BALANCING BLITZ @POSTUMS #ChampionsClub

Hello Postums,
I would like to summarize all the Input from „the Club“into this single thread, also to give the Community more options to discuss the Input & Ideas.
A lot of Players, including me, have played thousands of Blitz games and most of them in ranked matches against all the other top Players, mentioning all of them would perhaps be too much and leaving a few out would be unfair, so I just shout out to them generally. These ideas are a product of the input of a lot of people; especially Sadder Joker has been one, who has cared a lot about gathering our input. But enough of talking, let’s get to the main ideas.
My main Goal is to adjust Blitz in that way that it really gets into the spot it deserves, that it is rich in diversity and unit variance as it should have been from the beginning.

1. BLITZ: A RESSOURCE GAME

Blitz has always been about the energy income; and yet this simple Basic idea is only been really known and exercised perfectly by perhaps 30, 40 People? That’s just amazing; the game is out for more than a year. UNSC has been in this regard always in a disadvantage, the first 3 Drops are the most important ones and the Banished can “rush” the energy with their rush units, specifically “Grunt Rush Mob” & “Rush Elites”. Besides maybe Kinsano with the most efficient Rush Unit of all Leaders, “Helldrop”, most of the UNSC Leaders have to rely on the Vanguard Wolverine, which costs too much for the first seconds.
Here exists a very simple solution: Make the “Marines”, which cost currently 20, a “Rush Unit” and let them cost “50”. This would put all of the UNSC leaders in a very viable Position, especially in 1vs1.

  • MARINES: RUSH & 50 Energy

2. BLITZ: INFANTRY SPAM

Blitz has always preferred massed units instead of high-cost units. This kills the games diversity and also the main idea of a RTS, of certain Units and their Counters. So therefore, so far only lower-tier-skilled Players would spawn the Colossus, a Scorpion or something similar, because they underperform heavily vs. their cheaper counter-parts. This “biases” a lot of heavy infantry based leaders, especially Cutter, Kinsano and mostly Shipmaster. Shipmaster is almost unbeatable in 1vs1 in the Hand of a high-skilled Player (e.g. shandi lp; PredictedM3TH). This is not only due to his insane high-return of his starting army, which can additionally only be attacked by detect units in the first minutes, but also mainly due to his “Spirit Assault”. Let me Elaborate: Elites & Hunters are the most common AND most efficient Units in Blitz… „Rush" ability increases the cost of a non-rush unit, when its infantry, by around 20, so Elites cost 30 and Rush-Elites cost 50. Spirit Assault spawns 2 x Rush Elites & 2 x Rush Hunters for 140. Let’s do some math: Any other leader would have to cycle units, which costs time and especially 5 energy for every skipped unit, but Shipmaster spawns 4 Units for 140 and all of these are “Rush”. So no losses in health or attacking power for the first 8secs: Making it linear in costs it would sum up to: 2 x 50 for the Elites, & 2 x 60 for the Hunters, since Hunters cost normally 40: 220 Energy. It is ok that his leader ability should stay viable and give a certain advantage but this is extremely overpowered. I would make this one at least 160 energy for the effectiveness it offers.

The energy figures of almost all vehicles in Blitz are way too high, which has made this game mode always, as mentioned before, a heavily infantry focused and cheap-unit spam massacre. Example: Marines cost in Blitz 20 and Warthogs 60, in Deathmatch Marines Cost 150 supplies and Warthogs 250 Supplies, I don’t take the tech-level into account, because Blitz is mainly focused in “unit microing” (besides the energy, obviously). Can you follow me and see how big the discrepancy in the cost difference is?

All the Deathmatch pros know this for sure better: A Scorpion costs what? 550 supplies and like 100 in energy? In Blitz Scorpion costs 120 and Marines do cost 20: 6 x the Price of marines!

Let’s get into the numbers:

3. ADJUSTING THE UNIT COSTS [ALL UNITS]

3.1 [A: UNSC]

  • MARINES: 50 & RUSH - HORNET: 50 - WARTHOG: 40 - VETERAN CYCLOPS: 60 - NIGHTINGALE: 60 - KODIAK: 80 & -12% Range [Avoiding Base-Spawn-Camping] - SCORPION: 90 - VULTURE: 110
    3.1 [B: BANISHED]

  • JPB: 30 - BANSHEE: 40 - LOCUST: 50 - MARAUDER: 50 - ENGINEER: 50 - BLOODFUEL LOCUST: 70 - CLOAKED REAVER: 70 - WRAITH: 80 - BLISTERBACK: 100 - GUARD WRAITH: 110
    3.2 LEADERS

CUTTER

  • DOUBLE TIME: 80; A game change & currently too cheap. - SHOCKTROOPER HORNET: 60 - SHOCKTROOPER WARTHOG: 50 - AIR SUPPORT: 160
    ISABEL

  • GUARD WARTHOG: 70 - SHOCK SCORPION: 120
    ANDERS

  • PROTECTOR SENTINEL: 50 - ARC-PROTECTION: 100
    FORGE

  • GRIZZLY: 130
    KINSANO

  • HELLDROP: 60; currently way too cheap & too effective countering infantry in the middle of the fight. The drop stuns & damages units. - FLAMGEHOG VET: 70 - NAPALM: 100 - INFERNO: 160
    JOHNSON

  • BUNKER: 60 - MANTIS: 60 - VET MANTIS: 90 - COLOSSUS: 110
    JEROME

  • MASTODON: 50 - SHOCKTROOPER NIGHTINGALE: 70 - VET SNIPER: 90
    SERINA

  • CRYO TROOPERS: 30 - FROSTRAVEN: 60 - ICE STORM: 130
    ATRIOX
    His Leader abilities are currently way too expensive compared with all other leaders.

  • TURRET: 50

  • SHOCKWAVE: 80 - BULLWARK: 100 - ERADICTION: 160
    DECIMUS

  • TERROR CHOPPER: 40 - REGENERATION FIELD: 80 - MARAUDER CHIEF: 90
    SHIPMASTER

  • TELEPORT: 60 - UNSTABLE BANSHEE: 80 - CLOAKED MARAUDER: 70 - SPIRIT ASSAULT: 160 - GLASSING BEAM: 140
    COLONY

  • SCARFED HUNTERS: 70 - SKITTERS: 80 - LAST STAND LOCUST: 60
    ARBITER

  • PHANTOM: 70
    YAPYAP

  • UNSTABLE BRUTES: 50 - METHANWAGON: 60
    VORIDUS

  • INFUSION MINES: 60; Currently extreme effective & also deal a lot of damage even when destroyed. - TERROR WRAITH: 120
    PAVIUM

  • WRAITH INVADER: 80 - IRONCLAD BLISTERBACK: 120 - MEGA TURRET: 120 - LICH: 180

Great input, but in my opinion it’s not just the costs that’s the problem, as noted elsewhere by me. It’s the 50% refund… If your intention is to build highcosters in midgame, you need a good portion of time to get a new highcoster after the first one dies…

While by the time an infantry unit dies it is already replenished with natural income, plus it gives you this extra 50% in the early game. Ultimately nothing beats infantry spam just because since the game has good unit-to-unit balance (except ODSTs, I still hate ODSTs), there is no point in investing into vehicles if infantry spam keeps your economy much more fluid.

TL;DR: Unit power compensation does not grow exponentially, so cheaper and weaker units compensate their deaths much faster, making lowcoster spam more appealing.

> 2533274837483506;4:
> Great input, but in my opinion it’s not just the costs that’s the problem, as noted elsewhere by me. It’s the 50% refund… If your intention is to build highcosters in midgame, you need a good portion of time to get a new highcoster after the first one dies…
>
> While by the time an infantry unit dies it is already replenished with natural income, plus it gives you this extra 50% in the early game. Ultimately nothing beats infantry spam just because since the game has good unit-to-unit balance (except ODSTs, I still hate ODSTs), there is no point in investing into vehicles if infantry spam keeps your economy much more fluid.
>
> TL;DR: Unit power compensation does not grow exponentially, so cheaper and weaker units compensate their deaths much faster, making lowcoster spam more appealing.

Vehicles already have received some buffs in their individual effectiveness.

We all hope taking their energy costs also into account will balance the game further; also to compensate the “replenish speed” of infantry.

The other thing is that 50% is always a mathematical relative, so stays in line when you spend 120 its 60 when you go for ODSTs its 40 in return etc…

But thanks for your feedback! Any kind of feedback is absolutely welcome! Its not that I am the wisest man on the planet because of being a champ with all the other champ players. We have some experience and also wanted to share this; to bring “Blitz” to a level where it deserves to be.

> 2535466433512301;5:
> > 2533274837483506;4:
> > TL;DR: Unit power compensation does not grow exponentially, so cheaper and weaker units compensate their deaths much faster, making lowcoster spam more appealing.
>
> Vehicles already have received some buffs in their individual effectiveness.
>
> We all hope taking their energy costs also into account will balance the game further; also to compensate the “replenish speed” of infantry.
>
> The other thing is that 50% is always a mathematical relative, so stays in line when you spend 120 its 60 when you go for ODSTs its 40 in return etc…

That’s where the trick is hidden… The compensation is relative, but passive resource income is not, meaning that when the replenishment is put against passive resource income, the infantry costs are reduced much greater, than vehicle costs.

Some solid points,
Thanks for the mention Tyrell Xx

More detailed input, gathered by Sadder Joker

[I have left out a few minor things, like the adjusted energy costs for the “Trooper Units”, because this would have to be changed in the code of the game I suppose and not only “Value Balancing”; If Trooper Units would spawn units at their indidividual levels, their cost had to be adjusted again.]

Blitz Balancing

  • Shake up the infantry meta by making vehicles and air more viable - Make hero units viable - Bring up UNSC a little, as they struggle VS BanishedGeneral Changes

  • Increase the amount of damage Blast units do towards structures (turrets, bunkers, etc.) - Mines no longer able to drop ontop of troops - Make energy collection less RNG - Trooper units spawn the same level as their parent unit (i.e. the units from the Trooper Hornet will be the same level as the Trooper Hornet)UNSC Changes

  • Add Veteran Hellbringer to all UNSC decks (excluding Serina, as she as the Cryo Trooper) - UNSC struggle against Banished due to having weaker anti infantry units, this change would fix that issue - Veteran JR cost; 50 to 40 - Allow Sniper to use Y to activate cloak, instead of spawning with it (make it like DM, essentially) - Allow Vulture to spawn with Y ability off cool down - When Spartans jack a vehicle, they will receive a energy return when they jump out of said vehicle. This should be removed - Do not nerf Spartan SlamCutter Changes

  • CAS cost; 180 to 160 (this ability can simply be walked away from) - Allow Jerome-092 to spawn with Y ability - Jerome-092 cost; 200- 180Isabel Changes

  • MAC cost; 140 to 120 - Allow Alice-130 to spawn with Y ability - Alice-130 cost; 210 to 180Anders Changes

  • Agressor Sentinel cost; 30 to 20 - Watchtower cost; 50 to 30 - Allow Douglas-042 to start with Y ability - Douglas is already a very strong hero due to Guard and an incredible weapon (DPS), current cost is good - In “Tactician” starting hand; change a Cyclops or the Wolverine for a WarthogAtriox Changes

  • Spike Turret cost; 90 to 50 - Reduce the delay on Shockwave before it actually takes effect - Atriox’s Chosen cost; 210 to 180Decimus Changes

  • Increase overall effectiveness of Blast Hammer - Boundless Fury cost; 150 to 140 - Give Warlord Pull - Warlord cost; 180 to 200 (pull would be a very big buff, so cost would need to increase slightly to compensate) - Warlord should spawn with Y ability and Pull ON cooldownShipmaster Changes

  • Units affected by cloaking field sometimes cannot be detect, needs to be addressed - Allow Teleport to affect teammates again - Teleport cost; 80 to 60 - Allowing Honour Guard to cloak with Y ability (same as DM) - Allow Honour Guard to spawn with Y ability off cooldown - Give Honour Guard Rush keyword - Honour Guard cost; 170 to 180Forge Changes

  • Pelican Transport cost; 40 to 30 - Increase speed of Pelican Transport (if possible) - Heavy Metal cost; 70 to 60 - Scatter Bomb cost; 90 to 80 - Forge’s Warthog cost; 200 to 180 - Allow Forge’s Warthog to spawn with Y ability off cooldown - Combat Salvage cost; 170 to 100 (this ability is currently a meme, it needs a lot of love) - In “Full Metal” starting hand; change marine for WarthogKinsano Changes

  • Flame Hog cost; 70 to 50 - Veteran Flame Hog cost; 90 to 70 - Remove Rush keyword from Flame Hog to compensate for UNSC getting an additional Rush card - Replace Blast for Reflect or Rally on Kinston’s Cyclops - Allow Kinsano’s Cyclops to spawn with Y ability off cooldownColony Changes

  • Goliath cost; 50 to 40 - Hunter Captian cost; 230 to 190 - Engineer Swarm cost; 80 to 70 - In “Battering Ram” starting hand, change one Goliath for four Skitterers - Hunter Captain to start with Y ability ON cooldownJohnson Changes

  • Make bunker no longer affected by Rush keywords - Decrease heal rate of Bunker - The above changes and the increased damage of Blast units will bring the Bunker more in-line - Mech Overcharge currently affects other units that are not mechs (locust, for one), should only affect friendly mechs - Siege Turret cost; 100 to 90 - EMP MAC Blast cost; 110 to 100 - Give Sargent Johnson all armoury upgrades - Give Sargent Johnson Reflect, Siphon, or Shock - Sargent Johnson cost; 200 to 180 - Allow Sargent Johnson to spawn with Y ability off cooldown - The Johnson needed some love :wink: - In “Bunker Down” starting hand; change one Marine for a JR - In “Mech Offense” starting hand; change one Mantis for a WarthogArby Changes

  • Stasis cost; 70 to 60 - Plasma Bolt cost; 90 to 80 - Conduit of Rage cost; 80 to 70 - MASS CLOAKING IS EXTREMLEY BROKEN; when activated, units under its affect cannot be detected by ANYTHING. PLEASE fix this - Mass Cloaking cost; 200 to 180 - Swap Rush for Reflect on The Arbiter - The Arbiter’s Y ability activates COR (same as DM) - The Arbiter cost; 215 to 200 - The Arbiter should spawn with Y ability ON cooldown - In “Viscous Blade” starting hand; add a ghost. Also, Give The Arbiter Y ability at start of round (he needs the speed, as this start is one of the slowest in the game) - In “Elite Assault” starting hand; add a ghostJerome Changes

  • Commander Jerome cost; 215 to 200 - Give Commander Jerome all armoury upgradesSerina Changes

  • Seismic Blast cost; 60 to 50 - Cry Bomb cost; 110 to 90 (making the combo 140 to pull off) - Glacial Storm cost; 170 to 130 (this ability is currently a meme) - Give Bison T2 armoury upgrade but NOT T3 armoury upgrade (freezing radius that large would be broken in Blitz) - Bison cost; 220 to 190 - In “Sub-Zero” starting army; change one Wolverine for one Warthog - In “Blizzard” starting army; add JRYapyap Changes

  • Grunt Riders cost; 50 to 40 - Make Shade Turrets stun upon being dropped ontop of opponents (just like DM) - Shade Drop cost; 80 to 70 - Grunt Goblins are exactly where they should be - In “The Stinky Bunch” starting army; change Cannon Fodder for Chopper OR Unstable Jump BrutesVoridus Changes

  • Scarred Grenadiers cost; 50 to 40 - Infused Engineer cost; 60 to 50 - Give Various all upgrades from armoury - Various cost; 210 to 190 - In “Desolator” starting army; replace Reaver with MarauderPavium Changes

  • Enduring Wil cost; 60 to 70 - Mega Turret cost; 160 to 120 - Give Mega Turret Both upgrades - Do not allow mega Turret to be deployed in home base - Decrease healing rate of Mega Turret - Give Pavium all upgrades from armoury - Pavium cost; 215 to 190

> 2535466433512301;8:
>

You left out a few things, but that covers most of it.

I’m also thinking that ODST’s and Helldrop require higher costs; potentially +20 energy each. They feel too spammable at the moment. However, as vehicles get cheaper, and hopefully used more, these two abilities may not require cost increases, as they only really excel against Inf (ODST’s also so well against air).

I also really want to stress that the main issues with Blitz are;

  • RNG energy collection. Games are often decided by first few energy drops;shouldn’t be so heavily influenced by RNG - Infantry kills everything. Hoping that the cost reductions of vehicles/air will be enough to make them viable, but we’ll see - Bring Heroes into play. With each leader having their own unique hero, it’s a shame that half of them are useless. Heroes have a fine line between too cost effective and useless in Blitz, so this isn’t easy to balance. - Laslty, bring up UNSC a little bit. In 1v1, Banished has been king for a while now. Would like to see UNSC (other than Cutter and Kinsano) stand a chance against Banished

> 2533274869891714;9:
> > 2535466433512301;8:
> >
>
> You left out a few things, but that covers most of it.
>
> I’m also thinking that ODST’s and Helldrop require higher costs; potentially +20 energy each. They feel too spammable at the moment. However, as vehicles get cheaper, and hopefully used more, these two abilities may not require cost increases, as they only really excel against Inf (ODST’s also so well against air).
>
> I also really want to stress that the main issues with Blitz are;
>
>
> - RNG energy collection. Games are often decided by first few energy drops;shouldn’t be so heavily influenced by RNG - Infantry kills everything. Hoping that the cost reductions of vehicles/air will be enough to make them viable, but we’ll see - Bring Heroes into play. With each leader having their own unique hero, it’s a shame that half of them are useless. Heroes have a fine line between too cost effective and useless in Blitz, so this isn’t easy to balance. - Laslty, bring up UNSC a little bit. In 1v1, Banished has been king for a while now. Would like to see UNSC (other than Cutter and Kinsano) stand a chance against Banished

I totally agree with you.

If all these valid changes would be implemented to Blitz, wow, I mean this would bring this mode so much closer to being absolutely brilliant.

Helldrop with 60 is “OK” I guess and ODSTs should stay where they are, when we take all the vehicle cost changes into account.

We have put so many effort into creating this well-thought and totally high-level experience based adjustments, so that we can really hope that we are “heard”.

I am just estimating, but I guess that summing up all the games the top-20 champions played in Blitz, we would be in an area of around ~80,000 played Blitz matches. This DOES mean something!

We appreciate any feedback and further input! Please take this feedback further to the devs @Postums.

Many, many thanks & kind regards

TYRELL zx

This is a well thought-out list of changes. I am not a Blitz player, but I do agree that it is a highly competitive game mode and should not be ignored.

The only feedback is that this seems like a lot of changes and I would be hesitant to implement all of them at once.
But I do not doubt that they all might be necessary.

Agree with a lot of these, although I’d say all the T3 tanks still cost too much. Also, Vet Mantis only costs 20 less than Colossus? hmmm…

Also Trooper Units - units that die and infantry pop out. the infantry are at level 0 and totally useless. I’d recommend bumping them up to the same level as the unit in order to justify a higher price. If this is not changed, dropping the price to recommended levels works for me.

Thank you so much for spinning up this thread! Let me spend some time reviewing it, researching on my end, and then be able to spend some time discussing it when I am more informed. Again - thank you for this feedback thread! This is fantastic :slight_smile:

Can’t wait to see some “Scarfed hunters” in blitz, hunters get cold sometimes too. Maybe they can make their way over to other game modes as well.

I agree with all of these changes! However the one change I would like is the energy rate being so RNG, at the moment matches are decided before the 3rd round of energy drops most of the time, My suggestions are:

  1. Make it so as the game starts the first round of energy drops spawns at all Energy drop spawn locations, this would allow for faster starts to game and more variation as well, this would allow for aggressive starts from both teams as opposed to the one who gets the most drops in the first 2 spawns.

  2. If the current energy drop method is kept the same why not implement a better starting Energy rate as a default, for example in 1v1 you would start with a say 0.75 energy rate, in 2v2 it could be 0.5 and for 3v3 it could be 0.25 this would also speed up the game but keep the competitiveness high. I must say for those who don’t know what I am talking about this would be before any energy is collected.

My other overall suggestions are:

  • Decrease the cost of Hero units and buff some in certain areas for example decrease the speed on the ForgeHog slightly. - Vehicles need a lot of love, they need one or a combination of the following health/damage buffs or a decrease in cost. - I also feel blast units should have a bigger blast radius or the “blast” should happen quicker after death this would make them much more useful. - Infantry needs to be taken down a peg in order to let vehicles and air back into the fold I think their health and damage are in a good place but I would make them a bit more costly say an added +10 for AI and AV infantry this combined to the Vehicle changes will allow more diversity into gameplay, - The UNSC needs some love, I feel that the Banished have better unit abilities (Rush, Siphon, Guard, Shock, Rally, Cloak) and the only real UNSC that has these is Isabel and even then they are not as effective as their Banished counterparts. UNSC needs help in more ways than this though. - Hero Units should be made cheaper to make them more effective, Leader Powers also need some love, Passive Leader abilities such as Heal, Cloaking field, transport, Heavy Metal, etc should be cheaper but the duration is shorter, while offensive leader powers I would just reduce the cost slightly. I cannot wait to see what changes we can eventually implement into Blitz and hopefully it will draw more players to it as well! Blitz has always been a love of mine in this game!

Only started playing Halo Wars 2 recently and I normally only play Blitz.

I play 3v3 and the balancing of teams when matchmaking is pretty terrible. I’m not fussed about people having higher level of cards, but when I get lumbered with very low ranks against much higher ranks on the opposite side, the outcome is pretty much set as a loss. The amount of players within the last month or so who have been rank 10 or under coming in 3v3 has been pretty high (because nearly all of them have no idea what they are doing or should be doing), surely they should have to be a certain level before being allowed to come into 3v3. I also don’t think its clear enough that 3v3 is not set to level 6 cards and that should be showed on the menu or something.

Before anyone states I should team up with others, I tend to play at odd times and the whole point of matchmaking is to find the best possible match to play with and against. I’m quite sure most people who play blitz a lot are already in teams anyway and they tend to stick with them. When I started playing this game, I’m sure 3v3 was ranked, why was this taken away? I think it should be put back.

As stated above others, I too find that Banish have an advantage, especially when it comes to collecting energy, because of the specific units they have. I find it increasingly frustrating that a lot of my team mates I’m teamed up with collect very little or no energy at all, yet I’m there collecting as much as possible. However when I look at the stats after the match, it shows people have gained more energy than me and have spent more than me. Therefore can someone explain to me what affects the energy outcome? I know about the 50% refund, but I would like to know everything that affects it.

Serina seems very underwhelming in Blitz, she seems to be one of the weakest if not the weakest leaders in Blitz right now I think.

I’m interested to know why the one map isn’t symmetrical, I think it would interesting to see the differences if one was put in a special limited time playlist maybe? You could also use a symmetrical map for different things in Blitz, for example… 3 teams start on either side and the middle is locked for like a 30 seconds or a minute, while energy quickly drops and you quickly build a army and the idea is to capture the middle only and whoever has the most points when the time runs out wins. Energy would drop around the map once the middle was open.

Another idea is, to have maybe have energy drop like usual, but also have pods that drop cards of specific units too. These of course would be special activities that could take place every now and then. Either way I think Blitz could do with jazzing up, because it can become a bit vanilla at times.

> 2533274808202394;14:
> Can’t wait to see some “Scarfed hunters” in blitz, hunters get cold sometimes too.

Mass organism of destruction goes to battle

Hunter mom: Don’t forget your scarf Honey! It’s cold outside
Hunter: FINE MOM, GET OUT OF MY LIFE, YOUR RUINING IT
Hunter mom: Ok sweetie, good luck killing the feeble humans! Don’t forget your Hunter’s Brand!

So is the “Scarfed Hunter” a unit or a hunter with a scarf on it? Cause I don’t think I’ve heard of it. So whenever I heard of a scarfed hunter that scenario above is what I thought about. Don’t ask questions you don’t want the answers to

> 2535431243595189;17:
> > 2533274808202394;14:
> > Can’t wait to see some “Scarfed hunters” in blitz, hunters get cold sometimes too.
>
> Mass organism of destruction goes to battle
>
> Hunter mom: Don’t forget your scarf Honey! It’s cold outside
> Hunter: FINE MOM, GET OUT OF MY LIFE, YOUR RUINING IT
> Hunter mom: Ok sweetie, good luck killing the feeble humans! Don’t forget your Hunter’s Brand!
>
> So is the “Scarfed Hunter” a unit or a hunter with a scarf on it? Cause I don’t think I’ve heard of it. So whenever I heard of a scarfed hunter that scenario above is what I thought about. Don’t ask questions you don’t want the answers to

If anyone makes a skin with a hunter wearing a scarf my life will be complete

> 2533274808202394;18:
> > 2535431243595189;17:
> > > 2533274808202394;14:
> > > Can’t wait to see some “Scarfed hunters” in blitz, hunters get cold sometimes too.
> >
> > Mass organism of destruction goes to battle
> >
> > Hunter mom: Don’t forget your scarf Honey! It’s cold outside
> > Hunter: FINE MOM, GET OUT OF MY LIFE, YOUR RUINING IT
> > Hunter mom: Ok sweetie, good luck killing the feeble humans! Don’t forget your Hunter’s Brand!
> >
> > So is the “Scarfed Hunter” a unit or a hunter with a scarf on it? Cause I don’t think I’ve heard of it. So whenever I heard of a scarfed hunter that scenario above is what I thought about. Don’t ask questions you don’t want the answers to
>
> If anyone makes a skin with a hunter wearing a scarf my life will be complete

Hahaha xDDD…

But still, meant are Colony’s SCARRED Hunters, but when typing with a mobile keyboard sometimes some letters are forgotten on the way =PPP

P.S.: I still love this Hunter Mom Hunter Son conversation xDD …

> 2533274792014876;13:
> Thank you so much for spinning up this thread! Let me spend some time reviewing it, researching on my end, and then be able to spend some time discussing it when I am more informed. Again - thank you for this feedback thread! This is fantastic :slight_smile:

Hey Postums,

if you need any background info or anything else related with the balancing suggestions, a lot of people would be really happy to help. Just to mention a few names shandi lp, Sadder Joker, smallreddude1, PredictedM3TH etc. You can also directly make a sticky or thread in the Club; this is absolutely free for everybody. From your service record I just noticed that you have perhaps a much bigger Deathmatch background.

Another thing I would kindly like to ask is, if these suggestions, if taken further into consideration, will be a part of the coming mid-season patch or much, much later with Season XI?

Kind regards

Tyrell