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Juggernaut overdrive charge rate reduces with more kills


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I feel that there are primarily two kinds of Juggernaut players. The normal ones, who get maybe 5 or 6 kills and the amazing ones who can stay as the Juggernaut for the whole match. As a result, I feel that at lower kill amounts with the Juggernaut, the overdrive should charge faster and at higher kills it should charge slower. This will enable players to deal with overdrives better (since the Juggernaut Overdrive will charge faster) and let the normal players play well while giving the amazing ones a lower time so more people can be the Juggernaut. Perhaps numerically, something like this:

 

0-5 kills ~ 150% of the current recharge speed
5-10 kills ~ 110% of the recharge speed
10-20 kills ~ 80% of the recharge speed
20-30 kills ~ 50% of the recharge speed
30-40 kills ~ 30% of the recharge speed
40+ kills ~ 25% of the recharge speed

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True. There are 2 different kinds of Juggernauts-some can't stay alive for 20 seconds and some make hundreds of kills as Juggernaut-and are Juggernauts the whole game. How fast will this OD charge to defend unskilled Juggernauts? Will it charge in under 30 seconds? This will not make any unskilled Juggernaut OP but what if someone skilled won't make kills-so he can have a quicker OD when he starts trying?

There needs to be some specific way to decide the charging rate.

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True. There are 2 different kinds of Juggernauts-some can't stay alive for 20 seconds and some make hundreds of kills as Juggernaut-and are Juggernauts the whole game. How fast will this OD charge to defend unskilled Juggernauts? Will it charge in under 30 seconds? This will not make any unskilled Juggernaut OP but what if someone skilled won't make kills-so he can have a quicker OD when he starts trying?

There needs to be some specific way to decide the charging rate.

 

Increase the recharging time by 20% after each kill.

You're both right in that there needs to be a number. I'm not sure what's reasonable balance-wise, so I prefer not to attach to it a value.

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But at say 20% increase-a Juggernaut will try not to make a kill for 10 seconds to avoid the 20% increase.

Juggernaut is forced to kill in order to survive. 

And it's just a # thrown out there to give an idea.

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But at say 20% increase-a Juggernaut will try not to make a kill for 10 seconds to avoid the 20% increase.

 

Juggernaut is forced to kill in order to survive. 

And it's just a # thrown out there to give an idea.

As long as the Juggernaut can kill, they can get Overdrives, because Juggernaut gets 45% Overdrive charge for a kill, so the increased Overdrive charge time wouldn't matter if they're constantly getting kills. 

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As long as the Juggernaut can kill, they can get Overdrives, because Juggernaut gets 45% Overdrive charge for a kill, so the increased Overdrive charge time wouldn't matter if they're constantly getting kills. 

Yes. That is the idea. Maybe charge up less each kill the more kills you get.

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Yes. That is the idea. Maybe charge up less each kill the more kills you get.

Mmmmmm, maybe. The thing is that the longer you stay as the Juggernaut, the bigger the threat of encountering Overdrives from the enemies. 

 

How about for every time the Juggernaut uses its Overdrive, the time required to charge from 0-100% as well as the % charge for killing is reduced? 

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Mmmmmm, maybe. The thing is that the longer you stay as the Juggernaut, the bigger the threat of encountering Overdrives from the enemies. 

 

That's the overpowered feature in my opiion, because players who can stay Juggernauts for longer periods of time make the Juggernaut match into a one-sided DM. So if it is harder, they need to play better or they lose the Juggernaut, allowing it to move between players. In essence, once someone is the juggernaut, their overdrive charges extremely fast and gradually stops charging as fast. Kind of like Stars in a tier.

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0-10 kills ~ Current OD recharge speed

10-20 kills ~ 80% of the recharge speed

20-30 kills ~ 60% of the recharge speed

30-40 kills ~ 40% of the recharge speed

40-50 kills ~ 20% of the recharge speed

50+ kills ~ 0% of the recharge speed

Oh wait, the battle ended.

 

Juggernaut should have more of a boost in its statistics, rather have such a fast OD that replenishes its full health every time.

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Why would you give advantage to an unskilled player, and disadvantage to a skilled player? That's just unfair.

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Why would you give advantage to an unskilled player, and disadvantage to a skilled player? That's just unfair.

A skilled player can become a Juggernaut again...

Plus, making it hard to get 50 kills straight with the Juggernaut will prevent shortening the already 7 minute battles. If almost everyone get the opportunity to become the Juggernaut and get 20-30 kills, then it's a win-win.

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Why would you give advantage to an unskilled player, and disadvantage to a skilled player? That's just unfair.

Well as @Given mentioned it evens things out. Furthermore, some players who are amazingly great with Juggernaut can just play it, play as Juggernaut for a large part of the match and take loads of crystals and stars. Disadvantaging them will prevent this unfair setup while making your skills as a tanker play a greater role than your skills as a Juggernaut player. 

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0-5 kills ~ 150% of the current recharge speed

5-10 kills ~ 110% of the recharge speed

10-20 kills ~ 80% of the recharge speed

20-30 kills ~ 50% of the recharge speed

30-40 kills ~ 30% of the recharge speed

40+ kills ~ 25% of the recharge speed

Just a suggestion

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Just a suggestion

I actually meant it as a joke, but yeah, the values do make sense. The least we can do is give that one guy, who struggled so much to be the Juggernaut, a minimum of 5-10 kills.

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0-10 kills ~ Current OD recharge speed

10-20 kills ~ 80% of the recharge speed

20-30 kills ~ 60% of the recharge speed

30-40 kills ~ 40% of the recharge speed

40-50 kills ~ 20% of the recharge speed

50+ kills ~ 0% of the recharge speed

Oh wait, the battle ended.

 

Yeah-the numbers should look something like this.

 

Why would you give advantage to an unskilled player, and disadvantage to a skilled player? That's just unfair.

When players who are skilled with a Juggernaut become Juggernaut-they take control for the rest of the battle. The unskilled players who never have a chance to get used to Juggernaut and become more skilled need an advantage so they can just keep Juggernaut for a minute. There needs to be some balance.

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Fantastic thought on this idea. For players who cannot deal many kills just because their skills are poor, it would be a very good alternative solution to increase the overdrive reload time by each kill made.

 

I am not happy that for skilled players, the overdrive recharge time would have to be reduced so much. The reduction of overdrive recharge time for skilled players that makes many kills should be fully rechased when making 3 kills.

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