#Thoughts on each character and potential safe directions for changes!

7 messages · Page 1 of 1 (latest)

loud citrus
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Hello! I'm Wallaby, a relatively new Bapper (started this playtest) but I've played quite a bit recently and was able to hit Divine in Trios and am currently sitting 31st in Duos. Here is my opinion on each character and what I think a good and safe direction for them might be!

Some important notes. This list is for DUOS ONLY and does not have to do with Trios at all. Also, not all changes I suggest translates to me thinking they should be changed. Some of these characters have safe directions for changes listed in case something happens to cause an imbalance! PLEASE feel free to give feedback, as some of these characters I don't have as many games on and I might not be fully correct on all of my points! Aight here we go:

Kitsu

Honestly Kitsu feels like THE most balanced character in the game right now. She has a single movement ability in Foxtrot that gives her a brief i-frame (invulnerability frame) that enemies can play around, but also provides some good options for safety. She can jump walls in a pinch with Foxtrot, but once that movement ability is down she's very vulnerable. Has really high damage, but requires at least a modicum of skill to actually apply it. Overall, I think Kitsu is in a good spot for Duos.

Safe avenues for change:

  • A cool way to potentially buff or nerf Kitsu in the future could be adjusting the cast time and speed of her charged arrow, Shooting Stars. Otherwise, not really a lot of great ways to adjust her power level outside of adjusting damage/slow amount on Mooncall.

Anna

Uhhh yeah not a whole lot to say that hasn't been said here. Anna is broken in a multitude of different ways, so lets get started! Her damage is way too high, her mobility is utterly absurd, the amount she can sustain with item vamp is disgusting, and her ult, Bullet Hell, provides likely the most value out of any other ability in the game. In Duos, it is a LOT more difficult to burst Anna down and the CC abilities in the game right now are honestly a bit sparse. Anna NEEDS a change, or she will continue to ruin the game mode.

Safe avenues for change:

  • I think a really great way to adjust Anna would be to reduce the amount of bullets her Run N' Gun auto shoots. You can increase the slow down of the auto as well to make the mobility a bit less ridiculous.

  • Her Q, Eat Lead, currently refreshes her CYA! (an ability that would have C'MERE! be a bit more apt as a name) dash fully. A way to potentially adjust this would be to reduce the cd on the dash by 50% of the current remaining cd on hit with Eat Lead. This means if your dash has 4 seconds left in the cd, 2 seconds is reduced, but if it has 2 seconds, only 1 second is reduced.

  • Bullet Hell, her ult, just should have a lot of reductions. Damage is high, really an ability like this shouldn't have full value from vamp, and the slow is pretty rough for melee characters. All of those things could be safe to reduce.

Chuck

Our neighborhood duck and the face of BapBap. I think the duck is definitely really strong, but not in a way that seems concerning to me. He's the only true bruiser type character the game has, and I think overall his power level is fairly balanced, albeit on the stronger side of the balance.

Safe avenues for changes:

  • I'll be honest, the only realistic areas I can see being changed are his base damage on his autos, or some reductions to the value of his ultimate, CHUCK!!!!, particularly in the healing area.
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Sashimi

The fish, while not played quite as often as Chuck from what I've seen, I think actually stands a bit stronger in the current meta. Sashimi has a TON of value from the absolutely obscene amount of shielding and cc it can put down. Definitely could be tweaked slightly, but not a priority.

Safe avenues for changes:

  • Increasing cd on Ginger Aftertaste, the Q, could be helpful due to this being honestly one of the single best cc abilities, if not the best, in the game.

  • Could reduce the amount of shielding Tempura Shock, Sashimi's ult, gives the fish and their allies.

  • Could stand to have some base values reduced a bit.

Kiddo

Kiddo is obscenely powerful right now with how insane his zoning and damage are, and his lack of mobility is not really hindering him enough to warrant how much comes out from this pyro prodigy. Definitely could use some nerfs for duos, though not nearly to the level of some other notable characters.

Safe avenues for changes:

  • I actually think the only areas that could realistically be looked at for Kiddo are his Q, It's Lit, and his movement ability, Flame on. It's Lit DEFINITELY comes out too often, so a bit of an increase to cd is warranted, and the shield amount from Flame on could be reduced a bit as well, though no the movement speed.

Zook

I actually think this rocket slinger is INSANE right now, though not to the level of Anna. The damage output is honestly unmatched by all but Kiddo, and his ability to self peel is pretty absurd. Could definitely use some adjustments.

Safe avenues for change:

  • Honestly, there really isn't anything with Zook I could see being problematic to change, so anything really.

Skinny

Ahhh...the shadow walker that likely graces the comms of DPS players multiple times per game. When you hear that invis go off, everyone panics, including Skinny's own teammates sometimes. Skinny is B R O K E N right now, rivaled only by Anna, and DEFINITELY could use some changes.

Safe avenues for change:

  • Honestly bring the footprints back for Shadow Walk. This introduced some interesting counterplay and made Skinny's have to be a lot more creative with their engages. A way to maybe create outplay options is to make the footprints show up after a brief delay on use, to allow Skinny's some creative 1vX potential.

  • Damages on several abilities could be tweaked back for sure.

  • Effect of Expose on Claw, his Q, could apply for him only, not allies.

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Froggy

Will not lie, the frog feels REALLY balanced right now and I like the spot he's in! I don't see many necessary changes for the slippery swamp master in duos right now!

Safe avenues for change:

  • Could maybe make the i-frames shorter on MLEM, his tongue ability. Otherwise, not a whole lot needed.

Teevee

In my humble opinion, this edgelord is THE most fun character to play right now, but goodness so frustrating at times. He's squishy beyond belief, lacks a lot of the same tools other ranged damage dealers have, and requires a LOT of precision and thought to play properly. I think Teevee is definitely a bit too weak right now, and is the only character I actually would get behind buffing.

Safe avenues for change:

  • Every other squishy ranged damage dealer, including the Frog who's just squishy damage, has an i-frame ability, but not Teevee. His dash, Ctrl+C & Ctrl+V, is a very easy target to apply the i-frame to! I would love to see how this would impact Teevee's strength.

  • Both of his clone abilities, Ctrl+C & Ctrl+V and memcpy, could potentially be looked at for cd reductions.

Sofia

Another character who I think is strong right now, but not to a point I'd say is unbalanced. A good Sofia is an absolute nightmare to fight, but requires pretty solid mastery of the character. She's also REALLY susceptible to open spaces and definitely struggles in certain terrains more than a lot of other characters.

Safe avenues for change:

  • The only thing I think could be slightly adjusted is raising the cd on her counter, Reflect Stance. Otherwise, Sofia feels pretty balanced and simply rewards high level play!

Let me know if you disagree or agree with the things stated here! Also always down to answer questions from players or devs!

candid mica
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I want anna ult to be

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projectiles

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so u can body block

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and so u can counter