Some balance adjustments that I’d request be included in the next patch:
-Please remove the vertical slash from the mk6 power sword light attack moveset, which make its light combos unnecessarily awkward to use for clearing and lacks a real benefit given the nature of the powersword. Given that the mk6 has objectively worse heavy attacks in every way compared to the mk3, it should at least have objectively better light attacks in every way. Although I suppose this is only a problem if you have power cycler, in which case you won’t ever get to the vertical swing in practice if you don’t.
Also, the charged vertical swing on the mk6 lights do LESS damage that the other swings, for some reason. The charging animation also seems longer than the mk3, which is rather annoying.
-PLEASE finally buff the recon lasguns, the entire line has been languishing in the dumpster for months now. The removal of infernus infinite stacking exposed them as being terribly subpar in multiple aspects. Comparatively low dps, highly ammo inefficient, and low stagger/suppression despite having a collateral stat.
Despite being extremely difficult to get, infernus (even t4) is mediocre now and does not make up for their glaring numerical problems, much less give them a power level proportional to the difficulty of getting it or even make them actually competitive with other options without extremely rare blessings. Gating the guns ability to be only “somewhat” useable in high difficulty to a very rare blessing is poor game design, assuming the intention is to have them be bad on purpose only for infernus to carry them.
TL;DR A simple per shot damage boost would help alleviate their low dps and ammo efficiency problems. Adjusting their typically very bad damage to maniac AND unyielding would also help. Adding more appropriate and useful blessings to their pool (blaze away, cavalcade, crucian roulette?) and removing less appropriate and useful blessings (sustained fire, punishing salvo) would also be great. Attached is more info on their dps and damage relative to ammo usage.
Please go a little further with Hammer self stun changes. Even with the cancel you removed T Hammer was a good but by no means top tier weapon. Like 0.3 seconds max for the heavy attack self stun would be appropriate to make it feel like you can use it dynamically in high pressure scenarios.
Ironhelm also needs this buff just as bad as Crucis, so I hope you’re not only referring to Crucis with that buff.
Please also take a look at the Ironhead THammer. Right now it cleaves through lighter elites and specialists without discharging the special, even on the overhead heavy. Switching the order of the heavy chain so that the overhead is first and also decreasing its cleave so it triggers the special on the first target hit would make this hammer feel significantly better.
When is there going to be a fix to the garbage RNG mission select board? Why no mention of it at all? Are the devs intending to leave it that way forever, and if not, then how long?
LET US CHOOSE THE MISSIONS WE WANT TO PLAY!! I don’t even feel like logging on anymore
Here’s a weapon balance fix: headshot priority. Rashad axes and Krourk cleavers all suffer this, bully clubs too but headshot damage isn’t the selling point.
Stubber damage mod vs Flak is too low, Maniac damage on shield/basher club is terrible. The shield still has 95% dmg reduction on carapace with H1 instead of the 25% it had prior to Signal Update.
The Lucius Mk2 still has the sway profile from before that update, the other 2 have very low movement when sighted as per the ‘Lucius pattern lasgun buffs’.
Shovel punch is fixed on carapace but won’t ignore Stagger Reduction vs Crushers, making it a bad bully slap vs a critical enemy still.
Others but kinda disappointed at ‘we’re gonna fix a bugged blessing again because we didn’t fix it on shotguns’ as the only info on weapon balance. Skullcrusher/the related impact blessings still have no icons, c’mon. Besides your not attempt to salvage the thunderhammer.
Plasmagun might also be affected by body part priority, where the arms have higher priority than the torso, meaning that enemies can block what would be otherwise bodyshots with their arms and only take arm damage.
Fatshark’s design philosophy is a walking bundle of inconsistencies. It’s not just the stubbers, the headhunter autoguns have an identity crisis too. The heavy one shoots faster and has less stagger than the middle one.
If it deals more single target damage than an axe thats a step in the right direction
The whole point of the ironhelm it cleaves on charged heavies, why would you remove that advantage by making it overhead on first? Thats more of a crucius proposal.
Are we looking at just bug fixes or is there going to be a new map? Something to break up the monotony? I mean this in the nicest way possible but when does the live service start and what is the definition being used? In my definition fortnite was a live service but apex legends was not.
Just to add a voice and like others, I’m wondering if Solo Play is still planned/being worked on actively.
This feature will probably imply bots configurability and usability to fill the striketeams more efficiently.
If you go into the psykanium rn and shoot an unarmored dreg shooter, he will take less than 300 damage on a weapon supposedly doing more than 500 to unarmored per left click… you are very likely right about that.