TU11 first impressions and suggestions. Without the Summit.
Hello there!
This my first post here (TU11) and I want to discuss my first impressions plus how I want to change some things. This post is more about overall changes (and not), without the Summit. It will be another post.
First things first, Exotics.
1) The Backfire. Overall, it’s a pretty good exotic. Especially good in CQB encounters with fat enemies. But there are 3 things, I’d love to change.
• It's Buff should stay when out of combat. Just like Chameleon. And last for 20 seconds at least. Or there should another way to remove it.
• Weapon mods. I mean, Stability is pretty useless for SMGs, due to the fact that they are pretty stable as a baseline. Plus, it’s an exotic. My solution: change grip to something unique, perhaps additional damage against bleeding enemies (5% will be enough). Other slots I’ll discuss later on.
• Bleed effect. It’s an OK drawback, however you should reduce that postprocess effect. It makes me sick after long time using it. At least, disable that while you are using that SMG. Change icon of the Bleed for something Alertish, so we will see it, but please, turn off the main red screen and blur.
2) Memento. Cool backpack. Nothing to add here. However, some fixes for the description would be nice to see. Like, add cooldowns or a clarification for a 5-minute bonus (can it re-apply, how long you need to wait etc.)
3) Ridgeway’s Pride. A good one. Although, it should have some passive bonuses for overall performance. Maybe passively increase your bleed damage by 20% or so. Something that will work in any case. PS: it’s a bit bugged on applying bleed sometimes.
Now, we can talk about the baseline gear.
1. New brand type. Beltower Belstone armory. Pretty good one. Well balanced, nothing to add here.
2. There are issues with some stats, that NEED TO BE DEALT WITH. Since TU8, actually.
• Health need to be looked at. Right now, 18k is nothing. Even on hard difficulty. Bruce once announced that it will be looked at, although it didn’t happen. Solution: Increase roll amount up to 60k. So, with 6 slots and base Heath it will be 630k. Add 10% from watches - ~700k (plus a bit from watches itself). It’s NOT great, however it at least SOMETHING. Remember, we will lose 6 secondary stats slots for that.
• Protection from explosives. I will repeat that again, as I did it during TU10 PTS. IT NEED TO GO AWAY. Merge it with Hazard protection at 50% rate. So, with 50% Hazard protection we will receive only 25% protection from explosive. Why it needs to go? Because NOBODY uses it. If you invest in it, it’s hardly noticeable. With that in mind, adding more pure Hazard protection, will also protect players from explosions, but it won’t be SO LARGE. A good bonus, but not broken.
• Armor on kill. And I’m talking about pure numbers, not %s. Either delete them or double the amount. Currently, those 15K are useless.
• Armor regeneration. Same thing. Delete or double the rolls. 28k per second is nothing on Heroic+. Besides, you can get much more thx to % gear, which makes 4.8k useless.
• Finally, it’s time to talk about weapon mods. Everybody can agree, that most of them need to be looked at. For example, Crit chance weapon attachment gives you 5% crit chance, which is almost god roll stat on your gear. While Crit damage stays at 5% (10% for Firewall on the grip), and it’s even less then a half of a secondary stat. Simple solution – increase their values up to Secondary stat (or only a bit lower, like 10%). Buff most of the Spec’s weapon attachments. Like, Firewall adds 20% crit damage, Demolitionist adds 9% crit chance, Survivalist adds +15% Weapon handling and can be used on any type of mags (not only 5.56).
The last one - SKILLS
1) EMP JAMMER. Its had been announced, although nothing happened.
• Problem is, that it can simply DENY any skill it hits. Without any investments into Skill Tiers or Damage.
• Solution is, to simply add a damage number, so it will scale with stats and tiers. In addition, Jammed status effect WILL NOT BLOCK YOU FROM USING SKILLS. But will lower your skill haste instead, so skills will go on a cooldown for some time. Example, 6 ST Jammer against 0% Hazard protection will put the CD on skills (5 seconds) and reduce your skill haste by 200% for some time (10 seconds). 6 ST against 80% EMP protection, won’t block you from using any skill, will do 80% less damage to your skills and it’s HASTE reduction will last only 2 seconds.
• Same goes to EMP Sticky bomb, but everything is doubled there, because it’s a single target skill.
2) Healing trap. It’s largely underwhelming.
• Problem: very clunky to use. Clunky to heal. Clunky skill. Can be easily ignored thx to the Healing Hive.
• Solution: It should deploy the same way as Shock trap. All mines should get a small (5 meter) radius, in which they will passively restore yours and your teammates’ armor. Tick rate is around the chem launcher. HOWEVER. Once player’s armor reached <20% of their max value, The Player will detonate the mine for a BURST healing. And at Skill Tier 5+ it will be able to OVERHEAL. Why? To compete with healing hive.
3) Shrapnel trap. It’s a good one. Although, the only thing it’d love to see improved is the spread radius. It’s a bit too large, so most of the time it doesn’t reach the goal (I mean the quick deploy).
4) Buff Pulse beacon, for the god sake. At least, let it passively add damage to Pulsed targets, just like the spotter, since it’s much harder to use against basic pulse.
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