random character rebalance ideas(BLAZING hot takes)

Suggestion

tails
- change his glide cd to 20 on cancel instead of 16
-/+ who tf thought you should need to micromanage his flight to make the most out of his kit???
-/+ other than getting glide cancelled by damage, his glide cd will ALWAYS be 20 no matter if he cancelled it or not, or landed on a surface, etc

blaze
- blaze now gets 20-30% damage resistance in lms instead of the flat 50%, to compensate for having a low time to survive in lms

knuckles
+ knuckles punch charges faster and his punch cd is lowered if he lands it in lms, he also gets reduced damage reduction from punch if he's gliding while doing so(64%ish -> 30%)
- remove stunstacking(unless the stun was started by his counter)

sonic
+ sonics takes 0-25% more damage in lms depending on his ranking he would've gotten
s rank = 0% damage res
d rank = -25% damage resistance
+/- sonics dropdash cd is inverted and he cant get dodge from stunstacking
+ sonic gets slightly less slip upon using dropdash

cream
- creams dodge doesnt cancel charge 4 times(probably a bug, but just wanted a honorable mention to this)
+ creams dash just goes in the direction of her camera in general but cant be used upwards(to avoid infinite 11x loops)
+ cheese dies second life instead
- heal nerfed the more survivors are in the radius of heal(3+ survivor 5 heals per tick), every 20 hp healed = extra 1 second cd for creams heal
+ creams dash disables fleetways flight
+ creams dash disables exes abilities and slows (for 1 second only)

silver
+ silvers meter regens 50% faster in lms
- also gut his survivability in general and make his moves less inconsistent to deal with(rocks, suspension, and time reversal)
- nerf rocks
- suspension shouldnt go through recovery i frames

metal sonic
+ wallslam now ragdolls(to make him more useful against fleetway)
healing noise increased
- charge cd now starts after the ability ends instead of before

amy
+ remove strength card slowness
+ give amy a base of 15% damage reduction in lms, stackable with emperor

fleetway
(hot takes??)
- just remove crits entirely, they're not fun to deal with
- chaos dash cant kill anymore
+ fateful drain can be used midair, and is aimable
+ you can move a little during lasers windup
- chaos dash windup, laser windup, fateful drain windup i frames removed
+ fateful drain hitbox increased in order to compensate
- fateful drain now gives proper endlag(so fleet cant just m1 you) and instead of stunning you for years if you counter it, fleetway just treats as if the counter wasnt there

2011x
- charge is tweaked to deal less damage and you can break out way faster during LMS
(yes i know its his only way of dealing against flying characters but its genuinely so easy to land you can cheese your way out of a sonic/knuckles lms by just spamming charge, and i believe this is a good step to making 2011x more fair during lms, no "because hes weak in normal gameplay means he gets to remove the chance to win during lms", thats not how it works, every part of the game should be balanced)
+ old invis teleport to counter vertical movement
+ you can drag survivors a little when choking them
+ ragemode is easier to get the lower players there are
+ invis delay 5s -> 2.5s

eggman
+ shield stun buffed to 2.5 seconds in general(making him more of a team player)
- jetpack boost no longer stacks with movement multipliers(taking an m1, revive i frames)
- metal sonic support now only heals as fast as tails
-/+ idk what to do with his double jump

tripwire
+ sonar range increased depending on how much mines you have
10 mines = almost map wide sonar
0 mines = normal sonar
(yes you can spam mines in one corner but that'll just make your traps useless)
+ sonar can now detect ability usage in a wider radius
moves like peelout/heal will naturally be easier to detect, while moves like creams dash will be harder
probably self heal will be the easiest to detect
??? random optional idea: tripwires laser bypasses i frames and cancels abilities, probably not a good idea though
??? laser rework idea: tripwires laser aoe disables your jump and inflicts slowness, the laser itself and the aoe wont do damage, but it'll apply stacks of slowness onto you. if tripwire m1s you then the slowness will be removed but you take extra damage depending on the slowness you get

kolossos
+ make climb less janky
+ make two seperate hitboxes for him, a smaller hitbox for movement(so kol doesnt get stuck), and a hitbox for getting stunned(current hitbox), this makes kol able to navigate the map better
VERY CONTROVERSIAL TAKES THAT I THOUGHT OF(just ideas)
- kolossos cant turn charge as much while in chase(characters like amy/blaze dont have on demand i frames or a counter to counter his charge, but sonic/eggman requires kol to have good turning on charge to counter these survivors)
- kolossos charge can kill confirm
- kolossos block works again

Posted Aug 10, 2026, 4:18 PM UTC

622
Loading comments…