(Obligatory long post warning. There will be TLDR at the bottom)
- Reduce capacity.
- Decrease cooldown proportionally, or near proportionally, allowing her to provide ROUGHLY as many “boosts per minute” as she can now, as a starting point.
- ONLY allow sunnys “extra boost” to apply to HORIZONTAL dodges, not vertical ones.
IMO, the biggest problem with Sunnys jet pack booster is how many bases it covers- Combined with the context of not only the rest of her kit (more on this in a moment), but the other hunters. The main thing about her jet pack booster as it is now, is it not only allows her to help her team mates dodge much better, it allows her to completely relocate that hunter within a wide bubble around her.
A horizontal dodge with sunny boost on a flat surface allows you to dodge 20’ish meters away, compared to a standard 12-13’ish. A neutral dodge (straight up), allows you to boost about 16 meters into the air- Instead of the standard 8 (The boost increase may be a straight %, but bear in mind “because physics”, the actual distance you go are NOT directly increased by the same amount, its simply an increase in that momentary “push”, then the force leaves, and you begin to slow down).
So shell help you dodge an ability, and send you clear to the other side of the dome. On flat ground she can move a hunter about 80 meters, WITHOUT them using their own jetpack. Or they can boost 16-32 meters ABOVE the monsters head, and then move 40-60+ meters away from there.
The monster now has an ability on cooldown that probably did no damage. And they cant maintain any melee focus. And have to waste time chasing you to the other side of the dome- Probably at the cost of a traversal. Probably TWO or more if jack/griffin/maggie are there. All while the medic now has a longer time to heal them. All while the assault is blasting away at you. While…
For comparison- how does Hanks mitigation work? Monster hits you, does no damage- Youre still there for them to focus. Medic/trapper had a small window to help you get away/heal you.
These changes are aimed at making her jetpack booster be a tool to help hunters DODGE, not completely up and relocate- By disallowing her the immediate capacity to do this in the first place. Making it only provide a benefit on the horizontal instead of the vertical will again help make sure its being used to dodge abilities. The devs have made efforts to reduce the power of simply up up and awaying from monsters for numerous reasons (varying monster capacity yo deal with this, the frustration of how easily it is to lose track of hunters who superman out of your vision and then off in some random direction, etc)- But sunny effectively bypasses all of these efforts and allows hunters to once again do this. Doing that will keep her kit in line with this mentality.
This will also work on the chase as well- Because again, she can propel someone about 80+ meters forward WITHOUT perks like capacity. Trapper can be 40 meters to her right, and then be 40 meters to her left in a moment, without the trapper needing any resources of their own. Or she can send a couple of people 40+ meters forward each. Or… etc. Again, shed lack the “immediate” capacity required to do this in one swing- and would have to pause/break between.
- Give it less hp
- Increase how long the beam will stay tethered to a hunter after they have taken no damage
- Fix it so it doesnt negate half a direct rock. Seriously this shit sucks.
I believe I understand WHY the shield drone HAD more capacity than hanks shield. At first, and on its own, it made sense. Hank players can drop shields between attacks to charge their battery up, and better block big abilities. The drone AI cant, it simply locks onto to someone who is taking damage, and holds it- for every little thing. I believe they were worried about how easily a monster would be able to blow through these shields, and just keep the shield on zero capacity. After all something like a leap/charge, and poof- No more shields.
Sunny has a jet pack booster.
So the moment someone gets focused, even if they take the initial hit, the second hit will be blocked. Then she scoops them up- The 3rd ability misses. And she throws them clear to the other side of the dome.
By the time the monster can catch back up to the hunter they were after, the beam has had enough time to drop, and the shield drone has recharged (And for some reason it recharges faster the second time than the first time, at least last time i checked it did. like 5ish seconds vs 7-8ish seconds. still not sure if this is as bug or intentional). This means the only PRACTICAL way to counter the drone is to basically remove it constantly. Sure you can “hit one person with an ability! then melee someone else to put the beam on them! then go back to the other tar” and oh sunny has whisked away your original target already… I guess in theory you can flame breath someone, and use your other abilities, using the dot to keep the shield going back to the “dummy” target. But youve only a couple second window to do this. And again jet pack booster.
And depending on the monster you are, and which part of your melee cycle youre at- The thing can take 3-4 melees to bring down. Within the context of this game, this is a LONG time. All while each and every single hunter is blasting away at you. Directly at you, since they know exactly where youll be.
Once again enforcing the idea that you HAVE to use an ability to take this thing out, the will be up again in 7-8 seconds. Which basically means that even if it DOESNT shield someone, its done the same job as a shield.
You need more options for the thing, plain and simple. Extending how long it held the beam on a hunter taking damage means even IF they got away, the concept of brute-forcing through the drones capacity would be a practical idea, not a pipe dream. Making it practical to melee the thing means you dont HAVE to cycle abilities to keep it out of play, making it do the job of a shield anyways. You SHOULD take a bit more punishment for “saving abilities” imo- But i think you take too much punishment right now currently.
TLDR: Jet pack booster, reduce capacity, increase recharge rate so she gets roughly the same boosts per dome, but has less immediate relocation capability. Change it so that the “boost” to dodges only work horizontally, not vertically. Give shield drone less hp, extend how long itll tether to someone after theyve had no damage.