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Damage builds Rage. When activated, enemies and structures in a large radius are highlighted for the team. Highlighted players are slowed 5%.
Pros:
- -35% Rage Meter (takes 35% less damage to charge)
Cons:
- -15% damage while in use
so:
Damage builds Rage. When activated, enemies and structures in a large radius are highlighted for the team. You are pushed higher up and forward an amount poportionate to damage.
+ -25% Rage meter
- -25% Damage while in use
Negatives:
-5% max health on wearer
On Rage:
-15% damage vulnerability
Positives:
+35% rage duration
On Rage:
+15% damage bonus
+10% Crit Chance on nearby teammates
+Kills regenerate 35% of yours and nearby teammates health (can overheal)
On Taunt with Weapon Active: Plays some sort of a tune
On Buff:
+10 Firing speed
Damage given will be returned as ammo
I like this idea, actually. Pretty interesting, and simple.
charges 35% faster
25% buff duration
40% larger buff radius
when banner deployed, all teamates get a speed boost on kill affect, which caps off a 6 kills, or a 60% boost. their weapons do -10% damage when under effect.
Upon banner activation, applies a buff that causes all who are affected to build rage, boost, charge, and uber by 20%, shortens cooldowns by 20%, and regenerate small amounts of ammo
Increase wielder's capture value by 1 while activated
20% faster reload speed passively on wielder
Charges at the same rate as the concherer, which charges faster than the other 2 banners.
only 300 damage to charge
when using rage,you and nearby teammates gets ammo every second,medics gets uber 50% faster,50% faster melee swing speed(no scouts),and slow down enemies in your area
CONS
-15 max health on wearer
In other words, you need to change the stats, not the rage cost.
400 damage to charge and no ubercharge boost then.if still overpowered,i kill myself.