[align=center]Kith’s Assault Rework Or more like "the switcheroo" because there isn't actually much to change[/align] Fresh new thread because these proposed Assault changes in Black Ops are all tied up in the K Report rework megathread and I don't feel like digging them out. To make a long story short, because the Assault is no longer completely bogged down by Suppressive Fire, Charge isn't really necessary as a T3 for Arms because he doesn't explicitly require a movement aid because he no longer moves at half the speed of smell, but there's another tree that could use it for a variety of reasons. That said: CHANGES TO PROTECTION: Stun replaced by Charge Charge - Active: 20 energy cost, 5 second cooldown The Assault charges forward with heroic zeal up to 12 distance to the targeted point, knocking back any enemies in his path and damaging them. "He charged forth, borne upon red wings of rage." Level 1 - Deals 50 damage to all affected enemies (+50% to Massive targets) and stuns them for 2 seconds. Level 2 - Deals 100 damage to all affected enemies (+50% to Massive targets) and stuns them for 4 seconds. The bottom line is that Stun and Charge basically accomplish the same task: disruption. The problem is that the Protection Assault has been hailed as the most boring of the tanks because he's simply straight defense. He has no offensive capability and nowhere near the mobility that the other tanks do. This switch will fix both problems, making the Assault not only more mobile, but give players something to do damage-wise, aiding in leveling and giving the Protection Assault a way to mitigate swarms of small enemies (which are basically the Assault's natural predators). Many have asked for me to consider giving the Assault a natural ailment resistance, or to buff Cohesion with some sort of Combat Hardened style ailment removal. I've been very reluctant to even suggest such a change because then playing the Protection Assault would become a no-brainer: It doesn't matter how many hits you take, just mash that Cohesion and the ailments won't stack up on you. It'd make the Protection Assault nigh-untouchable. But why do I bring that up? Because I think Charge will fill that role quite nicely. With a light damage option in addition to a mobility one, the Assault will be able to mitigate swarms of light units by either running them over or by getting away from them. It's a much more acceptable measure because then it requires the player to actually prevent the ailments rather than rely on a passive effect or constant button pressing to mitigate them. CHANGES TO ARMS: Slow removed from Concentrated Fire The Tier 1 spammable already has a thought-provoking mechanic with its duration being longer than the cooldown. Blood Frenzy gaining a MS slow A nice 10% MS loss to compensate for being one of the better damage buffs in the game and for handing out disables like candy. Charge replaced with Harvester of Sorrow Harvester of Sorrow - Active: 25 energy cost, 30 second cooldown, 30 second duration The Assault sings a song of war, attacking with hateful zeal and bringing doom to his foes. "Let the beatings begin!" Level 1 - The Assault gains 30% bonus damage and 20% bonus Critical Strike, while losing 10% movespeed. If the Assault scores a Critical Hit on an enemy while Concentrated Fire is active, they will suffer a 50% attack and movespeed loss. Adapted from ArcturusV's Overwatch ability that he suggested for one of the numerous Submando reworks, it's one that I personally enjoyed very much. It synergized well with the Arms Assault's crit-happy and ministun-happy nature, and I feel it's much more appropriate than Charge as a Tier 3, even moreso now that his movement is not nearly as hindered as it used to be. The entire purpose of the Arms Assault is to shoot a hell of a lot of bullets and to shoot them well, so I figured that yet another damage buff and something that synergized with the all of the other abilities in the tree was warranted. Do note that the original design called for increased damage taken by enemies, ALA Heightened Senses. I wanted to avoid that because A: It would be a total nightmare to code and B: I'd prefer the effect be restricted to players and not minis to avoid Charlie Company/Sheng's Boys becoming amazingly brutal sources of DPS.