Regarding some things mentioned
1) spoongieness: is there any chance of drasticly reducing the HP of mobs and maybee adding weakpoints instead (without touching armor) or maybee sequential weakspots ? emptying 100's of bullets into 1 mob in a tshirt is horrible both feel and balancewise. You can make the ttk stay the same by forcing us to aim more rather than 20000 bullets to the head.
2) weapontype balance, while gearsets is an issue weapontype balance is even more so, like shotguns being beyond useless for pve, stacking stab on rifles and lmg making them super. We need like a onceover and also a purpose behinde the weaponclasses, right now to many bridge the gap.
Man, YES!!!! Like, just make it an easy swap. I'd be far more inclined to switch types if I didn't have to go into the gear menu to do it. In the middle of a fire fight that isn't exactly plausible.Originally Posted by osirael Go to original post
1st of all thank you for your transparency in addressing all this issues.
2nd, can you please hold off the nerf hammer? Most of the times one build is more used than another because all other are underperforming. Of course the community is going to gravitate for what is the meta at that time. I would suggest you apply your buffs and wait a week to see how the meta changes.
Long feedback here.
So far i have seen 0 reasons or builds that acutally complement the gear sets, they all ask for a heavy invesment of losing lots of great talents that in the current state of the game are needed to counter current state of NPC scaling, so you using gear sets make you weaker because each gear set bonus is less than a random gear talent so there's no improvement in actually using them. I honestly want to know how the devs would play using those sets to be able point the flaw in the execution of each one, because the game is in a current situation that unless it makes you kill NPCs faster you are lagging behind and going to get corneredOriginally Posted by UbiAmper Go to original post
Quite directly Merciless gimmick punishes good recoil control and is only useful for a single type of build that rely heavily on explosive damage and even then you have a weapon that forces you to waste ammo and is awkward to use, rework how you apply stacks (bodyshots add stack, headshots pops them) rework the first shot damage so the weapon damage is not backloaded and feels like doing nothing until you get stacks, as it currently stands it has a extremely flawed execution.Originally Posted by UbiAmper Go to original post
Sweet dreams is nothing but a shotgun without talents, shotguns by themselves are in bad state, the most common engament range discourages shotgun use, NPC health discourage shotgun use, NPC damage AND melee damage dicourage shotgun and melee use (they one shot you with melee in WT5 so why would i run into them at any point). So tryint to use the talent is extremely suicidal for a minicusle reward, in a perfect scenario that you melee and enemy you will lose all that extra armor in one shot of them, in a more perfect scenario that you kill them after meleeing them and getting more armor, the bonus disappears fast enough that didn't change anything. Simply both talents and weapon type don't work at their job simply due how everything is scaled requires suicidal attempts from the player for no meaningful bonus.
Liberty i would say that is the only one that works as intended, sole complain is that pistols are not great for the taking out enemy weakpoints since they prefer cover and longer range engament so better damage fall off would help against longer range targets (again running into enemies to try to get a lucky shot gets you killed since shields are wet tissues)
Chatterbox is okay-ish it's main power comes from the holstered talent, not using the weapon itself really, would say that slighty buffing the crit chance of this weapon could make it more interesting, otherwise it's holster only weapon.
Pestilence is full of issues, the idea of killing enemies via the status effect you cause with a kill is something that has been experimented before in division 1 with BLIND gear set and has failed horribly for the same reasons, first you are given a bad weapon to do it, that has such an extremely low damage output that makes it bad to kill NPCs alongside the issue of effects lingenring where enemies die don't work on this game unless you are stunning everyone in the same spot, at that point you don't need another effect and as BLIND proved in the first game, effects that only affect the area around where a target died means more a lone cloud doing nothing than you actually causing a chain reaction. Rework damage, and how you plan to spread the status effect as that would doesn't work at all and has been proved to not work before.
This is a very odd one, they are aware this is currently the biggest issue with build diversity right? the need for DPS is so great that outshines anything else, thats why people focus on getting so much damage, because actually tanking is useless and skills don't provide that extra boost in battle, more like a really small support even in heavy invested skill builds, you can make a seeker mine have a 10 second cooldown to possibly do the damage of one sniper shot, so why not just shoot him wiht a sniper that is faster than a 10 second cooldownOriginally Posted by UbiAmper Go to original post
Maybe I am one of the few to think so but I like the difficulty .. I like to do my best to complete an outpost lvl 4 .. or to pull down an elite mob at the challenge level .. making everything easier would make everything less interesting.. it would be a run and shoot without skill .. for the pvp I understand now there is not a good balance but I hope that modifying armor or life or both can remain the current ttk in pvp and not return to TD1 with endless shots fired and no use of covers .. again I will be one of the few but the game as it is now I like .. and I wouldn't change much more
Talents:
We want to give you a heads up that we're looking at the performance of talents and have identified some that are too strong and some that are not popular because they are too weak. We will provide nerfs and buffs to talents in an upcoming patch. The goal here is also to allow you to choose the talents you want to play, without heavily increasing your time to kill. The changes to NPCs we're talking about below will help with this, too.
Calling it right here, and I've seen this issue in so many games revolving around Nerfing and Buffing things where the Devs nef, lets say, an ability(s) to the point that they have to later have to revisit that ability(s) and bring it on par to the other abilities that needed the buff because it was lacking. When nerfing that ability, other players flock to the buffed ability/talent leaving those who enjoy it to completely change "their" build and spend time farming pieces to become relevant or even "force" them to enjoy something they don't want to play as, because their build is now lacking. This also will leave those nerfed talent(s) neglected and useless. The cycle always repeat itself when it comes to Nerfing. Fix the internal issue. If other talent(s) are lacking to the ones that are performing well, then bring up those other talent(s), so it can become more balanced in terms of builds and variety not nerf it. That logic makes no sense.