The mechanic of this holster is heavily problematic,
It will, with certain build ( firewall + status effect ) seriously cripple an opponent without any input of the player.
In the case of someone running a glass cannon build, even if it starts the medkit as soon as he is hit, he will die anyway.
If the mechanic involved the burn starting when I have been shot at, it would be more acceptable, but when I play better than the person holding it by being able to sneak up on him but I get killed while he is not even aware that I am around, it is unacceptable.
Thanks for reading, any input is welcome ( and I would be more than happy to "get good" if there is actually a way to prevent that from happening except running hazard protection
Run hazard protection in all slots, two ceska, demolitionist, max hazard on watch and a burn resistance mod.Originally Posted by Hansem1979 Go to original post
Stop crying for nerfs because you dont want to spec against a specific build....there is a way to get good...its called hazard or burn resistance.....Originally Posted by Hansem1979 Go to original post
Yes the imperial holster can be a nightmare in DZ as well .. mainly because users hide in buildings and the fire can get you through walls and up stairwells if you spec to much into hazard protection / Health that leaves you weak somewhere else ... I,ve learned to keep well clear from duo,s or groups of rouges running it...... If You play with fire you,re going to get burnt ,
Yes it should.Originally Posted by As1r0nimo Go to original post
- you set people on fire trough walls
- cooldown is too fast
- range is to big
In my opinion these 3 shall be nerfed for PVP
Apply burn only when aiming / shooting at the target.
Imcrease cooldown
Decrease range
Remember that this holster require NO skill to use / operate You just put in on and it works for you.
I see more and more peaople complain about nerfs in pvp. Looks like they would love to only sit in the corner and getting kills. Or run arroumd map without even shooting or using basic aiming skills.
What happened to "Build an addition to your skill" seems like your build is, all that matter, while it should only help you in certain situations.
I can agree about walls and range, but basic nerf (duration and the way, how it triggers) should stay the same.Originally Posted by Mr.Atlass Go to original post
Well, i did not mentioned nerf to duration neither how you trigger it.Originally Posted by As1r0nimo Go to original post
But, because it s so easy to use (triggers itself), without any action from player, instead of buff, shall get a nerf.
Players shouldn't be forced into sacrificing so much because of some Harry Potter holster that requires zero input from a player.Originally Posted by Merphee Go to original post
Neither should they have to max part of their watch level to do so. Especially when PvP modes like conflict offer no XP towards it.
If say, I'm running a full red build with zero resistance towards hazards and I walk into an enemy players Hive and get killed. Fair game IMO. That Die-Nasty holster however I cannot accept. I takes zero input, the cooldowns are far too short usually, and the range and stagger effect is far too big.