What I would do if I could balance some of the underpowered Legends

Crypto:

  • Surveillance Drone deploy time is halved.
  • Switching to drone view is much faster when the Drone is already deployed.

Crypto currently suffers from the same reason people don't play Caustic, his abilities often make the fight 2 vs 3 or accidentally damages his own allies in a mid-range fight.

People will argue that the point of EMP is to use it when the enemy is hiding in a building or far from your team, but most of the time the enemy is already healed up when your team gets there, if not 2 vs 3 while Crypto is sitting there.

Caustic:

  • Gas trap activation time is reduced.
  • Gas continues to blind allies, but the slow only activates after 3-4 seconds of being in the gas.

Currently, Caustic gas is one of the main reasons people don't want him on their team, blinding is one thing but slowing down is another.

I don't believe gas should slow down allies in the same way it slows down enemies, as it can often get them killed when defending or fighting around an ally Caustic, this is a controversial opinion but I'm sure this is the one change that'll make teamwork better with him.

With this change, the gas would still affect allies but not slow them unless they try to take advantage of it and stay too long in it.

Gas traps have an activation delay after being placed, even if the enemy is around, I think it should be shortened so that Caustic can be played a little more aggressively.

Mirage:

  • Decoy ability receives 2 uses, cooldown for each is increased from 15 seconds to 20 seconds.
  • Passive no longer triggers a decoy with a special animation, but rather leaves a knocked-down decoy enemies can use their finishers on.

Throwing Mirage decoys was a lot of fun back then when everyone got fooled by it, nowadays any good player can tell the difference instantly, decoys run in one line and don't turn around.

The passive decoy is also kinda useless, no one ever shoots it and no one ever believes it to be a player, because the animation is never used outside of that passive, I think a knocked-down decoy that enemies can try to finish would help much more than what it is right now, while not changing the original objective of the ability

Bloodhound:

  • Bloodhound receives the Fortified Perk.
  • EDIT: Tactical cooldown reduced from 35 to 25 (or 20)

Currently Bloodhound, despite being a medium-sized legend according to the files, has a bigger hitbox than Pathfinder or Bangalore and its just a little bit smaller than Caustic's, considering they are a master of the games and wear a lot of armor, I believe they should receive the immunity to bullet slow.

This would help Bloodhound be less of a bright target while using their ultimate too, letting them initiate or escape fights more easily.

Octane:

  • Jump-pad deploy time is halved.

I think any Octane main has had to deal with accidentally missing their own jump-pad because it didn't activate fast enough, I'd say this is less of a buff and more of an adjustment

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