I’ve been playing on Kyber for a while now, and my preferred class is heavy, with because I like the playstyle it’s meant to cater towards, yet I feel like it’s just not up to par with the other classes, both with weapons and Star Cards. Therefore, I wanted to submit my feedback on the class, with suggested changes for anything I thought I could confidently talk about. If I don’t mention a specific weapon or Star Card or weapon in my feedback, it is because I deemed it something I do not have enough information on to form a confident opinion. General Suggestions Increase the base health of the Heavy class. Having the same amount of health as every other class just doesn’t make sense. Especially when two other classes have ways to one-shot you, who is supposed to be the tank of the classes. I think a base health of 200 is good, because it means that you won’t just get one shot by snipers or Vanguard ability users who you can’t really defend against as a Heavy, even though they’re two of the most common things in the game. Boost Cards: Defender: Honestly not bad for players who want to grind score points rather quickly. Personally I don’t use it because if I wanted score points I would use Officer, but it gives people the option to play Heavy while aiming towards heroes or other score based options. I don’t think anything needs to be changed here. Brawler: This is a pretty useless card all things considered. It’s reliant on a very specific action that is both rare and unpredictable enough that there’s no real reason to use it as there are simply better options. If you want this to be a viable card, you need to cater it towards each class. For Heavy, I think a health boost when you’re within a certain distance of an enemy would be a good addition alongside what it already does, giving you more survivability in melee and also just in close quarters in general. Bodyguard: In theory this card is good, but in practice it doesn’t help much. The damage reduction comes in too late more often than not, and all that changes is perhaps someone needs to shoot you two more times rather than once, which with how many weapons in the game shoot decently fast, doesn’t give you much opportunity. Once again this would be class dependent, but for Heavy I think the card either needs to have an increased damage reduction or have it take effect earlier, at perhaps half health or the like. Marksmen: This card just isn’t all that helpful for the Heavy class. Almost none of our weapons are reliably able to hit headshots, not like those of the Specialist class, so it’s once again a bit of a waste of a card for what we get as a result of using it. My suggestion for a Heavy version of this card is that if we get a headshot kill we automatically get the gold cooling bar. Another option is that it just becomes a passive card that just makes heat build up slower or makes the cooldown of our blaster faster. Resourceful: A solid card that passively helps with a multitude of different Heavy abilities. Nothing to change here. Bounty Hunter: Same as the Defender card, I don’t use it, but it can be good if someone wants more score. Nothing to change here. Expert Weapons Handling: This one is weird. It relies on you getting the gold cooling bar which is not a thing you can reliably do most of the time. It’s good if you can more reliably get that cooling bar though, so my suggestion for this one is to either have this card also make it easier to get the gold cooling, or follow through with my one Marksmen card suggestion which gives the player two potential ways to get the gold cooling themselves. (I’m not sure if this card works when you get the gold cooling as a result of an Officer, but even then that isn’t something reliable to make the card worthwhile either).