FINAL Tweaks to The Judgement (My Opinion)
So The Judgement has come very far, and is overall an excellent killer design overall. Having played The Judgement nearly exclusively, here are the final tweaks that I believe would perfect this killer:
1. After downing a heretic, their herecy should start to decay. If The Judgement therefore slugs a survivor for over the decay time, they can no longer exile that survivor. The herecy gets reset if they get exiled or picked up.
Why this change? Because The Judgement, all be it a strong killer. With Exile serving as fair hooks, I think this mechanic would also create for fairer slugging, and encourage The Judgement to pick up quicker, fitting perfectly with her theme of Justice and Fairness.
2. 0.3 seconds of redirection on non-zealous shots, and 0.5 seconds on zealous shots.
Why? Because this killer is ultimately and very importantly a muscle memory killer. Therefore, it is better to have the core beam mechanic overall work the same. On top of that, the redirection window is very precise. Therefore, it ultimately determines whether The Judgement is a fair killer or an unstoppable killer. That is why the non zealous and zealous window should be pretty similar, and zealous advantages should be buffed in a different way;
3. Zealous instead becomes a more powerful ability but lasting significantly shorter, leading to short bursts of power:
- Her cooldown comes back the instance her ability is gone
- While zealous, she can press the 2nd ability button to enter "crab mode", which allows her to navigate around the map at a significantly increased speed. After leaving crab mode, she spins her weapon and slows down, preventing her from being able to get M1's, similar to Henry. She can instantly leave crab mode by charging and shooting her ability as well.
- Her zealous lasts significantly less long.
Why these changes? Currently, one of her weaknesses is the lack of mobility. But surely, having this range compensates for it, right? Wrong. Against good players, all of her long ranged shots are essentially "gambles". It requires her to get up close enough to get truthfully secure shots. However, due to prerunning, it can take her incredibly long to get into position where she can pull those closer ranged shots off. That catchup time alone can already be enough to break her.
With this, she can choose to use her short zealous time to use her zealous for map mobility or choose between a short time of rapid beams being fired out. Both can be the right choice depending on the scenario, which adds a lot more depth.
CONCLUSION:
I think that, normalizing the redirection time between zealous and non-zealous to be a smaller window helps make her an ultimately fairer killer for both sides, and turning zealous into a more explosive momentum / movement utility instead of a necessity would make her feel more fair overall for both sides.

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