I've seen a trend of doing these big threads of a bunch of difference balances so I wanna do my own take on it. I won't be adding much context on some of these but feel free to ask about any! Also you may notice more buffs and reworks here than direct nerfs or abilities get buffs AND nerfs, that's just how I feel the general direction of the game should go.
Oh and for how this'll work:
= Buff
= Nerf
🟡 = Rework
Teleportation ⚡
Deals 8 damage of chip damage and a brief hitstun whenever you teleport through someone.
Soda 🥤
Punch damage 11.8 -> 13
Max hp 105 -> 115
Boomerang 🪃
Windup time 2.5 seconds -> 2 seconds
Damage 16 - 25 -> 20 - 30
Hit detector no longer goes invisible after a certain windup time
Soap 🧼
Damage 20 -> 25
🟡 Soap is no longer homing, instead its direction is influenced by the direction you're walking.
Robot 🤖
Wrench throws wrench gets a considerable size increase.
Hitting your robot with the wrench now gives the robot +4 speed and a 50% damage buff for its lifetime.
Slime 
Ooze trap now deals melting damage when caught inside. (15 damage per its total uptime.)
Slime boots now leave tiny puddles of slime where you land. (These ones only do the melting damage however)
Total bounces with slime boot: 6 -> 4
Mushroom 🍄
🟡 Root implant now gets a much smoother and faster animation going in and out of the ground & it can now be cancelled
- However its total uptime is only 2 seconds now. (Heals as much health as before)
🟡 Mushroom gains a "rogue" option. Which allows them to not be forced to team up with other mushrooms
Programmer 💻
🟡 Virus spread now only fires 5 projectiles in a cone shape in front of the programmer however,
- Effect time 3 seconds -> 5 seconds
- Total damage 5 -> 15
Virus spread projectiles transparency greatly reduced.
Syntax error now reflects projectiles
Barrier 🧱
Barriers passive shield now blocks any projectiles without a cooldown.
- Archer / baller bypasses it
However, the passive shield can now be deactivated for 10 seconds by punching the barrier user.
(There is visual indication when the passive is up / down)
Shield clap can no longer be used while a barrier is spawned
Stone 🪨
Damage cap against user when E is up: 10 damage -> 5 damage.
Boulder toss damage 30 -> 25
Boulder toss cooldown 24 -> 18 seconds
Snow ❄️
Snow wall is now a solid anchored wall.
Roll speed of snowball is now slowed down to slightly slower than walkspeed (so you can roll it up easier)
🟡 Snowball now deals one big hit of damage and knockback if hit. (instead of hitstunning and instakilling)
However the time for the snowball to gain size is reduced.
Cards 
You can now hold Q to charge up to 3 cards thrown at once
- Max charge will do 10 fixed damage per card and be thrown in a cone shape (like vampire)
🟡 Reflective shield reworked to function like it did in the april fools event (but with a longer cooldown)
💩









