Spoiler: AgentShow
- Currently a rather weak kit, only use is in camping corners or flags and hoping someone will cross and get blinded and not prefire the corner cause he got blinded.
- Giving it back range probably won't fix it. Perhaps add nausea or some other effects like slowness. Maybe limit the amount of snowballs people can shoot after getting blinded? Although that sounds rather OP.
Spoiler: CommandoShow
- Currently a not too strong kit, with good ammo management you can handle nearly all situations nearly fine.
- Revamping kill streaks might help. Small speed boost upon reloading (with cooldown maybe), regaining ammo upon getting a kill everytime, teammates near to you get ammo upon you making a kill (might mess magnetos so not too sure).
Spoiler: DemoShow
- Rather weak kit without killstreak, the bomb makes a lot of noise and takes ages to explode without the killstreak. Also I think the holes it creates are weird and sometimes make it hard to get through walls.
- Change the holes it creates, maybe add a functionality that if the demo hits the bomb it instantly explodes.
Spoiler: FlashShow
- Not overused kit but still seen sometimes, I think the biggest con on this kit is that after a 7ks boost runs out you're basicly done for long term.
- Revamp the killstreaks to give speed I at spawn for a time, and at every kill you get x seconds of speed I, at a 3ks extend the period of time you get a speed boost, at a 5ks upgrade the speed boost to speed II, at 7ks add jump height. Or perhaps something like if you get a kill teammates around you will get boosts too.
Spoiler: FrostyShow
- Not used too much, but I think the class is perfectly balanced. The freeze time is long enough to get you killed at short/medium range and perhaps even at long range. But at long range you can see it coming an maybe dodge it or get enough cover so you can survive the entire freeze. Also magneto helps you big time.
Spoiler: GraviteerShow
- Not too commonly used because ninja is faster to activate and allows better angles of hooking. And teamplay isn't really often a thing whilst playing MCBall.
- Instant jump upon activating the pad would be a significant buff that might make the class more relevant. Because right now if you place a pad you have to jump on it to get launched, and who has time to jump right?
Spoiler: MagicianShow
- Worse in all aspects then frosty really. Hard to hit, pigs are annoying when you hit them, players can still look around and shoot you.
- Make the staff clickable again after firing the wither skull and then it'll explode pigifying the nearby players at that moment. If you shoot a pig the pig will die but it will blind the pigified (perhaps even nearby) player(s). Speeding up the projectile happened in the past but it was reverted quite fast cause the projectile got quite good to kill people with, so I don't think that's a good option here.
Spoiler: MagnetoShow
- I think it's good balanced right now, it's picked every now and then and the kit has it's strong sides and it's weak sides.
- If alot of kits get more popular and magneto suffers pickrate maybe up the snowballs / time magneto'ing effect ratio, but I think this can turn the class quite strong quite easily.
Spoiler: MercyShow
- Is there even a point balancing this class? 'nuff said.
Spoiler: NinjaShow
- Very strong kit with a high pickrate.
- Insane mobility, vertical aswell as horizontal. Good for ambushing people, good for capturing the flag. Got good sustain once on a killing spree. Don't think it requires a nerf if other classes get changed though, but who knows?
Spoiler: ProtectionShow
- Good class, decent pickrate.
- Got an unpopular opinion on this one, but I think it's in a perfectly fine state right now. You occassionally hit someone and then he kills you. But that's the entire point of the class. You don't have insane movement like ninjas do, or range like snipers do, or the abiity to CC your opponents like a lot of other classes do. Just paintballs to do your job.
Spoiler: ShottyShow
- Utterly terrible class in it's current state. It's obviously no good at longrange cause it's a shotgun, but even at close quarter combat it gets outclassed by normal paintballs because normal paintballs travel faster then the shotty paintballs.
- Possible fix would be to make it like Sniper (no travel time for the bullets) but not 100% accurate and ofcourse with a X block range and multiple trails.
Spoiler: SniperShow
- Always been one of the strongest classes in the game, due to instant fire and super huge range. Counters alot of the current good classes. Requires some getting used to to use effectively though.
- I honestly think it is fine to keep it as it currently is.
Spoiler: SpiderShow
- Some weird mix of a worse frosty with a worse ninja with a worse vortex. Can slow people down, but they can still turn around and also you get slowed in the cobwebs aswell, can use the cobwebs to block certain angles from paintballs, can climb vertical walls.
- Make them not get slowed down by cobwebs. Increase climbing speed.
Spoiler: VortexShow
- Been using this class a lot lately, and it's quite strong if not too strong. It basicly counters anything apart from sniper and maybe magneto and ninja, although magneto doesn't counter vortex entirely, and sometimes you ain't got the right angle to grapple out of a vortex bomb. Great to push forwards to enemys, great for close quarter trapping people, great to deny certain angles from paintballs.
- Wouldn't change anything just yet.













