Besides the balancing ideas so many have, I'd like to enhance grapples by adding a "stun" effect to them. You see, I play an Assassin, only an Assassin, and I'm kinda miffed at how every class in the game, including my own, can instantly counter grapple (the Snipers and Assaults, usually insta-kill with a ring out), even if I back up. Second, Instead of a "Freeze you for 20 minutes" mine, give the snipers a not only more useful, but funnier "Blow away" mine. This mine could do good damage and cause the same knock away effect that their Melee (Unfairly) has, at a reduced effect radius of course, as the Ice Mine's current "LOL Texas" radius seems....excessive. Also giving the damn things an actual cooldown after the initial one was destroyed would be nice too. Danke.
Agreed on the cooldown on the Freeze Mines, and I'm glad someone finally put up an Assassin grapple-related topic. The update will supposedly reduce the time between failed grapples for the Assassin. But hopefully it'll have a more improved target area. Half the time, a perfect back grapple turns into a miss and a death for me. Because of the humming noise, you can't exactly sneak up on them slow in order to time your grapple just right. Some kind of one-handed snatch you could do while on the run would be perfect.
I know its off topic, but i need to throw it in there, WHY CANT I DESTROY THOSE DAMN FREEZE TRAPS!??!?! If u see the little somewhat difficult to see mine, u should be able to do something about it! And not just walk around, maybe shoot it and harm the guy who planted it! That would really work well against snipers who literally sit on top of their damn traps. Back on topic: well if they were to do this, it'd better be balanced across all classes, or else all hell would break lose. Ah hell with it, people will complain their move is underpowered either way. Cool idea though, i know for sure if I just gott stabbed in the face I probably wouldn't be able to do a flaming ballerina twirl right after :lol: