Mauga changes part 2

I previously made changes in a post to mauga but now i think i have a better idea but first i will point out maugas issues:

  • High damage against tanks.
  • Low survivability without cardiac overdrive.
  • Weak against lower hp targets
  • Hard countered practically feeling unplayable if sigma or dva is played.

That being said mauga like all tanks should have a weakness and maugas main gimmick is tank busting which i will be nerfing.

Incendiary chaingun changes:

  • Damage changed from 4-1.2 direct to 2- 1.2 direct.

Volatile chaingun changes:

  • Lowered fire rate from 18/s to 5/s
  • Increased dmg from 4- 1.2 direct to 10- 5 direct ( may be lowered or increased)
  • Falloff changed from 30- 40 meters to 35 to 45 meters.

The spread and ammo is unchanged when firing together.

This means mauga dmg per second hitting all shots is 187 with crit multplier includes burn dmg.

But this change his damage is actually a lot lower but he will be able to kill squishies a lot better and his range is a bit better.

My aim with this is to lower his total fmg output but make his dmg better on smaller heroes so he wont just be good for tank busting.

Side note im not the greatest at math i just added the burn dmg which i found was 15 per second and used his dmg per second of the guns and doubled the dmg due to his 2x crit multplier which for mauga is easy to get. If im wrong fair though my idea is the fire gun to have less dmg but mainly be used to set players on fire rather than pure dmg and his crit gun to do pretty nice dmg but with a slower fire rate so his dmg should feel better on squishies but worse on tanks. If you have better number ideas please say. I also like the idea rather than brainlessly holding both guns to utilise the synergy of comboing them both.

Overrun has no changes.

Beserker (passive) changes:

  • Increased conversion rate from 50% to 65% (may get increased)
  • Increased his overhealth cap from 150 to 225.

Mauga hp change:

  • Health decreased from 375(open queue) to 300.
  • Health decreased from 525(role queue) to 450

Cardiac overdrive changes:

  • Damage reduction is unchanged so 40% dr.
  • Duration increased from 3 to 5 seconds.
  • Allies gain only 20% dr and 50% life steal.
  • Removed lifesteal from mauga.
  • Mauga now gains 75 health per second (numbers can be adjusted)
  • Increased cooldown from 12 to 14 seconds

These changes are aimed too make mauga better against smaller hitbox targets but worse against tanks and make mauga a bit easier to balance because imo the reason mauga is tough to balance is because of his lifesteal based way of tanking.

Its either broken or too weak so they either buff maugas dmg or lifesteal and its always with mauga unless using sigma or dva he can feel unkillable to a lot of players.

This change makes mauga have a more fair matchup against tanks as his will do less damage but can play better against dva,sigma and well shields.

Berserker always felt weird because to me mauga does have a lot of health and a good chunk of armor but he feels like he is made of paper without cardiac overdrive so i thought maybe increasing his overhealth cap will make him feel tankier without relying on cardiac overdrive as much and to help I increased his cardiac overdrive cooldown.

I think the idea is definitely a step in the right direction for mauga i want him to be good but not op though like i said im not the best with the maths of it and if you have any ideas on what can be changed number wise let me know and say why.

Edit:

Adjustments for incendiary chaingun:

  • Damage increased from 2 to 3- 1.2 direct.

Adjustments for volatile chaingun:

  • Fire rate increased from 5/s to 10/s.

This should allow mauga to have more damage as the previous was too low and feel more consistent.

Now it should have better dps on both tanks and lower hp targets.

I’m sorry, but just like your last post these are straight massive nerfs. And bigger than last time.

While trying to set ppl on fire you want him to do 36 dps if he hits all shots. 36. Might as well not even be shooting. And then once he sets them on fire, his other gun will be doing 100 dps but shooting very slow, which doesn’t really make sense for a mini gun. But with them on fire, and 100% accuracy he will be doing 151 dps.

Compared to now where he does 231. That is a 35% dmg nerf. And I don’t see what it accomplished other than making him awful. Those changes don’t make him any better at shooting small targets compared to the tank.

And then you nerf his health on top, and allow him to get that amount in overhealth. So he needs crits to get to the same as what he already has. Another straight nerf.

Imo the only change that could maybe possibly be somewhat decent is his cardiac overdrive. Those numbers would be better for his teammates but likely worse for him; but like your goal, he doesn’t have to shoot the tank during it.

But he would be instant F tier with those changes to his guns and dmg.

2 Likes

Fair enough though like i said the numbers can change and the idea is for his guns the incendiary chain gun to not be used to exactly damage but to help his passive. Thr volatile chaingun is for mauga to be better at doing the damage through higher dmg per shot and crits with maugas burn dmg overtime.

Im just struggling to find the spot for it to be fair especially when you fire both guns at the same time.

I do get what you are saying though i will make adjustments.

The idea i had with his passive is for it to more reliably sustain mauga so he wont feel like he is made of paper when without cardiac overdrive.

Besides with cardiac overdrive changed potentially the passive could be buffed some more if needed.

I just thought it will feel more fun trying to synergise with both his guns to maximise on his ranged damage rather than hold both buttons down 24/7 but still get some value from it and aorey for repeating im not so great with the numbers for it.

If you can think of numbers for the damage using my idea of making the incendiary chaingun to have pretty low dmg but its main use is for his tankiness not as much for just damage hence why i put it at a low amount and for the volatile chaingun to have a slower rate of fire but hit hard enough so mauga can set enemies especially squishies on fire then burst them down.

I am trying to make it so its not feeling like an instant delete of low hp heroes lol but its difficult but fun to try atleast