Since altering starting perks is apparently on the table as of patch 6.2... How about we do something about the worst starting perk in the game: Heavy's. It provides a mere 10% ranged only damage resist only to allies within 10m and only while Iron Halo is active. It is the only starting perk that requires the activation of a class ability and isn't very good.
Here are some options to improve it: Increase the DR to 20% and make it active all the time and spread to allies within 20m while Iron Halo is active. This just keeps the same thing but improves it to be in any way relevant.
Make it provide 20% ammo reserve when ammunition is low (red ammo readout) on a 90 second cooldown. This addresses a problem many Heavy players have which is running out of ammo between caches due to bad ammo box RNG and the increased number of enemies. Makes sense the class that is near 100% dependent on range weapons to do anything useful has a means of getting back ammo to stay in the fight.
Another way, and some will say a potentially "over powered" way to address the ammo concern is to stick with the them of a starting perk only active while Iron Halo is active: Unlimited ammo while Iron Halo is active. This way even if you run dry you can still fire if you get your Iron Halo back up.
Admittedly that last one has the potential to be OP (don't really see how, it is just letting Heavy players fire their guns not giving damage boost or anything) so how about a something in the same line of thinking but less potent: No overheat while Iron Halo is active.
So there you go, several potential replacements for Heavy's current trash-tier starter perk.
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