Know what would make Lockdown either more super unbalanced or super fresh and interesting?
Making use of those sprite ability keys.
As of right now, each shield in lockdown does something that directly affects combat. It would be interesting if we got 1-3 unique abilities per shield that don't directly overpower the player but can turn the tide if a battle gets rough. Cooldowns are like sprite cooldowns, and such affect every ability.
Potential ideas:
Striker
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Backing: Striker right now zips in, hits hard, then zips out. Strikers without health trinkets are usually hampered by the lack of health and hard-hitting other players, but that doesn't mean they shouldn't have a few abilities.
Temporarily increases armor defenses by 10%. Lasts for 5 seconds. Plays animation of a remedy capsule and can be canceled halfway through. Has a 25 second cooldown.
Resets the dodge timer. Plays the /attack animation. 30 second cooldown.
Temporarily gives player CTR Maximum! for every weapon. Useful for negating the bomb negativity for a short bit. Plays the /point animation. Lasts for 6 seconds. 40 second cooldown.
Feel free to add more ideas below. I do not play striker too much and thus do not know if these buffs would make the already superpower class more of one.
Recon
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Backing: Recons are designed to sneak around unseen and attack without being hit. Relying on harder-to-use weapon types (guns/bombs), they debuff their enemies and hit hard without a need for speed.
Temporarily increases player speed by 10%. Lasts 8 seconds. Plays animation of a remedy capsule and can be canceled halfway through. Has a 28 second cooldown.
Instantly deathmarks enemy players within a cloak's pulse radius. Deathmark lasts 3 seconds, or 75% of the time it normally lasts. Plays the /shout animation. Has a 35 second cooldown.
Increases all weapon's attack speed to Maximum! Useful for when you need to enter a sword duel. Plays the /point animation. Lasts for 4 seconds. 50 second cooldown.
Feel free to add more ideas below. I play primarily as a recon and thus I know a few of its disabilities that can be addressed via these means.
Guardian
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Backing: Guardians are the teamplayers. The tanks. The ones who take the hits for the team. Unfortunately, their slower movements and inability to hide makes them prime targets for all other players, and their prime ability is stupidly weak against damage-boosted tier 3 weapons.
Temporarily increase player's output damage by 10%. Lasts 7 seconds. Plays animation of a remedy capsule and can be canceled halfway through. Has a 27 second cooldown.
Like a seraphynx aura, all teammates within shield radius (including yourself!) have their shields/class abilities recharge at a fair rate. All enemies who enter the shield overdrive will have their shield abilities drained at the same rate. Only is active if the shield is deployed - but doesn't matter if it breaks. Plays the /attack animation. Lasts for 8 seconds. Has a 40 second cooldown.
Increases all defenses by 50%, and gives increases status resistance of +5 (Maximum! + low) to the player. Plays the /point animation. Status immunity lasts 4 seconds. Double defenses last 8 seconds. Has a 50 second cooldown.
Feel free to add more ideas below. I play an OK guardian and know a few points of weakness that need to be addressed. People who have played guardian longer than I will probably know a few other things to get into use.
NOTE: These abilities are not supposed to make the game exponentially easier for veteran players. For the most part, these abilities play off the weakness of a class, but since they are only temporary make sure those weaknesses can still be exploited. As such, the abilities should be like sprite abilities, and you shouldn't be penalized for not using them.
-By "backing," do you mean Background Information?
-How long is the animation for 1st skills if they can be cancelled halfway through? By "cancel" do you mean shield canceling, dodge canceling, or something else?
-Are the 2nd abilities instant casts? Or how long is the animation?
-I don't know about the 2nd part of "Shield Overdrive"... it's too much of an attack imo.
-Isn't "maximum!" +6? Or is it specifically different for statuses and they're 2/3 for some reason... wat
"the abilities should be like sprite abilities"
-So they have universal cooldowns like BS abilities?
In general I don't know about these abilities... it's like you're trying to make LD a temporary superhero fight. I wouldn't play it, too complicated for me.