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.