Ok, I've been saying for quite some time that I feel that assault is balanced OTHER than the damage for his bomb attaching to the moneyball which I feel is over powered. Just wanted to point out this is my history of opinion on the class. Now on to the balance changes for the assault: This all depended on how MUCH of a nerf they instigated on the charges assault. After a bit of testing I think they actually hit the nail on the head perfectly. The balance change was precisely what was needed for the class. It hampers his mobility enough to be noticeable but not enough to severely affect the classes abilities and versatility. It also makes the classes endorsement choices even MORE varied (which is pretty cool considering that the Assault is already the class with the most number of EFFECTIVE endorsement builds. I predict we will see more people running Skill 3 (which is already my normal build.) However it wont be such a difference as to outshine RoF/Accuracy/Clipsize assaults which will end up playing completely differently than their skill based brothers.) End Result: Positive However I'd like to point out that the reason for the nerf Is precisely why I still feel that Assassin's lunge needs to be looked at for a tweak in recharge rate (2 seconds is too short, 5seconds would be too long, I'd love to see it nerfed to 3 or 3.5seconds but that is a discussion for another thread.) The first part of this change makes it sound like they buffed the Assault's bomb skill, when in fact it was a rather odd way to nerf him. The Assault bombs have a 1second arm timer that prevents them from being detonated right away. Removing the ability to recharge his bomb while it is deployed effectively added 1second to his recharge timer at MINIMUM. This is why they increased the base recovery speed to attempt to compensate for it. After some testing I found that the recharge time was nearly the same, but slightly longer even while using Gold Skill endorsement. The reason this endorsement was a bad thing wasn't that the thing takes longer to recharge, its how it takes longer. Removing the ability to recharge his bomb while its deployed is a major nerf to his versatility and defensive capabilities. Being unable to use set up traps using the bombs and then using it them as an offensive tool if the other player avoids it. Also it nerfs his ability to use bomb jumps offensively. Ultimately I'd rather a direct nerf to his recharge speed rather than how it was done. End Result: Neutral/Bad (needs significantly more testing to tell if this will greatly affect his versatility or if it is only a minor nerf that I'm blowing out of proportion. Still I'm unhappy with this part. Still, keep up the good work Uber! ---- Edit Some interesting numbers: Old charge cooldown numbers (without endorsements) Level 1 = 15seconds Level 2 = 8.5seconds Level 3 = 6.66seconds Current Charge cooldown numbers Level 1 = 20seconds Level 2 = 15seconds Level 3 = 10seconds. Old Bomb Charge time Level 1 = 20seconds Level 2 = 15seconds Level 3 = 10seconds Current Bomb Charge Times: Level 1 = 15seconds (+1 second for bomb arm time) Level 2 = 12seconds (+1 second for bomb arm time) Level 3 = 10seconds (+1 second for bomb arm time) Lastly I'd like to point this out: Tank Charge Times: Level 1 = 15seconds Level 2 = 10seconds Level 3 = 7.5seconds That is right. The Tank now regens his charge FASTER than the Assault. And not just a little bit. 25% faster. Seems odd for the Tank, a class who is supposed to be slow, to be able to use his charge more often than the Assault who is supposed to be fast. I could see it being equal times, but not such a huge difference in times.