I'm not saying we should implement it or anything, but this is something I want a general opinion on. Juice itself will become a skill itself. lv1 Juice providing minimal buffs, lv3 Juice being unchanged from what we have currently. However, leveling up Juice will require significant investment as the Juice Skill level is dependent on the average skill level of all your skills. Assassin, for example, Dash lv1 + Cloak lv2 + Passive lv2 + Smokebomb lv1 = Juice lv1 Dash lv1 + Cloak lv3 + Passive lv3 + Smokebomb lv1 = Juice lv2 The only way to maximize the effects of Juice will be to have all your skills maxed out at lv3. The penalty for buying juice early on before skills will be a weaker juice, allowing the weaker enemy team some leeway, yet still punishing incompetence later on as the game progresses, and finally, provides a more enticing money drain while reducing the benefits of forgoing skills in favor of Juice. The gap between the Juice Skill should be significant, lv3 providing all the current benefits of Juice, while lv1 or 2 will have weaker effects, and may even completely omit some like health restore, especially between 2 and 3. The goal here is to provide an incentive to level up all the skills before deciding to chain juice in order to maximize it's benefits whilst giving a less experienced team a little leeway in terms of map control. So opinions, trolling, likes or dislikes, etc. I formulated this as a compromise to make the game a little more noob friendly, yet still allows the experienced players to clean house later on.
If all the skills were worth the money then I'd say sure, but most of the time I only invest in the ones I feel are necessary, and spend the rest on base defenses, ejectors, jump pads, aaaaaahhhhnihilators etc...
I don't want to upgrade skills that are not necessary. On assassin everything but passive, on assault passive 3 and charge 3 for example.
I say that juice endorsements would somehow benefit it more then it does now. This can be like you get less penaltys for not have the skills bought.
Then consequently, you are choosing defense over offense. I don't think it should be both unless you are swimming in cash, but that's my opinion. Perhaps an idea for the Juice endorsement would be to increase duration of Juice itself.
"Juice remains unchanged" - Uber By the way I think best solution to improve the juice mechanic would be to just remove the healing when activated. Thats all... I know you read something here twice when I posted in your steam post too
I think this would be good. Mainly, it would force you to decide between lots of bad juice, or fewer good ones. like, assassin can generally go with 450$ worth of skill in a medium length game, whereas a support requires all their skills to reach full effectiveness, which is rather unfair, as 450$ is much faster to earn than 1800$, especially given that you start with 300$ of it. Alternatively, juice could be reduced by 1/3rd of what it currently is, and each juice endorsement adds say 1 second and 1/9th effectiveness. (this would also affect the healing ability of it, so it would heal for 2/3rd with out juice endorsement, as opposed to full).