I agree with Gibus, and have some change/balance ideas for humans
Scout - Buff
Problem: In his current state, Scout is by far
the worst survivor class. His ability to double jump seems to change from map to map, and his speed is reduced, making the entire point of his character moot.
Solution: If scout cant have higher mobility because it breaks some maps, make him lower the mobility of zombies or heighten the teams mobility as a whole. Mad milk could provide a slowing effect, or bonk/crit a cola could have a similar effect to the conch where it speeds up teammates in your immediate area as well as yourself. Make him feel and act more like the scout without sacrificing map integrity.
Soldier - Small Buff
Problem: Soldier is strong, but has what feels like a very solved meta of stock launcher, conch, and escape plan.
Solution: Make other weapons more unique and viable. Direct hit has only 4 rockets with small blast radius but increased damage and more noticeable stun effect, as well as full crit on airshot. Make the Equalizer do much more damage at lower health, for instance when a soldier can be 1 shot by a zombie (say below 25% hp) make it so he can 2-3 tap melee a zombie. Make the bison do a lot of knockback but at the price of 1 ammo per clip and a long reload time. Give soldier something that mixes up the meta.
Pyro - Small Nerf
Problem: Right now Pyro can be incredibly strong when hanging out at the back of the surviving party. His slowdown mechanic when lighting enemies on fire and airblast are incredibly useful.
Solution: Pyro needs either less total ammo or for airblast to cost more ammo, perhaps instead of 20 it cost 50 and has a longer cooldown but sends zombies further. Alternatively the burn slowdown/time could be reduced, meaning zombies arent effected for as long or as heavily from a Pyro who has since ran away.
Demoman - Nerf
Problem: I would argue that currently the strongest solo class is Donk Hybrid Knight Demo. He can deal incredible knockback, insane DPS, has the furthest melee reach, and has the charge uber as a safety net for any interaction that goes south. He also is by far the strongest LMS and can go on insane killstreaks on some maps.
Solution: Buff the knockback on normal grenades, reduce the knockback on the loose cannon, but buff it on double donks. Give Demo a limited number of charge ubers per round that scales with the number of players. More players means more charges, up to a max of something like 6 with max players. Buff shield bash damage.
Heavy - Nerf
Problem: Heavys in a group are more terrifying than any zombie or Santa that gets stuck in the wall after killing Mufasa. He has insane knockback and can heal almost as much as an engineer.
Solution: Zombies build up resistance to Heavys stream the longer theyre stuck in it. I was personally thinking of it like this:
- If the Heavy does positive 10 knockback to zombies standard (idk the real number), than after something like 25-40 seconds zombies should beable to have made some sure progress. So every 5 seconds the knockback goes down by at the most 2 and at the least 0.5
Sandvich regen should also be significantly reduced so that he doesnt instantly have a sandvich again which he can throw to his teammates. It leads to him being a faster manual despenser.
Engineer - N/A
Is fine as is right now. Fun and strong but not really OP.
Medic - N/A
He just got nerfed like in the last 24 hours and is already more balanced. Maybe a bit more tweaking could be done but balancing Medic is nigh impossible and what we have right now is just fine
Sniper - Nerf
Problem: Sniper is strong however he mostly takes skill, that is until a zombie gets a bit to close and he takes out his pocket heavy.
Solution: Reduce the knockback from the SMG enough to where its viable but isnt just a cheap trick that sniper can use to keep individual zombies or small groups away from him. Thats all. Just dont have the SMG be so strong, especially when he isnt LMS.
Spy - Buff (suprised me honestly)
Problem: If you would have asked me about class/weapon balancing yesterday, I would have said the biggest problem is spy and his throwing knife. Apparently though, sometime between last night and right now, the throwing knife was entirely removed.
Solution: Spy is now the hardest to play class, and while there is a high reward, on 90% of maps there is no reason to choose him over another DPS or support class. He needs something more substantial than the revolver. The throwing knife, while OP, was still unique, fun, and gave spy a greater role. I think the best thing would be to bring it back with much less ammo so that it needed to recharge, and maybe reduce the fire rate by 25-50%.
Well thats my thoughts on all of the survivor classes and how they could be changed to be more balanced or more fun. Im planning on making one about maps after Ive collected more opinions from other active members on the server. Stay frosty!