yes, they need new and better cards
either that or just make their EXP curve less. don’t make people grind undesirable classes.
Emile
- add 80% damage resistance when ultimate is active, inside shield
- allow ballistic penetration when inside shield
- increase radius of ultimate
- add a card similar to Bait Armor
Kat
- allow 50% splash damage after hologram deactivates
- when hologram deployed, add 60% damage increase to all weapons for the duration of the ultimate
- during repair, stun enemies for 3 secs that are within 10m
Sarah
- allow 5% freeze shotgun damage per pellet hit
- shotgun damage increase by 40%
All numbers are level 6 skills
Protector is honestly the only one that is passable as is and just barely… Precision rifle damage and critical damage as perks are so out of place for a CQC class so those should be changed and maybe you could give it the nomad’s armored shot card too. I feel like the Talon needs a little love so, maybe give them a card that reduces it massive recoil so it’s more reliable and give it a damage boost if you don’t change the perks.
I’d suggest completely reworking architect since it just reused mechanic cards while it’s exclusive cards are snub-centric. I’ve wanted a pistol specialist class for a long time, whether it allowed for dual wielding or just making pistols hit a lot harder wouldn’t really matter to me. Architect could be redone entirely to fit more of a gunslinger or spy type of playstyle. Either that or just add some cards that came after it’s initial release like precision repairs, experimental weapons, flank 'em etc. I know anchor is considered a pistol specialist but I never really had that impression and it definitely shouldn’t be a tank class. Maybe even change their perks to let them be a more offensive engineer.
Totally agree with giving the grenade cards to slugger as it could be a stand-in for the grenadier class that so many people wanted and letting demolitions have their ammo back. A flat damage increase perk would be better than the shotgun only one they have already and who even needs movement speed? Definitely not a former “tank”. Give them ammo capacity instead or something, I’m open to suggestions since that’s unlikely (all those grenades
).
Striker should do away with the ultimate perk and get a flat damage one as well (even just melee damage would be okay, it just doesn’t do enough as is). Its passive is lame and I could appreciate something that nixes the breaker mace’s biggest downside: it loses durability as you take damage, maybe have a chance of deflecting shots with the breaker. Perhaps they could just execute enemies much faster so you’re not so much of a sitting duck while offing only a single enemy and additionally get stim from doing so like Kait used to.
Maybe op seven the one guy will get around to it. Promo classes being in the general pool, i’m not a fan of . . . But since they are there maybe the team will rework and tweak them and deliver them in the near future. One can hope…OP Six? No? OP Seven? There you go Mr. Shannon! Target Made.
Regarding Grace? Ya’ll so wrong,
I’ve played the class a bunch and have some two cents to offer (again) for tweaks and reworks.
The Mace? The classes entire oveure, and it’s not even in the loadout? Put the mace in the loadout along with the retro. This would be a shortcut way of addressing the mace gets blown up in an instant problem. The best way though would be to put the mace in the loadout, and buff the health pool of the thing considerably, and make it indestructable but looses it’s oofmph and ability to guard (only at zero charge). This fix also makes the class a little tankier.
The Retro? Because the Retro is dope, the range is correct for the class, and the run and charge with the Bayonette also (if it doesn’t bug out) ignites the GSD Gold Card. Which is cool, and useful. Most engineers have no idea how to tweak their setup to accomodate the mace weilders. They can hold lanes easily with a barrier or two, along with some nooks and crannies to hide, cover and dance around in. There are bound to be situations where the setup doesn’t have that, and the class has to fall back to a ranged (gun) fighter. As it stands now, it has a 35% damage boon across the board, but on the upper difficulties it’s just not enough. It’s pitiful really. So there needs to be a boost to gun, preferably by a card similiar to Lahni’s Brutal Claw, Marcus or JD’s lancer Cards, but for the class - Retro Specific.
Grenades? The loadout currently has two flashes, which really means you have one flash because you can’t buy anymore from the box. If the dire need comes around during the wave that you need to use two, you need to put your mace (if you have one) on a locker slot (if there is on available) and commit harikari to get another set of flashes. That or srcounge around the floor for a flash a grenadier dropped. Three flashes in the loadout? Problem solved. That or being able to buy a pair for 250 power from the box.
Perks? Pretty much Lahni’s minus the bleed perk - speed, Damage Reduction, Health Regen. Get rid of the Ult build perk, because you already have a card for that, and do Global Damage like Clayton has.
Cards tweaks and adds. Add a Retro Speciality Card akin to all the others of it’s ilk. First Strike goes from 35% to 45% at level six. Blunt Instrument is fine. Stim Siphon is buggy and doesn’t always work. Melee Rush, GSD are also Good. Team Up is a throw away (low usage) card, because it relies on being paired next to one specific character class. Granted those two have very nice synergies; complimenting each other well.
Thats what i got. All these little tweaks and adds, improves viability, clears up the class problems, adds class balance and fun, without being OP.
There is a serious shortage of Skill Cards for these classes, even if they do not actually belong in Gears, if they are here, they might as well be given some flexibility.
Striker:
- Damage perk and Damage resistance perk
- Replace breaker mace bleed with any kind of damage but less percentage to make it “fair” according with TC ideas. 35% or 110% like Protector and also with normal melee attacks (level 6)
- Damage resistance passive 30%
- First strike card increase up to 70% both enemies with almost full health and the opposite, low health. Or just 140% on the first attack.
Protector:
- Damage perk and precision damage perk
- Passive get stim while you don’t take damage
- Regeneration field get stim also while you inflict damage and 75% damage resistance (level 6)
Architect:
- General damage card with both melee and all weapons up to 70% to be useful both Horde and escape specially instead of snub card.
- Passive get stim while you don’t take damage
- Regeneration field get stim also while you inflict damage and 75% damage resistance (level 6)
- Hologram extend applies also with general damage not only snub.
Slugger
- Damage perk
- 20% bleed damage with heavy weapons and grenades (level 6)
- 160% damage instead of 130% with grenade damage card (level 6)
- 75% damage resistance passive
The majority of this suggestions are to be generic and easy to implement, if they allege don’t have manpower or any other excuse, well, this is a maybe 1 day work with little effort, isn’t like we’re asking complex skill cards sinergy like the current main classes, just only basic stuffs that work fine, and It should have been applied since operation 2 or 3.
it’s a preliminary idea and doing some % tweaks these classes will be fun and less hated.
I really feel the classes need some love. Mainly more perks for starters.
Architect I feel is the closest to being viable but still not there. The hologram is really useful. My favorite ult out of the engineer classes. However their actual engineering perks are crap. Outside of the ult and halo there is nothing that sets this class apart from Mechanic. This class needs something to help it’s building aspect. Since it seems to revolve around misdirection, upgraded decoys might be appropriate. I’m thinking Decoys that cause some status effect when they die like a flame or ice explosion. Decoys die rather quickly without fort health so instead of beefing them up to act like tanks how about the architect gets a really really high discount for building+repairing decoys? Make the class build plenty of decoys that act like land mines and are very cheap to rebuild. Or give the decoys a minor reflect dmg like Gunner’s ult? Just some crazy ideas. The class needs something that the other engineers don’t have that is around building.
Emile’s class(I don’t know it’s name) needs to be very very tanky. Melee bleed is actually pretty good but melee is very unreliable at masters. The amount of things that can kill you up close is also dangerous. Giving stim while meleeing or executing like Nomad might work. The drop shield is nice but it would be even better if people inside received some sort of dmg resistance or stim for when something walks inside. Allowing your teammates to shoot through it would also be welcome.
Slugger and Striker I have no idea. I never used Sarah’s class and I never bought Grace so I know nothing about them. I’m really glad I didn’t fork over the cash for Grace now that her class is available to all.
A card called “batter up!”, it allows any breaker mace hit that successfully connects with a boom or drop shot round to reflect back at (some multiple) of damage. It would at least be fun to watch people doing / trying it. Aren’t games supposed to be fun?
Protector shield quality of life change.
Let me use the shield if I go down
I love to play slugger. Big damage and wide radius on frag blast
8 bomb for every purchase…
Slugger should also get the Gambit card that Demo has since that class appears to revolve around grenades.
So does anyone know if there is validity to the claim that they cannot rework these classes because they are non-Gears characters? That statement circled around quite a bit, though I do not know the original source. Because if it’s true, all the sensible suggestions in the world, are pointless.
And if it is true…why? Why would 343 and Paramount (I assume) care if the abilities of their characters were tweaked for the better in a video game? It’s not as if something ridiculous would be done to the integrity of their characters…and surely they, especially 343, knew changes and updates would need to be made, after all they are in the video game business.
Regardless, it’s a shame they haven’t been touched. I enjoy playing Sarah Con…uh, actually I play Slugger as Gary now 
I have no idea how the process works but I know it can be done. Whether it’s economic is another question. Dead by Daylight has a lot of killer characters from various franchises. Mikey Myers, Leather Face, Freddy, Ghost Face, Demigorgon, Pyramid Head. When Freddy came out he was god awful. His power was weak, survivors ran loops around him. He was the worst killer in that game. It took them nearly a full year but they completely reworked him and now he is close to top tier. So it is possible but what is required and whether it will be worth it for TC, I’ve no clue.
I guess that was pretty much what I was getting at…I know it’s possible in the long run. But if that’s why the characters haven’t been buffed so far, it would be nice to know.
Well they’ve had slight buffs but that was so they could at least do something in escape.
Right, right…I should have specified skill card changes, not necessarily buffing.
Agreed with topic.
I already almost mastered Architech , back in S4 but I always found Hologram to be a pretty neat ability , that thing can really save your back even against scions , Wardens and Matriarche.
Dome shield?
Nearly useless.
It has to be used in Advance , and enemies can just sneak inside.
I mostly found it a “Anti-Dropshot security roof” but not a lot much.
Should be buffed/should be added some passives.
it better be worth it to TC. Some of us paid for those characters and for them to pretty much give us trash characters and take our money like that is wrong. if we were just paying for a char thatd be different but they are unique classes that all suffer from the same ineffectiveness and lack of basic cards that cater to the class theyre supposed to be.
Slugger with ability to plant more grenades … and with bleed .
Yes!
I’d imagine a team of sluggers and 40 grenades planted at the start of every round.
… oh and perhaps a jack to collect the cog tags when we blow ourselves up .