Tank - The tank is not a tank. He is really more of a secondary sniper, and with the exception of the times that you have them pinned back into their own base, he can't get close enough to good players to effectively utilize the deadly charge/death blossom combo. Changes: *Significantly increased health. *Significantly reduced jetgun damage *His jetgun now slows enemies it hits, enough that they cannot outrun the jetgun as long as he can keep the jetgun hitting them. NOTE: The jet gun would still do just as much damage juiced as its juiced version does now. This would only effect non-juiced tank. The tank's jet gun and death blossom would still do as much damage to bots as they do now. The damage change would only effect pros. This would turn the tank into an actual tank class. Reduced damage, more health, and a **** ton of stuns/slows. His role would be more of a front line support class, taking damage for the rest of his team and leaving anybody he hits vulnerable to attacks from the slayers. Some might think the slow would be too cheap, but you would still be able to lunge/charge away from it, as well as use skills like bomb or airstrike to get him off of you. If your skills were used up, however, you may be in trouble. Gunner: The primary slayer. Still should have this role. However, the gunner is right now hands-down the most important class in the game, and generally, whoever has the best gunner wins unless the other team has an excessively weak link. He should be the primary slayer who slaughters anybody in close range, but not an overbearing character that shreds anybody instantly. Changes: *Slightly reduced minigun damage *Increased health recovery *Massive increase on how much pre-spinning your miniguns costs you, and reduction of jump jets if you begin to pre-spin while in mid-air. The reduced damage isn't too significant. He should still be able to outgun anybody from close-mid range. But he already has the jump jets, meaning a clawing gunner has such a significant advantage over any other class that even slightly reduced damage would make for a much more balanced gunner in private matches. But perhaps the most significant difference would be the increased health recovery. Now, he wouldn't depend on the support to leash him 24/7, and while he has reduced damage output, could now take more liberty to push on his own. Support - Right now, the meta game requires a support to run around behind the gunner, hold down LT, only stopping to throw airstrikes and drop a firebase if the gunner gets juice. Not fun to play, at all. But teams cannot win without this crucial role. I would like to see support become more of a team support than a gunner support. Changes: *Decreased health *Increased movement speed/jump height *Reduced shotgun damage but increased spread and damage to bots *Removal of hack skill for turrets. It would instead be replaced with a skill that is like hack for pros...it would maybe temporarily increase damage output for any pro it's used on. The catch, however, is that the pro would have to stand still during the duration of the hack. *Significantly increased airstrike recovery (though not quite to where it was originally) *Upgrading firebase now increases attack speed and range, although it will never be able to reach the same potential as the current 3.3 firebase *Ability to drop a firebase without disrupting your heal The increased movement speed would make the support more mobile, giving him the ability to reach allies in need. Because of the gunner changes, the support would be more of a mobile support unit than a leashing class. This would make the support require more skill and strategy as you would now need to plan when to heal who and how to make pushes. The most interesting balance change would be the pro hack instead of the turret hack. You'd still have your firebase, but now it would be used as more of an offensive pushing tool than a way to hold down one part of the map for ages. The pro hack would make all skills and weapons do increased damage for anywhere from 5-30 seconds...just depending on hack level and balance testing. This would be an interesting concept for pushing, and I believe it would make the support still just as useful, but much more fun to play. Lastly, the decreased health would be as a result of the increased mobility...he would now be a bit more squishy, but have the ability to use airstrikes and his mobility to get away. The reduced shotgun damage would be necessary, as he now has increased mobility. Without the reduced shotgun damage, he'd be an imba slayer (maybe not though with the reduced health...it would take some balancing). Assassin - I like her role as bot pusher. There's not too much I would change aside from glitching, but here's an interesting idea. Changes: *Reduced grapple damage. A sword back grapple now does not one hit kill anybody. However, grapples now stun whoever they hit. The stun length would be dependent on the weapon used, and whether it was a front grapple or a back grapple (sword back grapple would be the longest stun; dagger face grapple would be the shortest). *Increased smoke bomb blind duration What this would do is make grapples more of an escape mechanism than an offensive attack. With the stun, you could still get a kill off of a back grapple by slashing somebody to death, however you could now use grapples to get away from people who are chasing you. It would also make an assassin vs. assassin fight a little better (right now they have too much luck/whoever has the better connection based on them. Assault - Still needs to be the mobile assassin slayer. Honestly, he's fine as is, for the most part. Even the repeat bombs and quick bomb cooldown. The only thing I would change: Changes: *No longer has the ability to fly out of ice traps Might have just been a glitch in the first place, but whatever. Stupid Y button is stupid. Other than that, I really do think the assault is fine, and will be even more balanced with the rest of the balance changes I'd make. Sniper - actually wouldn't change anything about the sniper New meta game: Assassin - bot pusher Assault - assassin and support/secondary slayer Gunner - Offtank primary slayer; still has the most weapon damage Sniper - Long distance, high damage squishy Support - Team support with heals and other offensive supporting abilities Tank - Actual tank. Absorbs damage and ccs so that other teammates can bring home the kills.