Kama's consolidated suggestions

##Since this post has evolved over time into what is has become I will be posting a new thread and leaving the old thread intact and buried.

This was approved by one mod. If another mod/admin thinks I should have bumped this thread or deleted this thread when I created the new please PM me to discuss action such as deleting one of the two or merging them.


Rather than make 50 different posts in the relevant sections I figured one big post would be easier to ignore.

This is all my complaints, suggestions and horrible ideas thrown into one thread for everyone here at the forums to read and laugh at how horrible some of the suggestions/balance changes are and agree with at least one of the bug fixes/improvements all while those that know me on xbox tell me that I’m doing it all wrong and supports are not DPS stop playing them that way.

Starting with:
##General

  • Make soft select auto select that character if you time out instead of random.
  • Allow soft selecting a character after the enemy team has selected it. (unless draft)
  • Add the ability to swap characters with a teammate in draft. (requires both players approve it of course)
  • Remove the ability to see the enemy picks in non-draft character select.[1]
  • Add an additional “Are you sure? This item is currently in use” prompt to deleting items if that item is currently used in a loadout.
  • Add the ability to buy certain items even if it’s at insanely high prices.[2] (note: do not use platinum for this)
  • ADD AN OPTION TO SHOW TEAM HEALTH BARS! [3]
  • Move bots battle queue to training.
  • Add bighead, warfare and chaos rumble to quickmatch.(random mode/map, rarer than standard gametypes)
  • Change return to base coding to actually despawn the character and respawn them at base.[4]
  • FIX PHANTOM BULLETS![5]

[1] In a competitive setting seeing what the enemy team picks either leads to counter picks and counter-counter picks or last second picks.
This prevents counter picks and helps players focus more on their team comp rather than trying to counter what the other team picked.

[2] Locking any non cosmetic-only items behind a double RNG only system is detrimental to competitive and casual play alike.
The ability to purchase items would allow players to grind toward those few items they don’t have and allow for a way around RNG to get that one item you’ve opened hundreds of lootpacks looking for.
The price would need to either be very high or limit players to 1-2 a week so it doesn’t render the current loot system obsolete.

[3]
Come on guys this is critical for experienced players to coordinate team play whether it’s for the healer to know who is hurting or when to fall back and cover allies.
Give the option and just set the default to off.
To those who say this adds too much clutter: Why would this affect you if it’s turned off by default? Most of the players I know don’t care so much about clutter as long as it’s info they need.

[4] This allows players to fix bugs such as permanent reveals or split miko beam and also changes some gear dynamics in allowing players to proc 60s after respawning gear while slightly nerfing survivors gear set.

[5] Sometimes when you fire on certain characters[5.1] you will expend part of your clip, the firing animation will play and no projectiles spawn. This is not just the failure of the client loading the texture as you will deal no damage with those shots.
This effect is painfully apparent on KU’s alt-file when it happens as it will expend 2/3rd’s of your clip with no effect or damage. It appears to be more common (but not limited to) the first few shots after a reload.
[5.1] Benedict(rare), Ernest(rare), Kid Ultra(COMMON on alt-fire), Marquis(rare-ish).
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##Gamemode Changes

Warfare Rumble:

Instead of removing shields and buffing damage with questionable math simply give all BB minus %50-%75 DR.
This solves sentry one-shots and makes all AI quite deadly while still maintaining the low TTK.

Capture/Faceoff

Whether it’s more routes out of the base or 5s damage immunity/10s CC immunity upon exiting the base something needs to be done about the spawn camping in those modes.
Faceoff is particularly bad as the winning team can hold off on depositing the final few masks until the time is up and prolong the camp if the other team either won’t surrender or doesn’t know about surrendering.

Capture rework / Capture Extreme

  • Score upped to 500.
  • Pads now charge while friendly player is on them up to a max of 50 points.
  • Points deplete over time adding the charge to your score.
  • If a player is on the pad while the pad is fully charged it will supercharge the pad doubling the points gained from that pad as long as the pad is at max and the player is charging it.(more than one player standing on the pad will charge it to 50 faster but will not make it generate score any faster than one player)
  • All players on a friendly supercharged pad are marked while on the pad. (sorry pendles)
  • When a pad reaches 0 points it reverts back to neutral and starts accumulating neutral points with a max of 50.
  • Standing on an enemy pad quickly depletes the charge, upon reaching 0 the pad is neutral and then captured when it reaches 1 point.
  • Having one player from each team on a pad will drain the pad at twice the rate of no players being on the pad and will end with the pad being neutral until one player is removed.
  • Capturing an enemy controlled pad will generate a small burst of shards(50/100?)
  • Standing on a captured pad will generate a small amount of xp/shards depending on the charge of the pad (5 shards/3xp a second at max charge?)
  • When a team reaches a 100 point lead minrec will take pity on the losing team and grant them occasional minion bots to help slightly annoy the other team. These bots go to non-friendly pads and grant no XP when killed.
  • If the score gap reaches 300 minrec will upgrade those bots to headhunters to help moderately annoy the enemy team.
  • If the score gap reaches 400 minrec decides to actually attempt to help and upgrades the headhunters to ronin bots. (Note: if the score gap is slightly closed the bots will be destroyed and the correct tier will spawn, if the gap is completely closed all bots are destroyed and no more spawn)

Incursion

  • Remove sentry blocking where a sentry pins a player against an obstacle.
  • Sentries should retreat from fire not mosey into lane so the enemy team can get a better shot at it.
  • Sentries should mark players damaging it.
  • While shields are up sentry should have a 50% damage resistance against players.
  • Allies shooting a sentry and allied elite/shepard bots should not trigger the sentry damage warning.
  • Add sentry shield amount to the top bar in incursion.
  • Give the second sentry the old monuments cannon of death.
  • Fix the audio/visual warning on monuments for the double thrallls and first sentry. This has failed multiple times.
  • Greatly reduce the single thrall/bonecrusher knockup range.
  • Fix the bug where minions in siege mode turn the laser on players after the sentry is destroyed resulting in near instant death.
  • When the first sentry is destroyed instead of destroying all builables near it either leave them as is or don’t let the enemy team build them.[1]
  • Remove the random damage element from the double thrall grenade. Either deal massive damage all the time or not at all.
  • Increase the capture time for the double thralls by 50%. (this is to encourage thrall stealing)

[1]The main issue with wiping all buildables when the sentry goes down is the enemy team can rush the losing team back to the second sentry immediately and build up defenses in the losing teams base.
Leaving the buildables up would help prevent that just a little bit.
Another more extreme option would be to remove the ability for the other team to buy those buildables.
This would prevent the enemy team from setting up camp and stretch supply lines(heal station/minion clear) to help the losing team.
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##Map Changes
Echelon changes

  • Double the width of the main chokepoint near the first sentry.
  • Move the first sentry in echelon closer to the heal-station so players and minions have to round the corner to hit it.
  • Lower the area for the second sentry so it can’t be hit from mid-map or from the stairs.
  • Move the accelerator near the first sentry in to the other side of the ramp and move the thumper to where the accelerator currently is.
  • Add a shock turret near the choke point at the first sentry on the wall the thumper is currently on just far enough back from the corner that it can’t be hit without rounding the corner.
  • Raise the thumper near the second sentry so it can cover the flat area near the shard. [1]
  • Add either a stinger or a shock turret in the center near the big shard spawn. Turret should be able to fire at both the bridge and the heal station.

[1]Seriously why was it put there is the first place? it can’t hit anything with the sentry in front of it and a wall blocking the only useful angle it has.
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And finally:

Non-Balance/QoL Character Changes

Alani
Changes:

  • Bind reload to self heal.
  • Fix bug on “L3(L) Pressure Wash” where hits at extreme range do not grant osmosis stacks.

Ambra

  • Fix bug that allows her to sprint while maintaining her primary attack.
  • Slightly increase jump height.

Attikus

  • Remove passive consumption from skill activation and bind it to reload so reload button causes the next skill to consume stacks.

Benedict

  • Fix bug with high reload loadouts that causes you to have to reload twice.
  • Change the sound of the reload animation so when you hear the rocket click in it is actually added to the clip instead of it being added .5s later.

Boldur

  • Improve hitbox on unarmed attacks.

Deande

  • Holotwin no longer gives EXP when destroyed.

El Dragon

  • L4(L) “Rope-a-Dope” now sends you back in the direction you came when Closeline ends and no longer requires hitting a wall.

Ernest

  • Fix bug with high reload loadouts and L2(M) "Drum Mag’ causing you to reload twice.

Galilea

  • Fix bug caused by stunning/pulling her out of her ult that causes her to have a 90% damage resist until ult or death.
  • Something something CC.
  • Needs blind.

Ghalt

  • Don’t fix bug where ghalt’s shotgun sometimes disappears after he uses his ult.

Kelvin

  • Improve hitbox on Ice Wall.

Kid Ultra

  • Fix the bug that allows L5® to heal sentries.

Kleese

  • Add directional control and cancel for doublejump.

Marquis

  • Lower the point his gun fires from when zoomed in just a little to prevent “Head Glitching” on inclined surfaces.

Miko

  • Fix “Split Beam” bug.
  • Lockon radius reduced for secondary to make selecting target easier when clustered.

Orendi

  • Fix primary attack bug where the firerate stutters occasionally.
  • Increase damage indicator for pillars to match the actual pillar radius and add damage indicator for L4(L) “Preamble of Pain”.

Phoebe

  • Fix bug where Phasegate sometimes fails to activate when taking damage.
  • Fix bug causes Phasegate to cancel and enter cooldown when shield is broken and L6(M) “Contingency Plan” is active.

Whiskey Foxtrot

  • Add character select idle animation as a taunt.

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##Gear

  • Give reward to new players for completing the incursion training one max roll of each base type( white no flaws)
  • Reduce bonus effect on “Bola’s target finder” to 7.5% and remove the ability to stack this effect.
  • Legendary effect for “Voxis Core” can now only proc once per second.
  • Increase “Borrowed Timer” legendary effect cooldown to 120s.

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Since most people seem to think my changes are too extreme/just plain bad I have taken the time to hide them in a drop down list for you to ignore.
While I do think character balance is needed I would like to focus this post on the fixes to improve the core game and modes+QoL improvements.

My personal opinion on character changes

##Change to wound

  • Minor wound: Lessens all healing and regen. 30%
  • Wound: Unchanged. 60%

Minor wound is the most common found on quite a few skills it tends to have a longer duration in exchange for less woundy-ness.
Wound is the current at 60%, this is found on a few skills but is fairly rare.
Only the highest wound applies at any time.

Alani

  • Reduce healing amount from wellspring by 5%.
  • Bind reload to self heal.
  • Reduce the distance for wellspring healing by 30%.
  • “L2(L)Pressure Gradient” Torrent projectile hits on targets bound by geyser bounce to nearby targets.
  • Increase “L2®Surface Tension” radius by 25%.
  • Fix bug on “L3(L) Pressure Wash” where hits at extreme range do not grant osmosis stacks.
  • Change “L5(L) Karakafruit Express” to attack speed rather than attack damage.

Ambra

  • Fix bug that allows her to sprint while maintaining her primary attack.
  • Reduce sprint speed by 5%.
  • Slightly increase jump height.
  • Drastically boost L2(M/R) “Soothing Sunlight” and “Solar Burst”.
  • Require minimum heat to cast L8(M) “Radiant Halberd” to prevent infinite casting with her lore legendary.

Attikus

  • Remove passive consumption from skill activation and bind it to reload so reload button causes the next skill to consume stacks.
  • Boost L7(M) “Skull Crusher” to +50% critical.

Beatrix

  • Infection now causes 2s wound followed by 3s minor wound when zoomed in and 1s wound followed by 2s minor wound on non-zoomed shots.
  • Critical hits while zoomed double the wound and minor wound duration.
  • Primary attack damage reduced by 10%.(Increase back/ Further reduce in 5% increments until balanced)
  • Remove fulminate’s ability to score critical hits.
  • Primary attacks while zoomed no longer pierce targets.
  • L1® “Sedation” and L9® “Infinite Sadness” helix positions swapped.
  • L1® “Sedation” Removes the homing effect from Fulminate.
  • L3® “Physician’s Eye” now also causes zoomed in shots to pierce targets.
  • L5(L) “Plague Rat” damage reduced to 20 at level 5 but effect now scales with level to max of 35 at 10.

Benedict

  • Fix bug with high reload loadouts that causes you to have to reload twice.
  • Changes to hawkeye are needed.
  • Change the sound of the reload animation so when you hear the rocket click in it is actually added to the clip instead of it being added .5s later.

Boldur

  • Improve hitbox on unarmed attacks.
  • Reduce bolderdash rune power damage.
  • Reduce axe toss base damage to 150.
  • Allow axe toss to score critical hits.
  • Axe toss now applies minor wound for 3s.
  • Reduce quick melee damage by 5%.
  • Increase the attack speed for the final hit of his primary combo but reduce damage of that hit to compensate.[1]

[1]No change in DPS on paper but should make his primary combo a bit easier to hit.

Caldarius

  • L5(L) “Gravitic Ascent” All double jumps while moving now launch you at a 45 degree angle up & Now also increases fallspeed after DJ rather than decreases it.

Deande

  • Increase sprint speed 5%.
  • Holotwin no longer gives EXP when destroyed.

El Dragon

  • Increase base health to 1150.[1]
  • Increase primary damage by 5%.
  • Increase L2(L) “Splash Damage” radius by 20% and damage to 250 over 4 seconds.
  • L4(L) “Rope-a-Dope” now sends you back in the direction you came when Closeline ends and no longer requires hitting a wall.
  • L5(L) “Heavyweight” reduced to 1.5% per stack.[1]
  • L8(M) “Unbelievable” now allows you to aim up with bicyclekick much like deande’s kick.

[1] This is to make his early game a bit better and make him less reliant on level 5 for his main suvivability.

Ernest

  • Fix bug with high reload loadouts and L2(M) "Drum Mag’ causing you to reload twice.
  • Primary damage further reduced to 80.
  • Passive massively increased to 65%.
  • Mine Grid can now be destroyed however it is immune to AoE damage.

Galilea

  • Fix bug caused by stunning/pulling her out of her ult that causes her to have a 90% damage resist until ult or death.
  • Something something CC.
  • Needs blind.

Ghalt

  • Don’t fix bug where ghalt’s shotgun sometimes disappears after he uses his ult.
  • Change R3® “Pellet Party” to reduces pellet spread by 30%.
  • Possibly add a helix choice for scraptraps that make them stick to the target until detonation in exchange for minus damage.

Isic

  • Rotating wards increased to 100 a ward.
  • Overcharged wards now block 200 damage.
  • R4(L) “Hold It Right There! }:O” now stuns for 2s when overchanged, 1s when not.
  • R4® “Line Up, Fellas! :D” Increased to 10% per target hit, max 50%.

Kelvin

  • Chomp max health bonus increased by 500% but now has diminishing returns based on max health gained through chomp.
  • Increase primary damage by 15%.
  • Reduce secondary damage by 10%.
  • Improve hitbox on Ice Wall and ice wall’s health is doubled.
  • Sublimate now has diminishing returns on battleborn. The first hit stuns for 2s, the 2nd hit 1s and all others are slowed.
  • Sublimate no longer stuns the puller when pulled out of the skill.
  • L3® “Icemaker” now has a heavy slow that lasts 5s and grants CC immunity while in sublimate.

Kid Ultra

  • Increase primary damage by 10%.
  • Decrease splash damage radius on primary and secondary fire by 15%.
  • Fix the bug that allows L5® to heal sentries.
  • Drones are now immune to AoE damage, this does not apply to L2® “Vigilance Protocol”.

Kleese

  • Increase control of doublejump.
  • Increase base damage of Energy mortars to 40.
  • Increase L5(L) “Don’t Call It a Heal Chair” to 65 health per second.
  • L7(M) now splits the damage between the bounces rather than dealing the full damage on each bounce.

Marquis

  • Lower the point hit gun fires from just a little to prevent “Head Glitching” on inclined surfaces.
  • Increase zoomed damage by 5%.
  • Increase unzoomed accuracy by 10%.

Melka

  • Base movement speed increased by 5%.
  • Venom now applies minor wound.

Miko

  • Fix “Split Beam” bug.
  • Increase primary attack accuracy by 20%.
  • Now able to attack at minus 50% fireate and minus 50% reload while maintaining secondary healing.
  • Lockon radius reduced for secondary to make selecting target easier when clustered.

Montana

  • Fix damage bug with L2(M) causing massive damage.

Orendi

  • Fix primary attack bug where the firerate stutters occasionally.
  • Increase damage indicator for pillars to match the actual pillar radius.
  • Increase secondary damage by 15%.
  • Decrease ultimate damage by 10%.
  • Pillars spawned by L10(M) “Pillarstorm” apply base damage only, do not trigger any bonus effects and deal 35% reduced damage.

Oscar Mike

  • Increase the range of primary attack before falloff occurs by 20%.
  • Increase the radius of L2 (L) “Fragcendiary Grenade” by 20%.

Pendles

  • Injection now applies minor wound for 3s
  • Increase secondary damage by 10%.
  • Increase L4(M) to 2s.

Phoebe

  • Fix bug where Phasegate sometimes fails to activate when taking damage.
  • Fix bug causes Phasegate to cancel and enter cooldown when shield is broken and L6(M) “Contingency Plan” is active.

Rath

  • Increase primary damage by 5%.
  • Increase duration of dreadwind by 1s.
  • Reduce movement speed while in dreadwind by 10%.
  • Buff melee lifesteal to 10%.[1]
  • Reduce L5(M) “Swordsman’s Salve” to 20%.[1]
  • Reduce L5® “Not a Vampire” to 10%.[1]

The current 8% 23% and 11% bug me.

Reyna

  • When using her lore legendary secondary attacks now home in on allies affected by shield booster. This effect is overridden by L2(L) “Priority Plasma”.

Shayne & Aurox

  • Damage reduction while shielded is reduced to 10%.
  • Tag team damage is increased to 600 over 6 seconds.

Thorn

  • Base health reduced to 1000.
  • Wrath of the wild radius reduced by 30%.

Toby

  • Base shields Increased to 400.
  • Booster charge time decreased to 4s.
  • Charged railgun damage reduced by 5%.

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So if you’ve made it this far you’ve either read it all or are looking for a TDLR.
If it’s the former let me know what you think, if it’s the latter there is none! have fun reading.

3 Likes

Toby is honestly perfect where he is at, since his Double Hug was addressed. While more shields and a decrease to booster charge time would be nice, Toby’s damage is what makes him useful. Even a 10% decrease could prove detrimental, as the 15% damage boost they gave to core discharge changed it from being the most useless ult to one of the most damaging. Remember that, ASIDE from the core discharge buff, the devs have not seen fit to change Toby’s stats, and for good reason:

If it ain’t broke, don’t fix it.

1 Like

Eh, the only thing I’d change to Toby would be make his boosters recharge individually, instead of resetting whenever another is used.

1 Like

Seeing as that is a possibly broke mechanic, and NOT a stat change…

Yeah, i could go for that. It would give melee characters a harder time catching you though.

Right now even without his shield up toby hits a little too hard.

I believe his damage needs to be reduced slightly, 10% may be too much but it does need to come down a little.

1 Like

Toby’s a high risk high reward character. It’s perfectly fine that he has the gross damage output he does since he’s so easily shut down by being focused by ranged characters.

5 Likes

Toby hits hard because he has the most risk in his weapon. He has to charge it, and he has too account for the travel time; both require skill to overcome and still hit small-framed, highly-mobile characters. His damage reflects the hit-or-miss characteristic of his railgun.

1 Like

I really like these two suggestions.

Would a slight 5%(to start with) be a decent trade off for increasing his force field health a little? It’d make it a bit harder to push him out of lane and by staying in he does more damage.

1 Like

I wanted to try and break up the current kelvin build as right now he is terrible to solo queue with but way OP in full teams.

The 2nd one really cements sub as an escape as well since he gives up the stun.

1 Like

Absolutely. Still, as i said, and as the other Toby mains on these forums seem to unanimously agree on, Toby is good where he is at.

This is also not a “I don’t want my favorite character nerfed” cop-out either, as Toby is one of the LEAST used characters, and about as far from being overpowered as one can imagine. If you are having trouble with a Toby that is landing all his shots, then your team is either not checking him, or the person playing him has gone through great lengths to learn and “git gud” with him. Either way, it’s not a “Toby” problem, because most players can’t play him right.

1 Like

I highly suggest watching some of the top players* in the upcoming tournament.
On the xbox there are a few toby players who land almost all crits.
Against them it’s not a matter of trying to force toby out of lane, it’s trying to survive whenever you show your face.

(*Not suggestion you’re not one of them, I haven’t seen you play)

You just supported my argument. Those players are THE BEST OF THE BEST with their chosen character, and for every crack-shot Toby, i can find 20+ players who can’t lead his railgun shots to save their lives. Nerfing a character because of an EXTREME minority of players who can wreck with them is always a terrible balancing solution.

Also, no offense taken; I make it known that i’m GOOD, but not ELITE.

No :(. ISIC is in such a great spot right now. He really needs no changes Imo.

3 Likes

If battleborn wants to become/stay competitive is has to balance what a character can do at it’s best not how it performs at it’s average.

If we balanced around average rath would have perma dreadwind and a 500% attack buff.

1 Like

Battleborn doesn’t have the playerbase or longevity to be competitive, so the balance chances shouldn’t be based around it…

1 Like

Disagree about the suggested change i quoted above…but the rest of the non character changes looked pretty spiffy to me

Battleborn has everything it needs to go competitive.

One of the best ways to maintain/grow a player base for games after all content is released is to have a competitive following, smash64 is still played in tourneyments, dota/cs:go are how old and still going?

Name a single FPS or moba that doesn’t balance around competitive play.

Sorry to say this but… don’t play competitively outside of draft then

Interesting solution. My dream is to have more spawn points you randomly come out of. Unfortunately, but a dream

There’s headhunters in capture now? I must have missed that

So you want a more maintenance-like healer?

But

This sounds pointless

Haha that would make Grant happy

OP. The most OP

Much less useful then

Whoa, not a team buff anymore

Kinda really strong

No one would take this

:expressionless:

Tanky

Hmm. Only really against the 1st. All the others I may not love but can understand

I like the idea of the minor wound on venom. If it’s not gonna deal damage let’s make it do a bunch of minuscule things.

No. Miko is all in

Please don’t enforce your playstyle

What’s the point of a major wound exactly?

I agree with and like most of what you said

Nods. Except a healthy playerbase.

I am going to opt of this discussion now, because it is clear that your suggestions are based on the goal of Battleborn becoming competitive, and i’ve never agreed with that idea.

On sec, while i choose an “abandon thread” gif…

image

1 Like