BB would be perfectly fine right now if Ubi just allowed him to move at normal Speed while his Shield is applied. Take away manual reload because it's a strange mechanism. (He's holding a AR/DMR not a pistol lol.) Allow him 1 shield so he only has 1 chance to get headshot not 2 chances which puts his potential avg K.D. to a 1.0 instead of a 2.0. Ubi should put BB Shield at 30hp. The only time this would slightly increase his lifespan is if you were to shoot at him from far range to spawn peeking range. Not even with his current weapon attachment sites would this be OP. These changes would make BB avg. This is a team based game, but when fighting BB 1v1 or when he's at the front line of his team fighting Defense either don't peek him, flank him, C4 him, or throw a impact near him to at least destroy his Shield. These would be very significant changes to BB and he would probably need grenades and flashbangs as his secondary tool choices because now his gadget has been handicapped to match balanced standards. Walah the BB is now balanced. All you need now is one bb to destroy his Shield or BB at an avg distance lol and if you can't destroy the shield or him from a far distance and die you Attacked him incorrectly.
It couldn't hurt to put this on a Test Server.
What I don't get is why they have nerfed his Rifle shield even MORE than it already has been?
It is now a pointless tool.
Back in OPERATION // SHIFTING TIDES when they adjusted how bullet penetration works, they accidentally made it so that most of the guns in the game not only break his rifle shield but penetrate it as well.
I have a clip saved on my Xbox where I was single-tapped by a spawn-peeking DOC who was using his MP5 on single-fire, the bullet went through my rifle shield and into my face. BLACKBEARD might as well now be another RECRUIT since his Unique Utility Gadget is nothing more than a joke. Sure it was EXTREMELY OVERPOWERED when he first came out, but now that it has 20 HP, a single pellet from the Bailiff 410 just nudging it is enough to break the shield. The worst secondary weapon in the game can break it.
I personally believe that his Rifle Shield should be brought up to 80 HP, but when it is struck it is made to be warped, cracked, and damaged; making it very difficult to see through. It would still be breakable, but now it would at least be viable as a tool of defense rather than just slowing down the player and doing nothing to protect them or any teammates stacked-up behind them.
(Before I continue with this forum I must put out a disclaimer: I do not main Blackbeard at all, all ideas that will be shared in this forum are only ideas as to how to balance Blackbeard, possibly reworking him, and making him better than what he already is now without making him overpowered. If you have any other ideas or opinions feel free to let me know, because I actually want to see what new and creative ideas you all have.)
As of now Blackbeard is probably one of the most underwhelming Operators in Siege, if not the most underwhelming! His gadget, weapons and gameplay has undergone many changes to try to "balance" him and has really put the Operator in a position where most players in the Siege community just do not touch him as often and say that he is unusable due to everything Ubisoft has done to him. At is at this point that his gadget will only stop one bullet but will still end up being eliminated in a round due to a huge majority of players using SMG's, AR's and in the case of Maestro players, an LMG, which means that the gadget does not do what it needs to do to make Blackbeard a viable choice as an Operator, because the entire purpose of Blackbeard at release was to be able to hold angles and deny Defenders access to certain areas and a line of sight due to his face shield protecting his head. However, it was due to the strength of his shield that allowed players to play him improperly, playing him as if he were an Entry Frag operators, leading to Ubisoft nerfing the operator countless times. It wasn't until year 4 to early stages of year 5 that Ubisoft made his shield stand at about 50hp, still making the operator effective while also making it easier for defenders to destroy his shield. And in late stages of Year 5 to now, Ubisoft decided that 50hp was still "too much" and had nerfed his gadget from 50hp to 20hp, meaning only 1 bullet could destroy his shield, essentially crippling the operator. Now you can say that Blackbeard deserved the nerf but at the same time you have to think Blackbeard's gadget is not as effective enough to ensure that he'll survive a round. Not only that but Ubisoft also nerfed his AR, the MK17 CQB, multiple times to, making the weapon a weak slow firing AR with a 20 round magazine, and although you can argue that his AR has no recoil, it does not negate the fact that his AR is also an under performing weapon now. With both the weakness of his gadget and AR combined, he basically becomes Recruit but with a much more weak AR, essentially making him worse recruit. So here is where I give you my ideas to how balance Blackbeard or possible reworking him
Gadget Rework:
*Make his gadget have to ability to protect his chest, shoulders and the side of his head, leaving the center, where his face, is exposed.
*Give the gadget at least 50hp or 80hp, destroying it in 3-4 shots.
*Only give him two shields that he can equip and unequip.
*Equipping the gadget slows down his running by 15% - 20%, slows down ADS speed with an angled grip to 15% - 20% and vertical grip to 20% - 25%
*Equipping the shield increases his hipfire spread by 10% - 20%
Weapons (MK17 CQB AR):
*(Considering the weapon a 7.62x51mm NATO) Increase damage from 40dmg to 45dmg or 50dmg
*Give the weapon access to ACOG (2.5x)
*Rate of Fire increase from 585rpm to 650rpm to match with the irl version of the weapon it is based off of
*Increase recoil by 10% - 15% or more to make the weapon deal enough damage but force players to control the recoil
Utility:
*Replace Stun Grenades with Smoke Grenades
These are all of the ideas I have to rework and ways to balance him, if you agree/disagree with the idea or if you have your own ideas, please let me know!
Your idea for balancing Blackbeard means turning him into an Entry Frag and the changes you suggested will only make him have a below average chance in a gun fight if he were to Entry Frag. But that's the thing he's not an Entry Frag operator and he's not meant for it, he's meant to provide cover fire for the site and for support operators, he's basically meant for flank watching and entry denial because he's able to hold angles so well. Based on what I'm reading, and with no offense, it seems like you're one of the people who simply don't know how to use Blackbeard properly because you try to Entry Frag with him. He's not meant to be the first to enter buildings and be on site, he's supposed to ensure denial to those that try to flank or try to peek certain windows, doors and angles.Originally Posted by KillerVailes Go to original post
I actually don't use BB very often. I was only trying to find compromisable changes for him, because the Community complained quite a lot about him in previous Seasons. BB is underwhelming currently and needs a small Buff. These are honestly the only true changes you could make to BB without him becoming overpowered or underwhelming. I don't understand how this will make him an entry fragger when his guns do not show the signs of a frag potential Operator. Perhaps these changes would be good to try on a Test Server.Originally Posted by hadesorso928 Go to original post
A Frag Heavy Operator would consist of similar gun stats as prenerfed Ash or prenerfed Jäeger.
BB got his MK17 nerfed, so he isn't great in the department of frag operators anymore.
Also soon Ubisoft is going to be removing a lot of 1.5 Scopes from Operator's, including BB, when they realize how unbalanced they are and how highly distributed it is as well.
This is where you're wrong again because the 1.5x scope does not make certain operators unbalanced, the whole point of the 1.5x scope to certain ops was to nerf version operators that originally had ACOG and to buff operators that didn't have ACOG, so your thought of the 1.5x scope making operators unbalanced is false because it gives opportunity for certain operators to be played more without giving them an unfair advantage at range with guns that are basically overpowered, which is the reason why operators with gadgets that are considered vital to winning a round are highly reflected upon because operators with these gadgets tend to have the 1.5x scope because it means that they are so important to have when certain operators are playedOriginally Posted by KillerVailes Go to original post
Your comment was cryptic, but as I see from your point of view you would like Ops that are overpowered to have a 1.5 Scope. The 1.5 Scope optic is unfair and unbalanced towards the entire Community on Operators that are obviously silently power creeping until it becomes a big problem where we have to vs it for too many Periods/Seasons until it is finally fixed, which is a waste of time. Ops who's gadgets or guns that aren't exactly the best are the only Op's who deserve a 1.5 Scope.Originally Posted by hadesorso928 Go to original post
Mozzie and Aruni are proving this point ever since they got the 1.5 Scope added to their P10, no one even plays Mozzie Cammando anymore.
As someone who does play Blackbeard frequently, I do agree his gadget needs a buff. I believe the main problem is that it is just too easy to destroy his shield and with most defenders using weapons with high RPMs it is impossible to react to the shield breaking before you're killed. I do think 80 HP is to much but 40-50 HP seems more reasonable then the current 20. I also think making the edges of the shield stronger then the center would be a good update that way when you peek around a corner the shield isn't instantly destroyed before you even peek and it would still allows defenders to destroy it easily if they shoot the center. I also think replacing the breaching charge with a hard breaching charge would allow him to open up better lines of sight then with the regular beaching charges.