
u/Split-Ultramarine

My idea for buffing blaze and metal sonic plus my small tweaks to 2011x and kolossos changes (part 3 of my balance ideas)
So since the when I released my 2011x and kolossos changes, I realised how weak these two would be.
So I am giving some tweaks for my killer changes
For kolossos every hit from grab does 16 which in total does 48 damage since now its very hard to land and you no longer have nay combos, it dealing way more damage is fair.
I also toy with the idea of charge killing but having longer cooldown but I dont know how oppressive that would be.
But If I would do, I would give it ability to kill survivors lower than 10 health but cooldown is increased to 28 seconds and reduced I frames on start up.
I am not sure if it woudl be good idea or not, but that my take.
For 2011x, to be honest, rage mode just makes it way more complicated to balance him. So thats why I was hesitant on just giving him buffs, but I will give him back some of his stun resistance. Now the first 4 hits reduce the stun time by 25% giving him that threat rage mode gave him back plus with his new mobility tool during it, but give survivors who rely on stuns like metal and knuckles a chance and not get fucked the second x decides to target them.
Anyway back to metal and blaze, I think both of them are in the good spot but few tweaks can be made.
Starting with metal :
I only really have one change to make
Destructive charge- it gives you a small speed boost that last 3 seconds if you hit a executioner with it.
Metal is one of the best survivors in the game currently especially with a good team, but he really struggles with targeting because his entire kit treats hp as a resource, this is fine so Metal doesnt become op, but what happens usually is that metal try avoiding hitting destructive charge cause despite having the slongest stun, it doesnt really feel like you will get away if other survivors dont stun stack for you, so this will help when you are alone and teammates are nowhere to help.
Now blaze:
She is pretty good survivor, probably one of the most balanced characters. But heres 2 tweaks.
Roundhouse kick- has bigger hitbox
Sol flame - now its her own 3 rd ability no longer sharing the ability slot with javelin.
It seems small thing, but now since she is not as frail. Now you can also be more liberal with the soul meter since you dont have to use if its 50 or above.
Lms changes:
Cooldown increased from 17s to 19s for roundhouse kick and if hit now cooldown is 13s and not 10s now it gives you only 40 sol meter same with solar boost and dash
Thoughts?
Amy after a buff is very close to being really good: here are few things that make would push her to being more viable
Hammer - i frames on start up getting increased
Moon card - now it displays if you got upsides or downsides.
If you upsides nothing changes, if you get a downside moon is upside down on the hub
Guardian card - reduced speed debuff since currently its her only bad card
Sun card - self healing from every 2 seconds to every 3 seconds
New feature - you can now see the cards she will get after a re roll, letting her know how to adjust her play style
Lms specific changes
- she gains the usual damage resistances of lms now that her lms last entire minute longer
Sun - now it heals amy every 2 seconds
Thoughts?
I’ve been playing this game for a while. Since the near beginning of 0.1 to now. So since I think I am good player with a lot of experience here are my thoughts about the balance changes.
First of my main killer kolossos and my secondary 2011x
Kolossos:
M1:
reduce the damage from 55 to 50 percent
Grab :
reduce the hitbox
No turning like at all
If it hits the survivor, it has 3 second endlag
No more iframes on endlag if it missed
Block:
Doesnt ragdoll the survivor anymore and it gives than a speed boost
Deals flat 50 damage
Can now block silvers rocks
New passive -
Adding Unstoppable again - now that he doesnt have any combos anymore, he would benefit from gaining this back cause combos and grab were the only problematic thing and keeping him viable
Note: doesnt stack with charge
2011x :
M1:
Increase the horizontal hitbox sligtly
M1 cooldown goes from 1.0 to 1.5 seconds
Invis:
You can now cancel this move after 3 seconds and not 6
Cooldown increased from 10 to 15 seconds
Charge:
Rework - when x grabs a survivor instead of the minigame that results in dealing inconsistent damage. Now it functions similarly to kolossos’s grab, chocking the survivor 3 times dealing in total 30 damage if allowed to finish. When grab finishes it plays a animation when survivor gets out
Now it kills survivors below ten heath
Rage mode (oh boy this might get controversial):
No more shorter stun time
M1 hitbox reverts back to how it is now
Charge now deals 36 damage in total
Gets higher jump height
Can use gods trickery, but instead of playing his usual animation for it, it uses the same animation when 2011x gets out of invis if too close to a survivor and cooldown is now 50 seconds.
So thats my opinion on how to balance them, thoughts