In my opinion, is not really the “Hunters are best,” but the “Heavy” predators are immobile and don’t have much extra health. It’s the stamina regeneration rate and damage resistances that matter most. High level predator players will probably have similar success with both “Light” and “Hunter” type predators.
Stamina Regeneration
Compared to the “Hunter” variants, the “Heavy” predators such as Cleo, Samurai, Viking, and Berserker all have 10% slower stamina regeneration while Berserker and Viking have 15% less total stamina pool and Cleo and Samurai have about 8.7% less. The regeneration rate has the biggest impact on the availability of leaps/min. That’s why they can barely outrun Scouts and Recon in second wind, and are, therefore, easy to capture.
Health
Compared to the “Hunter” variants, the “Heavy” predators have similar health and the “Light” predators don’t have much less health due to bullet damage resistance. Compared to “Hunter’s” effective health, Scout 18% less health, Exile 10.4% less health, Alpha 8% less health, Valkyrie 3% less health, and Berserker/Viking 11% more health, Cleo 7.5% more health, and Samurai <1% more health. Since most predators have very similar health, there isn’t much to gain from being “tanky,” and only Scout suffers significantly from having very little health.
Solution IMO
- Remove all bullet damage resistance
- Increase all predator health by 150
- Make all stamina regeneration rates standard to Hunter’s at 135 stamina/sec
- Increase the variance in stamina pool by increasing “Light” predator stamina pool and decreasing “Heavy” predator stamina pool.
Overall, melee balance change
- REDUCE the damage of slam by 75%, but, also, REDUCE the animation time by 50% and ADD a stun that locks rotation speed to 90 degrees/sec for 2 seconds.
@Kassinaillia
@OldKingHamlet
I get it. Significant balance changes aren’t going to happen, but it’s nice to dream of what could have been.