Even after the recent nerf I would say that Sunny’s chase game is too strong. If you look at other characters, you see that Caira also boost the chase speed of the Hunters. As far as I am aware though, that is not considered to strong but rather balanced.

So my idea is to balance Sunny around what Caira achieves.

What I mean by this is the overall added distance.

A basic Hunter runs at 5.5 meters per second and will be faster by using his jetpack.

Caira’s Accelarion field boosts the movementspeed of up to 4 Hunters by 40% for 13.5 seconds with a 60% cooldown.

This makes 4 Hunters travel a certain distance more in the same time. (My approximation is about 5%).

So to make the JPB balanced, I suggest to have it increase the overall distance by 4 times this value (in this case 20%), as it affects only 1 Hunter.

**Simplified Example with non-accurate numbers:**

Let’s say the AF lasts 10 seconds, comes back 50 seconds after depleted. Hunters move at 5 meters per second, the AF boost this to 7 meters per second. 4 bursts of Jetpack can be used all 15 seconds and boosts the hunter 5 meters forward, for a total of 80 meters per jetpack.

An unboosted Hunter would then travel 4*4*5 (Jetpack) + 60*5 (Running) = 380 meters in a minute.
An accelerated Hunter would travel 4*4

*5 (Jetpack) + 50*5(Running) + 10*7(AF) = 400 meters in a minute. This is about 5% more.

So the JPB in this exampe should give a single boosted Hunter 20% more distance.

Lets take a reload time of 15 seconds, so the JPB can be used 4 times a minute. This would result in the following balancing:

4*4*5(Jetpack) + 60*5(Running) + 4*3*5*1.3(JPB) = 458, about 20.5% more

In this simplified example I would therefore give the JPB a total usage time of 15 seconds (unload + delay + recharge), a capacity of 3 Boosts and a thrust increase of 30%.

Of course this example is far from reality, but I hope you got where I am trying to go:

Balance the distance provided by the JetpackBooster around the distance provided by the Acceleration Field.