaster's hitbox won't deal any damage, leaving you have to hit the Engineer's hitbox, which is mostly covered up by the blaster. On top of that, any damage towards a blaster Engineer will end up dealing 40% less damage.
Welder
-Increase impact damage (15 ---> 20)
-Decrease splash damage afterburn ticks (5 ---> 2)
Reasoning: Welder's splash plays a huge role in fighting enemies. The significant afterburn duration combined with the radius of the splash makes for a very damaging combination.
Mechanic
-Decrease reticle spread.
-Decrease weapon recoil.
Reasoning: Mechanic has difficulty hitting targets from farther away, and even at close range, his weapon recoil can end up making him miss a lot of his shots.
Painter
-Increase firing rate slightly.
Reasoning: Painter's slow firing rate and unreliable splash make him a very difficult character to play.
Plumber
-Remove splash damage falloff.
-Increase impact damage (10 ---> 15)
-Increase reload time by 1 second.
Reasoning: Plumber used to be quite overpowered in GW1. Since then, his splash radius has been decreased and the damage now has falloff. These changes would make him quite powerful again, but I think a longer reload time would make him somewhat balanced.
Landscaper
-Increase clip size (10 ---> 12)
Reasoning: Landscaper has a rather decent firing rate, he simply goes through his clip too fast.
Sanitation Expert
-Increase projectile speed.
Reasoning: Sanitation Expert's slow projectiles make it very unreliable for longer range, or even mid range.
Scientist Class
All
-Decrease base move speed (7.45 meters/second ---> 7 meters/second)
Reasoning: Scientist's already fast speed, combined with warps, make for a very agile and damaging close range fighter.
-Increase Warp cooldown time (25 seconds ---> 30 seconds)
-Increase Mega Heal Bomb cooldown time (15 seconds ---> 20 seconds)
Reasoning: These two abilities have very short cooldowns, and make it easy for the Scientist to keep himself alive after warping in to vanquish a foe or two, and repeat the process.
Chemist
-Rebuff damage (35 ---> 40)
-Rebuff firing rate (95 ---> 100)
-Increase reload time by 0.5 seconds.
Reasoning: Now I really don't understand why this guy was nerfed. Look at him. His weapon is already limited to close range. But since people would probably still rant about it, I decided to add on a slight increase in reload time.
Paleontologist
-Decrease splash damage afterburn ticks (5 ---> 2)
Reasoning: Let's see... A Scientist with a fast firing speed, fire damage, and... splash?
Zoologist
-Increase clip size (6 ---> 9)
-Increase range slightly.
-Decrease damage (30 ---> 25)
Reasoning: Zoologist's damage, combined with firing speed, make him almost a direct upgrade to the Chemist.
Computer Scientist
-Increase reload time (0.5 seconds ---> 1 second)
-Increase Crunch Mode damage multiplier (1.25x ---> 1.5x)
-Increase effectiveness of legendary meter upgrade.
Reasoning: Yet another Scientist I don't understand was nerfed. He still needs five player vanquishes to activate his legendary mode, even with the upgrade, so that's still worthless. And the lower damage multiplier? I fail to understand. The only thing wrong I see is his reload time.
All-Star Class
All
-Decrease base move speed (7 meters/second ---> 6.45 meters/second)
Reasoning: The All-Star is the team's Heavy Weapons Guy. Why he has more speed than most other Zombies, I don't understand.
-Remove Overheat Upgrade nerfs.
Reasoning: Remind me again why All-Stars and Superheroes were nerfed in this way, and not Citron?
-Remove Imp Punt push factor.
Reasoning: The large, damaging explosion is very hard to escape from when the bomb is pushing you with it.
-Decrease Imp Punt explosion radius.
-Increase Long Bomb explosion radius.
-Increase Imp Punt cooldown time (20 seconds ---> 30 seconds)
Reasoning: The Imp Punt's significant explosion and overall effectiveness as an offensive ability make it quite powerful. The Long Bomb's underwhelming explosion and overall uselessness at close range make it quite weak and unusable. Both have a short cooldown, deal lots of damage, and are very spammable.
All-Star
-Increase long range damage (4 ---> 5)
Reasoning: The All-Star's damage is honestly, quite underwhelming now. He can have some difficulty vanquishing enemies from a longer range.
Cricket Star
-Increase long range damage (3 ---> 4)
-Decrease afterburn ticks (5 ---> 3)
Reasoning: Like the All-Star, his lower damage results in difficulty vanquishing farther enemies. However, his barrage of bullets make it easy to keep a target on fire until they fall.
Rugby Star
-Increase firing rate slightly.
-Decrease weapon heat generated.
Reasoning: Rugby Star's fast and splash damaging, but slow firing bullets result in it being very difficult to get anything done.
Wrestling Star
-Increase start/end damage (15/6 ---> 18/9)
-Decrease weapon heat generated.
Reasoning: Similar to Rugby Star, but with none of the splash.
Moto-X Star
-Increase impact start/end damage (3/2 ---> 4.5/3.5)
-Plants fully covered in dirt are unable to attack or use abilities, and move 75% slower.
Reasoning: The dirt does nothing but disable abilities, making Moto-X useless compared to Goalie.
Tennis Star
-Increase long range damage (3.5 ---> 4)
-Tennis Star moves 25% slower with his weapon reved up.
Reasoning: Tennis Star's specialty of moving around at full speed with his gun reved up makes him a very difficult target to hit, while he puts out a great deal of damage.
Imp Class
All
-Rework hitbox size while moving so it is small again.
-Increase base move speed (7.7 meters/second ---> 8.45 meters/second)
Reasoning: Imp's larger hitbox makes him extremely vulnerable to fire damage, rapid fire, and a lot of other things that at one point, didn't trouble him all too much.
-Increase Gravity Grenade cooldown time (40 seconds ---> 45 seconds)
-Decrease Gravity Grenade duration (3 seconds ---> 2 seconds)
-Gravity Grenade does not recharge on death.
Reasoning: Gravity Grenade's ability to make Plants immobile is a very powerful tool. On top of that, the Imp is able to hide underneath his caught enemies, making it impossible to hurt him without any splash damage.
-Increase Impkata start/end damage (3.5/2.5 ---> 4.5/3.5)
-Remove Impkata damage resistance.
Reasoning: Impkata may have a lock on system, but the low damage per hit, slower speed, and inability to jump while active or cancel the ability, all for 20% damage resistance essentially make you even easier to hit and even harder for you to vanquish foes.
-Increase Mech cooldown by 30 seconds.
-Adjust all Mechs life time to 90 seconds.
Reasoning: Some mechs have an absurdly long life time, and their overall shorter cooldown makes them even easier to spam.
Imp
-Decrease max health (75 ---> 50)
-Increase clip size (35 ---> 40)
-Increase end/start damage (5.5/4 ---> 6.5/5)
-Decrease weapon recoil.
-Decrease speed of reticle spread.
Mech
-Decrease Missile Madness splash damage (10 ---> 5)
Reasoning: Imp's recoil and weapon spread become very noticeable early on, and his low damage and short clip size make it difficult to fight without his abilities or mech. A much needed nerf in health would counteract these massive (yet necessary) buffs.
Lil' Drake
-Decrease max health (75 ---> 50)
-Increase start/end damage (5.5/4 ---> 6.5/5)
-Decrease afterburn ticks (5 ---> 3)
-Increase reload time by 0.5 seconds.
Mech
-Decrease Drake Flame damage (12 ---> 10)
-Decrease Dragon Swoop damage (75 ---> 50)
Reasoning: The little guy's slow rate of fire, combined with slow projectile speed and low damage make it difficult to defeat enemies. However, his afterburn can get a little out of hand at times.
Pylon Imp
-Increase splash damage (3 ---> 6)
-Decrease effectiveness of reload upgrades.
Mech
-Fix bug where "Drag Race" shows as "Sprint Tackle"
Reasoning: His massive splash nerf results in a lower impact damage as well. A bit more splash would bring impact back up to where it was before.
S.H.R.Imp
-Decrease max health (75 ---> 50)
-Increase start/end damage (6.5/5.5 ---> 8.5/7)
-Increase accuracy.
Reasoning: S.H.R.Imp has decent range, but his slower firing often gets the better of him, resulting in losing a lot of fights.
Z7 Imp
-Decrease max health (75 ---> 50)
-Increase start/end damage (12/6 ---> 14/7)
-Increase accuracy.
Mech
-Decrease Z-8 Avenger start/end damage (11/7 ---> 10/6)
Reasoning: Z7's ability to fire as fast as the trigger is pulled is great and all, but his damage at a range is very underwhelming.
Party Imp
-Decrease max health (75 ---> 50)
-Increase start/end damage (4/3 ---> 6/4)
-Decrease weapon recoil.
-Decrease speed of reticle spread.
-Shared Vanquishes fill the Party Time meter by 50% of what the vanquish would've.
Mech
-Decrease Missile Madness splash damage (10 ---> 5)
Reasoning: Party Imp's even lower damage output than default make it even harder to use him without abilities or the mech. His Party Time meter can take a long time to just activate once because of that.
Scallywag Imp
-Decrease max health (75 ---> 50)
-Increase start/end damage (14/10 ---> 20/12)
-Increase close range damage (4 ---> 10)
-Increase Yohoho Mode damage multiplier (1x ---> 1.5x)
Mech
-Decrease Cluster Cannons damage (35 ---> 30)
Reasoning: Scallywag Imp's low damage per shot makes him quite difficult to use effectively, and his legendary Yohoho Mode doesn't increase his damage.
Superhero Class
All
-Decrease base move speed (7 meters/second ---> 6.45 meters/second)
Reasoning: The Superhero's faster speed than most characters, along with abilities that offer speed, make it easy for him to get into a close range fight.
-Remove overheat upgrade nerfs.
Reasoning: Again, why were All-Stars and Superheroes nerfed this way, but not Citron?
-Increase turn rate when aiming.
Reasoning: Yes, I get that the Super Hero is meant to be a melee character, but his turn rate while using his beam is just ever so slow.
-Increase Turbo Twister speed.
-Turbo Twister can be cancelled at any time.
-Decrease Turbo Twister damage resistance (50% ---> 40%)
Reasoning: The inability to cancel a Turbo Twister can be devistating at times, and the damage resistance can make it rather difficult to vanquish a spinning hero once he gets close.
-Increase Heroic Kick cooldown time (15 seconds ---> 20 seconds)
Reasoning: The Heroic Kick gives the Super Hero a great burst of speed, allowing him to close almost any medium distance and engage a melee fight. Its short cooldown makes it easy to go from enemy to enemy and vanquish them with the Super Hero's powerful fists.
Cozmic Brainz
-Adjust fists damage (20-45-70 ---> 15-50-80)
Reasoning: Cozmic Brainz's melee is all about charging up a powerful punch and potentially resulting in making a Plant unrevivable.
Electro Brainz
-Increase punch rate slightly.
-All punches cause electric damage.
Reasoning: I personally find his punches a bit on the slow side of things, and with only the last hit causing electric damage, you often end up vanquishing your main target before you deal any electric damage to anyone near them.
Party Brainz
-Increase start/end laser damage (3.5/2.5 ---> 4/3)
-Increase fists damage (5-15-35 ---> 10/20/40)
-Shared Vanquishes fill the Party Time meter by 50% of what the vanquish would've.
Reasoning: Party Brainz's low damage output and inefficient Party Time meter build rate result in him being very difficult to use.
Breakfast Brainz
-Increase start/end laser damage (5.5/3 ---> 6.5/4.5)
-Increase fists damage (4 ---> 5)
-Increase starting laser firing rate by 20%.
Reasoning: Breakfast Brainz's damage can feel a bit low at times, and when just starting up his attack, it can take forever to get enough firepower to stand much of a chance.
Pirate Class
All
-Increase Barrel Blast cooldown time (15 seconds ---> 20 seconds)
-Decrease Barrel resistance (80% ---> 70%)
Reasoning: 80% resistance is a lot, considering it basically takes five times as long to vanquish a Barrel Pirate.
-Cannon Rodeo hitbox adjustments (Attacks towards Cannon hitbox hit the Pirate for 50% less damage, attacks towards Pirate hitbox deal normal damage)
-Increase Cannon Rodeo ammo (6 ---> 10)
-Increase Cannon Rodeo explosion damage (20 ---> 30)
Reasoning: Like the Big Bolt Blaster, the Cannon's hitbox can be difficult at times. However, the Cannon's low overall damage and ammo supply make it kind of weak.
Captain Deadbeard
-Decrease scattershot damage (35 ---> 30)
Reasoning: The Pirate is meant to be a sniper, not a close ranged fighter. His scatter is too much of a powerful close range tool.
Captain Cannon
-Decrease scope impact damage (30 ---> 25)
-Decrease scope explosion damage (35 ---> 30)
Reasoning: People underestimate the characters that can detonate their shots in the air. They do take some skill to master, yes, but in the right hands, it becomes impossible to hide or run from the detonations, and very difficult to combat.
Captain Flameface
-Rebuff scope firing rate (125 ---> 150)
-Increase scattershot damage (25 ---> 30)
Reasoning: His slower scope firing, combined with less damage, results in it taking longer for him to vanquish. On top of that, his scattershot's short range and low damage make it almost useless at times.
Captain Sharkbite
-Increase clip size (10 ---> 14)
-Increase scope impact damage (15/18 ---> 22/25)
Reasoning: I can understand why his scope splash damage was decreased, but they could've also increase his scope impact damage to counteract that. He deals about as much damage as the basic Deadbeard, but with a slower firing rate.
Captain Partyman
-Increase clip size (8 ---> 12)
-Shared Vanquishes fill the Party Time meter by 50% of what the vanquish would've.
Reasoning: Captain Partyman packs some decent firepower, but his decrease in ammo makes it impossible to vanquish larger targets with a single clip.
Captain Squawk
-Increase scattershot damage (5 ---> 8)
-Decrease starting scope reticle spread.
-Decrease reticle spread for scoped shots.
-Add a small splash radius to the scope that deals 20 damage.
-Decrease scope impact damage (39/46 ---> 30/40)
Reasoning: Captain Squawk's low scattershot damage makes it a pain to use, and his scope's starting spread, as well as lack of splash can make it difficult to use as well.
Hover Goat-3000
-Rebuff Radical Raygun damage (6.5/4.5 ---> 7.5/5.5)
-Add a small splash radius to the Mega Awesome laser that deals 3 damage.
-Increase Tubular Turbo activation radius.
Reasoning: The Goat may be a supportive character, but his damage feels a little low at times.
Edit: Let's get a few things straight. This is my list, and not all of you are going to agree with me on a lot of the things I have posted here, and that's okay.
Why?
Because after the long journey I have made throughout my updated suggested character balancing lists, I've grown to learn a few things, such as the fact that all people share their own opinions, and aren't always going to agree with what you think.
I care about this game in my own ways, just as I'm sure many of you do the same, in your own unique ways. I am simply stating my opinions on the topic at hand.
To anyone who dislikes my opinions, please know that I'm okay with that, and let's try our hardest not to get into anymore comment wars (which is ironic, because on the day I edited this in, I stupidly revived a comment war on this very post, to which, I now regret) and just respect each other for their own opinions.