Board Thread:General Discussion/@comment-29420052-20180514040442

Figured out how to perfectly balance mechanic

These 4 changes would keep mechanic as a sniping support tank with good burst while making him weak to things

1. Dropping mechanics base speed from 100% to 90%: This will allow people to actually catch mechanic. Before, if you were not a rusher, you would have no chance in catching mechanic, even with its self inflicted debuffs. Now, almost every class can catch a mechanic besides those that shouldnt catch a mech. Not only does this mean that mechanic has to be more cautious, it also means that enemies have to worry less about wasting their 1 dash that they need to escape V.

2. Nerfing Z's damage slightly: Currently, Mechs Z does around 75-80 damage. Instead, Mech should deal 70-74 damage. A small, but influential change. Mechanic can still kill with a single use of Z, but needs to hit every shot. Also, 75-80 damage was ridiculous anyways.

3. A 3rd, supportive E overhall: The original E was a godsend to mechanics, allowing it to convert defense to damage on a 2:1 scale. This was broken and allowed mech to reach 30% damage with a single abyss friend. The current E increases your firerate but decreases damage, making the move literally useless in every way. The new E should be something that is actually supportive, something sacraficial, like the rest of the sub-supports.Cybernetic Enhancment: When an armor is on someone, the Mechanic can press E to remove the armor and give the ally an attack, mana regen, and cooldown speed boost. This will stay until the cooldown is replenished, as goes for the stat boost. You can, ofcourse, use this selfishly, though the cooldown speed increase negates the attack speed boost. The mechanic cannot recycle the armor while it or an ally is enhanced.

4. Recycle Increasing Cooldowns: Speaking of recycle, here is a way to stop the mechanic from getting free mana. When Mechanic tries to recycle, the cooldown of the move is put to half-done. And, mechanic cannot recycle during the last 1.5 seconds of an armors lifespan. Mechanic needs to know that it is safe in order to recycle, and that it will not need that armor in a fight. This gives the enemy an oportunity to counterplay, knowing that mechanic will not be able to whip out the move any time soon. The 1.5 second ending period is a quality-of-life thing for the mechanic player, so that it doesn't recycle the armor at the last second by accident.

I am going to try to get in contact with robonack to see what he thinks of these changes, he should know that mechanic is currently op and that it needs fixing, and I hope that these changes don't nerf mech into oblivion. RIP Trooper 