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Saxton Hell / vsh/ff2 buffs general
« on: February 13, 2013, 02:08:33 pm »
okay, so all the classes have potent reasons to be played.
but now bosses on both VSH and FF2 need some tools for them to use to keep the battles interesting.
bonus points if your ideas can be used for all bosses.
anyways, onward to my ideas.
first and foremost, a buff to the gunslinger engie to encourage them to help their team: their dispenser will take damage instead of the engie if people other than themselves are using it. and ONLY when it's being used (or at most was recently used). they'll die otherwise.
now onto the boss buffs
-Classes known for camping can be seen by hale if they stick in one spot for too long. this would be sniper and engineer, perhaps even demoman without a shield.
-removing the 3x falldamage on whoever one lands on and replaced with mantreads' other function: reduced knockback. shouldn't be too much as to allow engies, soldiers, demomen, etc. to still hold thier ground with knockback, and perhaps fix the goomba bug on ff2 bosses
-normal sentries give hale rage at a slow rate when they fire at him. 1 percent for every, what, 15-30 secs or more? should be a rather subtle but notable increase.
-last 2 people standing are always seen by hale, unless it's a normal cloak spy or two. (aka also another subtle buff for normal cloak watches)
-(FF2) melee only minions could be rebalanced a bit.
-(FF2) shotgun (and gun bosses in general) should use projectile shooting variants of guns when possible. example being shotguns being replaced with rescue ranger for the fact it shoots projectiles.
-(FF2) rebalance the spy and scout melee to deal the same damage as other bosses' melee.
-(not needed, as it's cosmetic) have all melee weapons state they have extended range just so it's in the player's faces.
-(FF2) remove the minions ability to cap. as much as i like being a cap fag, lets be honest, it's a killjoy to see a minion cap rather than the boss. perhaps use the pain train's stat and make it negative?
but now bosses on both VSH and FF2 need some tools for them to use to keep the battles interesting.
bonus points if your ideas can be used for all bosses.
anyways, onward to my ideas.
first and foremost, a buff to the gunslinger engie to encourage them to help their team: their dispenser will take damage instead of the engie if people other than themselves are using it. and ONLY when it's being used (or at most was recently used). they'll die otherwise.
now onto the boss buffs
-Classes known for camping can be seen by hale if they stick in one spot for too long. this would be sniper and engineer, perhaps even demoman without a shield.
-removing the 3x falldamage on whoever one lands on and replaced with mantreads' other function: reduced knockback. shouldn't be too much as to allow engies, soldiers, demomen, etc. to still hold thier ground with knockback, and perhaps fix the goomba bug on ff2 bosses
-normal sentries give hale rage at a slow rate when they fire at him. 1 percent for every, what, 15-30 secs or more? should be a rather subtle but notable increase.
-last 2 people standing are always seen by hale, unless it's a normal cloak spy or two. (aka also another subtle buff for normal cloak watches)
-(FF2) melee only minions could be rebalanced a bit.
-(FF2) shotgun (and gun bosses in general) should use projectile shooting variants of guns when possible. example being shotguns being replaced with rescue ranger for the fact it shoots projectiles.
-(FF2) rebalance the spy and scout melee to deal the same damage as other bosses' melee.
-(not needed, as it's cosmetic) have all melee weapons state they have extended range just so it's in the player's faces.
-(FF2) remove the minions ability to cap. as much as i like being a cap fag, lets be honest, it's a killjoy to see a minion cap rather than the boss. perhaps use the pain train's stat and make it negative?