Keep in mind that things are gonna indirectly change for class balance in Horde due to Execution rules being replaced with Aggressive Enemies.
I don’t think that any of this is necessary. Inflitrator is a high-risk/high-reward sneaky CQC class. The damage is necessary to get the kills needed to survive in CQC and compete with other ranged classes for damage and kills. And it can already get its Ult back pretty fast because of said damage.
I get the impression that this is to nerf the aggressive build and buff the Cloak build, which I can understand the desire for. That build isn’t bad though, but I do know that players miss Overkill-sniping. For that, I think that increasing the bleed range on the reduced recoil card would allow for buffing that without overbuffing the aggressive build.
My suggestion for Inflitrator:
Overkill Stock-now increases bleed proc range.
I would rather all grenade cards move to the Slugger instead IMO. And the Ult Cooldown is already ridiculously long as is.
My suggestions instead for Demolitions:
Buff the ammo regen perk a bit to make ammo less stingy without needing lockers so much.
Also, fix the bug where Active Reloading the GL or Boomshot buffs the Ult’s damage, exaggerating the damage output.
I don’t think that Marksman needs any new cards, especially not bleeding. This class is all about skillfully landing 1 perfect headshot, and is extremely devastating when used well.
All Markman needs is for the passive to actually work, to allow it to 1-shot Grenediers through their helmets, shoot Flyers through the shield, etc.
Not going to lie, this one kinda makes sense, but IMO doesn’t actually need a new card for it. Would honestly rather just buff Nomad Armor instead (plus if your new card existed the class would be completely invincible by stacking with this). But IMO Nomad Armor is kinda fine as is, Nomad doesn’t technically need much damage resistance due to Fear causing enemies not to attack you to begin with (although they need to fix the bug where they sometimes do anyway). Plus, Execution Shield makes you invincible anyway, so Nomad Armor just adds some forgiveness on the way to pull one off.
My suggestions for Nomad:
-Add Flashbang grenades to starting Horde loadout (synergizes with executions and indirect tankiness by not getting shot).
-Markza Mastery: buffed to also increase zoom and reduce recoil, making it easier to hit headshots at long range and chain Consecutive Shot stacks.
-Markza base Active recharge time reduced. Sucks having to wait for the actives with this, or empty the mag to get a free one and lose Consecutive stacks in the process.
-Precision Resistance: buffed to general long range resistance and/or combine with Nomad Armor to extend the range. This card doesn’t prevent getting 1-shot downed by snipers anyway.
-Lifeline: Changed to allow critical kills to heal and give stim. The existing support function is kinda redundant in practice IMO, as if things are scared you generally will have time to heal, and Execution Shield already is better for doing nearly the same thing better in CQC. But healing and stimming on critical kills would also allow for better ranged sustain and better synergize with Armored Shot.
-Terror and Fearsome Aurora: buffed to also apply to Faze and Intimidation-applied Fear, not just the Ult. Because why not, for build variety.
-Enemies under Fear are initially stunned for longer and/or also are unable to sprint. Really annoying try to chain kills as they run away, and also, the bug where they all run to the helipad in Escape needs fixed.
I don’t see why not for the tap card. But not sure the Claw card needs buffed. It is pretty great as is for such an already powerful weapon.
My suggestions for Blademaster:
-Short and Mid range deflection cards combined into one card or further buffed in range coverage separately. Class needs to many cards to tank a bit, and Nomad Armor does the same thing as both cards but better. Just copy paste.
-Nimble: buffed to also extend melee lunge range and speed because why not (I always thought that the card was cool but not that great as is in practice compared to other options).
-Make it a bit less Venom dependant in Escape. Perhaps allow Bleeding outside of Venom or even a bit close to it. Would maybe mess up Horde balance due to the perk though.
Making all pistol shots bleed without actives would be nice. But I don’t think that melee resistance is necessary, especially since this is more of a ranged class.
My suggestions for Anchor:
-Lethal Barrier: buffed to also stun enemies that touch the barrier, to better make safe use of such a risky card and especially alleviate the pain of getting meleed because of it.
-Boltok Bandolier changed to Pistol Bandolier and apply to all pistols.
-Make the other two pistols purchasable from the Fabricator and obtainable in Escape somehow.
The class is supposedly a pistol class but really is only able to use the Boltok.
Nah. The stim card kinda accomplishes the same defensive purpose for teammates.
My suggestions for Veteran:
-Lancer Stock: add significantly reduced spread for laser accuracy, and fix the negative recoil when using while Ulting.
-Add increased ammo capacity to the execution immunity passive. Veteran is supposed to amplify the core classic Gears mechanics, so basic things that help enhance that makes sense IMO.
Kinda don’t don’t understand why, for any of this? Gunner is already pretty much impervious to ballistics while face-tank healing in combination with Bait Armor. Only thing to worry about are snipers, and Grenediers, both of which are fairly easy to avoid getting hit by.
No reason not to have Chaingun regen work for Tri-Shot, simply provides options, and without Execution rules the Mulcher will be able finish off downs at long range, so Tri-Shot won’t be as necessary anyway.
As for Tank Synergy? Lol.
My Gunner Suggestions:
-Passive buffed to apply to all weapons, not just heavy, for better viability in Escape.
Like where you are going with most of this.
Scorcher does need buffed (as well as fixed to work on non-Actives).
I would actually go the opposite direction with transferringthe damage resistance between cards. Not being able to use your Ult as Brawler with Inner Fire sucks, and I honestly would like to discourage that and open up more room for cards in a tank build. I would make Damage Dash while running apply 55%, and Inner Fire down to 20%. The reason is because tackle builds need the damage resistance the most, and the ranged build can much more easily and safely sit back even with just Perk Up (which I’m not opposed to buffing, but it doesn’t really need it).
It would be nice if Scorcher always applied burning, for the sake of being able to save you from having to equip Play with Fire if you aren’t planning to burn from long range. I would also make Flame Grenades apply and benefit from the Burn status and related card buffs as well.
My Brawler suggestions. There are a lot, but most is really quality of life or allow Pyro/ranged builds to better shine:
-Passive buffed to also heal and apply stim off of burn kills in addition to tackling. This is keep Torch Tackle burn from messing you up and ruining your ability to get stim in CQC, and would also allow for a bit more sustain while using Scorcher, Flame Grenades, and Play with Fire.
-fix the bug where enemies teleport if tackling them out of cover. The worst thing that can happen as Brawler.
-Damage Dash buffed from 40% to 55%.
-Inner Fire reduced from 35% to 20%.
-Soothing Warmth buffed to work with Scorcher and Flame Grenades, as well as buff the proc radius to at least 5, or whatever the Scorcher’s max range is. To better make use of the heal while tackling and rolling back, and for face-tank fun while burning down enemies.
-Burn and Recharge significantly buffed to actually be more noticeable. Got overshadowed when the universal change to class Ult recharging from damage was added for everyone.
-Burn Boost buffed to apply to any type of kill, not just on Burning enemies. Not a bad card as is, but this would make it easier to synergize with ranged builds.
-Torch Tackle buffed from 275% to 300% damage on burning enemies. This is more to help tackle Brawler keep up on the final waves of Master Horde.
-Burn status effect duration adjusted to reset everything the burn chance procs, to keep from having to babysit the fire as much.
-Scorcher card fixed to work on non-actives.
-Play with Fire and Pyromaniac buffed to work with Scorcher and Flame Grenade base damage increases.
I don’t really see the need the this, but wouldn’t be opposed to it either.
My Pilot suggestions:
-Aggressive Armor given the same treatment as Combat Medic’s Helpful Headshots: buffed significantly to provide much more stim AND to also allow it to heal. Nothing sucks more than getting hit once without stim and then not being able to use the card.
-Passive buffed to apply more Ult recharge on damage taken. I think the choice of Ult is fine, just needs to be a bit better at what it does.
-Enforcer card buffed to reduce spread, recoil, and increase range. The damage is nice, but only when things are almost in your face.
-The Hammer is awesome, but maybe a little TOO awesome, to the point of overshadowing the Ult, which is the real point of the class. Not a big deal so could be left alone.
Some cool stuff here. Zapper chaining sounds fun, but may be better balanced as part of the damage card. And yeah, the bleed stuff could maybe be buffed/fixed.
Cooperation buff, I’m not sure. Might be OP if it works for themselves, but at the same time, sucks that it currently doesn’t. I understand why the devs implemented it the way they did.
Speed loader isn’t the issue with explosive spam, the absurd Resupply rate for explosives is.
My Tactician suggestions:
-fix Disciplined to work as described/change the description. The card is a lot stronger than it would seem, and may or may not be what the devs intended.
-Nerf the speed of Explosive Resupply, both the card and the Horde Perk. Nonsensical fun but really a bit over the top, and rivals Demolitions and bit too closely.
-Buff resupply rate of blue-ammo ballistic weapons, especially the Longshot. Demolitions’ Good Kill completely overshadows the Tactician Ult for non-explosive weapons.
I’m totally down for both of these, especially the latter.
I don’t really have any suggestions other than giving it a better passive for Escape, and maybe making Precision Repairs apply to taps.
This would be nice. Repairs can be such a drag as this class. Like Robotics Expert, needs a better passive for Escape.
Removing the 10m requirement from Helpful Headshots would be amazing, and I would also do it for the passive. Agreed on combining the green 32% resist cards. So dumb that those are separate. Making the purple give immunity would overshadow the stim from the gold card a bit, IMO. Definitely 100% the gold’s stim, and reviving completely dead players would be gamechanging but also make the Ult much better.
My Combat Medic suggestions:
-Remove 10m requirement from both the passive and Helpful Headshots.
-Combine Perfect Condition and Razor’s Edge.
-Get Up, Overdoing It, and Healing Repair buffed to allow the Ult to be used ON DEMAND (without any players needing to be downed). Allowing CM to pretend to be a Kantus/Gears 4 Scion and just casually buff the team and help repair the base whenever you feel like it.
-Get Up and Overdoing It buffed to also apply to any normal revive and Intervention revive (maybe not Healing Repair, as that could potentially be exploited).
-A separate card, or buff to Intervention that gives a damage boost against enemies near downed players.
Man, this took a while.