Ruckus buff



  • @Dusklicious maybe remove the firing slow, it'll make him a little harder to hit.


  • PC

    @Zeebuoy said in Ruckus buff:

    @Dusklicious maybe remove the firing slow, it'll make him a little harder to hit.

    Removing the firing slow would make his DPS much higher, and buffing his DPS is probably going to turn him into a better Viktor when it comes to the meta.

    Maybe give it DR while it's spinning up?



  • @Dusklicious said in Ruckus buff:

    Removing the firing slow would make his DPS much worse,

    how so?

    he'd be able to dodge a bit better.


  • PC

    @Zeebuoy said in Ruckus buff:

    @Dusklicious said in Ruckus buff:

    Removing the firing slow would make his DPS much higher,

    how so?

    he'd be able to dodge a bit better.

    It would allow him to deal full damage a lot sooner. Also, edited because I mis-said that. Though "worse" could be accurate as in "worse of a potential problem."


  • Switch

    yeah, rukus is more of an off tank... So he has less sustain at the trade off of more damage. Call me crazy but i think hes in a good spot right now WITH THE RIGHT TEAM COMP



  • @Koopakid said in Ruckus buff:

    WITH THE RIGHT TEAM COMP

    which one and how come?



  • @Zeebuoy said in Ruckus buff:

    @Koopakid said in Ruckus buff:

    WITH THE RIGHT TEAM COMP

    which one and how come?

    Damage amps I'm guessing


  • PC

    @OriginalEquinox said in Ruckus buff:

    @Zeebuoy said in Ruckus buff:

    @Koopakid said in Ruckus buff:

    WITH THE RIGHT TEAM COMP

    which one and how come?

    Damage amps I'm guessing

    Damage amp comps would sacrifice healing potential, but Ruckus damage with Luminary buffs and an Inara (particularly an ult combo with her and the Ruckus) could be potentially crazy. But other than very specific comps, I just don't see him performing.


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    @Zeebuoy The comp that you get when there are 4 tanks banned enemy first picks ash and your first 2 teanmates are retarded enough to not pick barik+jenos and instead picks damage dealers

    @Dusklicious barik is better with both ruckus and jenos tho. His damage is more reliable than inara's and ruckus can ult inside barik's one


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    @ShogunPukin said in Ruckus buff:

    @Zeebuoy The comp that you get when there are 4 tanks banned enemy first picks ash and your first 2 teanmates are retarded enough to not pick barik+jenos and instead picks damage dealers

    @Dusklicious barik is better with both ruckus and jenos tho. His damage is more reliable than inara's and ruckus can ult inside barik's one

    Barik and Ruckus are absolutely horrible together. Barik lacks sustain. Plus it isn't about the damage but Inara's CC as well as her ability to sustain.


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    ruckus got more survivability than othe tanks he got low cooldown on his dash and his machine gun can shred so fast just get close on a mid range you can shred players the down side on ruckus his ult in not strong sure it can throw all of its ammo on a target but when i hit my ult on a makoa shield i only dmg the shield end up dmg makoa by 30% when i finally hit him.



  • All Rukus needs is better defensive abilities.
    Maybe a personal shield that constantly regenerates for its duration.
    And probably Bubble shield as a talent option for healing windows and area damage mitigation.


  • PC

    @AYYDIMITRI said in Ruckus buff:

    All Rukus needs is better defensive abilities.
    Maybe a personal shield that constantly regenerates for its duration.
    And probably Bubble shield as a talent option for healing windows and area damage mitigation.

    Interesting ideas, though personally I like the idea of turning Ruckus into a sort of close range bruiser by buffing up his defensive abilities as well as giving him actual CC and changing his Aerial Assault talent to something more like a direct assault that makes his dashes knock back and deal damage.



  • What about a talent that greatly reduces his self-slow while firing? OR buffing the "No Chill" card from 5% to 10% per level?

    I know Advance is a good ability, even better now without momentum loss.... , but i still feel like a sitting duck during combat/firing.



  • @Dusklicious
    I have pondered a potential knockback on advance as well. But I think having multiple charges would be too much player control vs mobilityless targets I think.

    However, as for making ruckus better as a cqc bruiser. I feel like they should increase the spread on his miniguns to be like Kogas, making them unreliable passed mid range. Maybe reducing the bullet damage falloff or buffing the damage slightly... Then once his ideal attack range is sorted, he will probably need a more durable shield to stay around close quarters. As I stated, one that regenerates while active, so instead of having additional disposable HP, you have a shield that stays strong as long as they aren't doing enough firepower to destroy it, which would force you to be mobile and hard to hit in order to get the most out of it.

    And as for the bubble shield as a talent.
    Rukus shield is really breif, so a momentary dome shield is not going to hold back much for long, but it should be enough for rukus to make an impact and sustain some healing, while providing a shield sightline for the team. The issue is that rukus is still weak to close quarters caut in this state but should have the dash moves to deal with potential intruders to his shield. Also rukus needs some area shield as to not rely on other frontlines to provide one for him.

    I just feel like tanks need to be some form of hardpoint for the team, and all rukus does is soft surpression as a form of zoning.


  • PC

    @AYYDIMITRI said in Ruckus buff:

    @Dusklicious
    I have pondered a potential knockback on advance as well. But I think having multiple charges would be too much player control vs mobilityless targets I think.

    However, as for making ruckus better as a cqc bruiser. I feel like they should increase the spread on his miniguns to be like Kogas, making them unreliable passed mid range. Maybe reducing the bullet damage falloff or buffing the damage slightly... Then once his ideal attack range is sorted, he will probably need a more durable shield to stay around close quarters. As I stated, one that regenerates while active, so instead of having additional disposable HP, you have a shield that stays strong as long as they aren't doing enough firepower to destroy it, which would force you to be mobile and hard to hit in order to get the most out of it.

    And as for the bubble shield as a talent.
    Rukus shield is really breif, so a momentary dome shield is not going to hold back much for long, but it should be enough for rukus to make an impact and sustain some healing, while providing a shield sightline for the team. The issue is that rukus is still weak to close quarters caut in this state but should have the dash moves to deal with potential intruders to his shield. Also rukus needs some area shield as to not rely on other frontlines to provide one for him.

    I just feel like tanks need to be some form of hardpoint for the team, and all rukus does is soft surpression as a form of zoning.

    I like your idea with the mini-guns though on the shield idea, I'm not so sure. His shields as they are would really need a pretty significant buff to their health to sustain for any decent period of time. The 2.5k just will not cut it. Bubble shield would be an interesting idea though, even if it sounds an awful lot like Half Shell.



  • @Dusklicious

    For regenerating shield I'm thinking along the lines of... It activates with a 2500 shield and regenerates 1000 Shield per/sec for the duration of the shield, capping at maximum of 2500 HP. Recharges until duration expires.

    Obiously not these exact values mind, but enough for the idea, it would come down to testing to discern ideal values.
    I would like a shield that feels like an uncauterisable seris heal you have to beat down with wrecker until it ends.
    In theroy a tough personal shield. Although in theroy it makes you impervious to harm from low dps w/o wrecker for a breif time and that could be hazardous for balence.

    Although as for dome shielding... I understand that it is very similar to half shell... although it would have shorter time and move with the player body instead of being placed.. I would also advocate that it would not be the same size, I think it would be better as a doorway size, not a point cover, something smaller would be more in line with its low CD.


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