There are counter to status effect ------> Hazard protection!Originally Posted by sandpants Go to original post
If you really have to compare it with something, you should compare SE with Crit actually. Is there anything to reduced Crit damage in game, even though all you do is shooting like everyone else? Or can you actively un-crit it?
There is not active counter to SE doesn't there is nothing you can do about for SE applier? THE SKILLS! Seeker ball is so easy to dodge, hive will not go anywhere and can be one shot by emp. Literally every skills can be stopped by emp....Holster nerfed to the ground by whole it procs...Fire starter sure stay strong, but for the other reason than SE damage...Again, try say the same about crit...
And nothing stop you crying for more. This is an RPG, not a reaction based shooter! You are the one that stuck in a small hole for your own "Shooter Play styple" and can't live with the others. And YOU ARE THE PROBLEM!
I literally said that in the same post you quoted.Originally Posted by ashered Go to original post
There used to be tons of crit resists and they took it out.Originally Posted by ashered Go to original post
I literally pointed out that I do NOT believe that skills being unilaterally one shot by Jammer is a good mechanic, in the exact post you quoted.Originally Posted by ashered Go to original post
"It's not me it's you".Originally Posted by ashered Go to original post
Enjoy the echo chamber...
They took it out then it's not there! Are you dense?Originally Posted by sandpants Go to original post
Doesn't matter what you think about emp, it is what it is. And it's working on TU9.1...
I mean if you are just 1 one 100 thousand youtube copier always seeking the next most brainless DPS facetank meta build, you should just wait. Cos there is always one, don't try to discuss on the issure you don't really care about and save my brain cell for having to explain it to you like you are 5 pls![]()
With 1.4 mln armor, and 60% hazard protection im still getting 1 shooted by firestarter and im burining for over 2 seconds from imperial (equiped on dps build)
Your 30% of haz pro, doesnt give anything. Either SE needs rework or how hazard protection is working.
I gues the SE nerf, is to engage peaople into gun fights and use SE as additional dmg / help in pvp, not as primary dmg source - like it was in Div1
To be honest, i like that change.
Agree,Originally Posted by sandpants Go to original post
Missing immunizer and instant medkit that removes status effect from Div1
Now, only sharpshooter class has status effect removal medkkit, but you will be dead before applying it.
Originally Posted by Mr.Atlass Go to original post
Read at least!
Firestarter is a outliner not because the fire damage is insane, not that you don't have enough hazard protection. It's beause the insane base damage(can be almost doubled by tech hive) that your hazard protection won't block, it's because it's just a cheap skill to use when you can spam it...
I undertstand ppl hate something will hate everything connect to it. But that's how you balance the game. Like if you have a crack on your bone of your arm. you go to doctor to fix it, not to ask him to cut off your whole arm...
What about imperial ?Originally Posted by ashered Go to original post
read the patchnote, the way it proc is completely changed, and I raise my both hands for that...Originally Posted by Mr.Atlass Go to original post
And the problem I'm talking about here is exactly what've seen in the game before. When everytime ppl point out double barrel + premeditated is op, what they they did is put a nerf on shotgun across the board. A weapon categorie that nobody touchs with one exception. Later a buff, and we were back to squre one...
That's exactly what's going on here with SE on PTS. While literally all the skills depends on it (includes some not so effiecent one) got murdered, for some weird reason firestarter is still pretty damn strong...
Good. Veryyyyy good.Originally Posted by ashered Go to original post