I'd say most of these changes were geared to make Hale more accurate to TF2, as he has a speed scaling effect there as well, in addition to his charge going further the longer you held the charge button as well as not losing his crit when he misses. The issue is, that Hale is geared towards the balancing of TF2, not the balancing in Item Asylum. TF2 players have counterplay against the critical hit, such as Ubercharge, Bonk, or just having enough health to tank it thanks to overheal. Item Asylum does not have that, and as such the Crit is just overtuned. The speed scaling thing in TF2 is there to help Hale catch up to speedier classes when he's low, as he's slow compared to some. Hale is already faster than most Asylumers when the game begins. Overall, current Hale is geared towards TF2 balancing which doesn't work in the grand scheme of what Item Asylum is.
Ye and hale used to have a glitch animation that if you used slam immediately after you leaped, you would get flinged up high into the sky (mostly would die due to the height limit) I almost got myself killed as hale upon this happened dawg... thank god I still got 1k points after that round
Hale’s Balancing : - “Charge” Charge now has a confirm CHARGE TIME, on press, you stands still for 2 second then charges instead of just pressing it and it charges instantly. This will give survivors a chance to do something when Jug is charging. also to compensate with Hale gradually gaining more speed over time. - “ Leap “ Just like charge, it now doesn’t leap instantly, but has a 1.5 second charge time before leaping, this at least gives survivors a chance to damage jug. You are now unable to use “Charge” mid-air. but however, you may get +3 speed while moving in the air (to at least catch up a little) but it resets when you landed. prob will make him actually a killable jug idk
"Unable to use 'Charge' midair" is kind of uncalled for, half of the gimmick of charge is to be able to fly midair and not falling while doing so. Plus it makes a cool "tech" of: 'Leap + Charge + Slam' being able to catch up to enemies from afar and slamming them instantly.
Definitely keep the ability to charge mid-air, but just add like 3 or 5 seconds to the charge cooldown. I don't see any reason to prevent the use of the Charge ability mid-air, considering the fact that the Slam ability becomes incredibly inconsistent to activate afterwards.
Hale also can just stall by using r then just standing along on the pillars which(any time that is high really high pillars i.e thunderstorm) so yeah he can just hold onto critical punch and kill easily and only shouryoken bug can be used to go to hale and hoppa
Fun review hale at this update. The hp is now nerf, But charge are no longer cooldown + crit hit will no lost while you hit miss. With this update is not bad people. Unless you shift lock while use charge will kill player fast.
Short answer: Hale has less HP but gets faster as you take dmg, Can hold charge to make it faster while uncharged is now instant, and crits never go away even if you miss so Hes overall EVEN BETTER then before!
Tbh, just like FiliBuster and Beta, they have much mobility but mid health, now we can see that hale got speed buff but the damage arent nerfed but the health was!
@@galacticappl_ewhy they nerfed it too Fili is strictly skill based since u need to zone urself as much as possible and try not to be aggressive too much, specially in the new boss mechanic
The adjustments on Hale is still a buff for me and thanks to his charge The charge mov. speed increase the longer you hold it(there's a limit to it probably) Mov. SPD buff when he reaches low health is fine 'cuz u can chase enemies that are trying to hit u far away His HP nerf is irrelevant since ik that having a fatass HP is quite unfair compared to other jgn so nerfing his hp is a good choice Crit hit still be usable when missed is kinda bit crazy but I digress
Half the reason I hate Hale's existence as a JGN is his damage output. 110 critical hit added on with charge is more damage than most utilities giving you that HP. The other half is the fact he has more HP than Mihawk.
i think reason he was buffed in speed areas is because before buff. when you got to maps with verticality he was way too slow to catch anyone with a movement speed increase. making him soloable by anyone with a decent speed increase and a ranged weapon. and charge was way too slow to do anything about it.
I dissagree with your opinion on hale outclassing the other jgns in every way. Mihawk is way to good in almost every situation. (And for those who might think im biased, i main filibuster)
To Balance Hale Back Up HP Nerf Damage a Bit because Damage is what made Hale OP It can be this fast i guess as long as it isn't 2 Hit Kill (and One-Hit with Critical) Nerf Damage down to 45 Change a lot of thing, First is it will make you 3 hit kill normal player (2 with critical) So people got more chance to fight back or second solution Make the m1 Cooldown 1.5 Seconds so hale can no longwr infinite combo with m1 alone
@@binheve Kinda Increase Hale HP back to the original update and nerf hale offense Maybe m1 cooldown a same but don't make hale two tap someone (or one tap with crit.) would be more balance Because that the issue with current hale that can ran up to you and two hit you with that speed
I totally agree, I think that amount of speed is excessive, people think it's to balance their lack of ranged attacks but hale already have moves that shorten the distance and the few juggers with ranged attacks, these are usually low damage or very bad
@@BaconPerishscrew that, make hale’s base speed to *16* with the same speed as a normal player, hale would have no choice but to strategically use his charge to close up, making w + m1 no longer feasible
Simple Answer: NO, ABSOLUTELY NOT "Well, Hale got nerfed one time so that counts?" I know that the health got nerfed but, you know how much times Hale got buffed? THREE! Three times. The speed, charge and the critical hit stays when not even hitted by a player. Well done Jean, (I don't know who's idea to buff Hale, maybe Port but who knows) now you've made Hale overrated than before.
Another thing to take note here, his crit is maintained AFTER MISSING A M1, as befour the changes it would just dissapear after missing it, wasting it in the process.
Hale juggernaut is the deffinition of "literally the same as in the original game" Funny i didnt know hale was this op and still changed from a filibuster main to a hale main because how much i like tf2