DepressoExpresso
Unremarkable User
Currently pyro enzyme is ruining the game mode as it feels too oppressive with the amount of damage it does (~100) especially in close quarter maps. A coordinated push with just a single sniper enzyme with two pyro enzymes can team wipe and ruin an entire run.
Nerf options:
Reduce explosion damage
Lower the damage dealt to 60~80
Damage falloff
Introduce a damage falloff mechanic e.g. 100 damage for 1hu, 50 for 2hu, 25 for 3hu
No zm infection
Don’t allow humans that die to the enzyme to instantly become infected, rather, respawn as zm instead
Rework options:
Boosting
Instead of damage, pyro explosion would have a greater knockback blast on both humans and zombies? Too annoying and easily exploited unless z axis boost is nerfed hard
Ticking Timebomb
Pyro would instead have a reduced detonation time but if killed before exploding would not deal any damage
MvM sentry buster
Same thing as ticking timebomb but instead health and detonation reduction, pyro would have to stand still but unlike heavy enzyme, pyro would still take knockback
Enzyme changes for other classes:
Scout: No Change
Soldier: Give self minicrits ⇒ Give minicrits to all surrounding zombies (buff banner)
Demo: Gain shield charge ⇒ Passive: Held weapon has a larger melee range
Heavy: No Change
Pyro: See Above
Engi: Disable sentries for x time in an area ⇒ Destroy all buildings (sentry and dispenser) in an area
Medic:40 Damage AOE ⇒ Revert back to lifesteal/healing zms No Change
Sniper: Jarate nearby humans for 7 sec ⇒ Nearby humans glow for 7 sec
Spy: No Change
Nerf options:
Reduce explosion damage
Lower the damage dealt to 60~80
Damage falloff
Introduce a damage falloff mechanic e.g. 100 damage for 1hu, 50 for 2hu, 25 for 3hu
No zm infection
Don’t allow humans that die to the enzyme to instantly become infected, rather, respawn as zm instead
Rework options:
Boosting
Ticking Timebomb
Pyro would instead have a reduced detonation time but if killed before exploding would not deal any damage
MvM sentry buster
Same thing as ticking timebomb but instead health and detonation reduction, pyro would have to stand still but unlike heavy enzyme, pyro would still take knockback
Enzyme changes for other classes:
Scout: No Change
Soldier: Give self minicrits ⇒ Give minicrits to all surrounding zombies (buff banner)
Demo: Gain shield charge ⇒ Passive: Held weapon has a larger melee range
Heavy: No Change
Pyro: See Above
Engi: Disable sentries for x time in an area ⇒ Destroy all buildings (sentry and dispenser) in an area
Medic:
Sniper: Jarate nearby humans for 7 sec ⇒ Nearby humans glow for 7 sec
Spy: No Change