The title addresses what needs to be nerfed. The juice gain from taunting/deploying in front of bots and Lazor Blazers is ridiculous. Besides this and the amount of juice from melee-ing bots the juice gain rates are fine. Maybe a decrease in juice box drops, but I don't think thats neccessary.
The other night i saw a video of Im Hudson playing as a tank, he deployed with a lazerblazer shooting.. i wanna say in ~3 seconds he was fully juiced.. i really have never seen anyone ever juice that much.. although i never play as a tank, but it was ridiculous. (btw Im Hudson i did not use your name to degrade you in anyway, just as a referense to one of you videos as you playing as a tank)
Not offended. I talked to scathis about this well before the Dlc and he said it was intended. When the laser blazer nerf was first announced I figured tank deploy would be considered overpowered and even made a prediction thread about it. I think it is ridiculous that all classes can do it now, and even if it was limited to just the tank I'd think lasers were nerfed a bit too much because I can deploy between two blazers with very little risk for a huge reward very frequently. It needs to be addressed but not completely removed. (Ie what was basically done to supports hack and to a lesser degree, airstrike.)
So let me see, you are saying now that it is simple for every class to do, you want it to be nerfed? I think that it is a very risky thing to do with all classes. To risk your life that could be pushing bots, or taking out an enemy threat, you can taunt in front of a lazer blazer, which most taunts are between 4-7 seconds and gain a turret killing ability. I think this ability is probably the most strategic thing in this game, by far. And tone is very hard to understand through a forum post, so no harm intended.
Deploys juice gain function is a unique roll that only the tank can fill: he is rewarded for taking damage (tanking) at the cost of mobility. He can run in and distract turrets and sometimes even live through it with his naturally high health and armor. This is balanced by the tank having the slowest juice rate in the game when not in deploy. Compare this to an assassin: a class that can stealth next to a turret and cloak as soon as she gets enough juice while still mid taunt. She already is the fastest natural juicer in the game, and can now taunt next to laser blazers and survive. Pre Dlc, the tank was the only class who could juice off of these turrets without constant overheal, and would be taking so much damage from the lvl 3 turret that even a slight ammount of pro damage would prevent him from doing so. Now, I can deploy in-between two lvl 3 lasers with little concern. I think it is currently a bit op on the tank because the whole risk reward aspect has nearly been nullified. It's a moderate risk for a high reward as opposed to a high risk and high reward. That being said, deploy is infinately better than taunt, because I can still fight while deployed while taking reduced damage. I just think it was a niche role filled by tanks with skill designed for such a purpose, and now the juice gain method is easily available to all classes without regard for their already superior natural juice gain rate. I think it needs to be reduced across the board, but should really remain only a viable option for a tank to solo a turret without an overheal.
i think the juice gain from taunting should get trashed. the ONLY thing it helps with is taunting in front of lazers. the gain from other damage is pathetic at best and isnt worth the loss of a streak for it.
I've never tried the taunting in front of a lazerblazer because turrets always seem to attack me while i am cloaked so it never came across to me that i would live by cloaking after.
Agree with hudson here, I like that all classes can choose to risk a death for juice, but atm its just TOO easy. Small nerf to juice gained per shot and slight buff to damage output would fix this, imo.