mub

Positively Inhumane Poster
Contributor
There's a lot of players voicing that Bunny has gotten pretty un-fun to play against. In addition, the Hale hasn't gotten any better with win rate. This rework intends to make the rage a lot more like other Hales' rages while making it unique in a way that makes it separate from the others, overall making it more fun to fight.

Rage changes;

Change Reflect to Agility.
Intent to allow more mobility during rage to more easily spread eggs and/or escape REDs. Also removes Reflect since players do not like it.

For the eggs;
Reduce egg base damage to 30 max.
Intent to make eggs non-lethal unless at point-blank and get hit by multiple.
+500% damage versus engineer buildings.
Intent to make the rage extremely good against engineer nests.
Slow enemy on hit for 10 seconds.
Intent to debuff REDs who get hit by eggs to allow Hale to secure more kills after the rage ends, and/or force REDs to use their mobility/survivability option(s).
Apply Jarate on succesful egg hit.
Purely visual indication for who's slowed down from previous addendum since Hale can't deal mini-crits/crits.

Weapon changes;

Change Weapon to Bottle (From Golden Wrench)
Reverts weapon to what it was supposed to be.
On Hit: Gain a movement speed boost.
Works like the Hot Hand/Eviction Notice does. Small buff intended to make Bunny a little stronger.
 
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+1, can confirm Bunny isn't good per-say just really annoying to deal with and these changes (on paper) seem like a nice change to make him not only better to play as but also better to play against.
 
+1, the added reflect ability onto the Easter Bunny's rage was a good idea to try and buff the hale, but as mub has stated, this hasn't really increased the hale's win rate. The majority of the time, the reflect can be avoided, but it's been a nuisance to the majority of players who have encountered it. Reflect damage with DOT weapons such as the guillotine, or throwing knife kills the user within 2 ticks, critical weapons on hit reduce your health to 1, and other forms of high damage output are rendered useless during his period of rage. I agree with all these changes, but it'd be good to have more player input on that slowness debuff on players to ensure that these balance changes are indeed balanced. *cough* (like breaking HHH) *cough*