noremako
Member
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Hmm, Juggernaut is pretty even when its 2 lvl 15s vs lvl 25... But when its lvl 38 vs 2 lvl 29s, thats where its really unfair. Problems are energy, tankiness, and a difficulty in killing enemies. I'd recommend adding passives to juggernauts. Level 30 Juggernauts and above should start unlocking passives. For example, At level 30, Deadly Aim is unlocked (This was a passive that increased sidearm damage). This is to cope with the increasing difficulty in dealing damage. At level 32, Hybrid Armor is unlocked, the passive version. This was a buff to defense and at one point, both defense and resistance. This is to cope with the extremely large Burst DPS advantage that lower levelled players have over juggernauts. At level 34, Reroute is unlocked. This gave energy back depending on how much damage you took from enemies. This is to cope with the amount of energy you will lose when you are fighting 2 players, both of whom have very viable anti energy abilities. At level 36, Blood Lust is unlocked. Considering the unfair health gap between 2 moderately high levelled players, and 1 high levelled one, its fair to say that this will make it plausible to survive further than the initial rounds for the Juggernaut, considering juggernauts at this level usually die within the first 3 rounds. I can't really think of other passives that are necessary. Having decent passive buffs for juggernauts would even out the playing field. The ones I have chosen are to deal with the specific problems faced by high levelled juggernauts. I would recommend level 5 for these. Perhaps, levelling up further would allow you to raise the passive buffs. I'm not sure about numbers further than that. Just my idea though.
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