delete or nerf the Dreg Tox Bomber

I play auric exclusively and maelstrom whenever I’m not testing out new builds. I think the dreg bomber is overtuned, it feels like a “kitchen sink” special designed by passive aggressive devs who want to break player habits because we are “doing it wrong”. It’s just like how all the common non exploit “safer spots” have a marked tendency to turn into enemy spawn points with every new patch.

For one single special it just does too many things at once and has no hard identity:

  1. The gas blocks visibility for the players and you cannot see pinged enemies through it.
  2. The gas effectively kills players because it strips toughness almost instantly and “burns” players to death with corruption.
  3. Tox bombers do not glow and are coloured like any other dreg which makes them hard to see
  4. Tox bombers have a ridiculously long throw range making them more akin to a mortar team than a grenadier
  5. The gas buffs all other enemies

On top of that they have no real counterplay. You can shoot them, IF you can see them which is no guarantee because they can attack from so far away (sometimes without line of sight), and your chances of spotting them drop to zero if they get a single grenade off.

They just feel overtuned. At minimum they should glow green the same way scab bombers glow red.

3 Likes

^

from fuccing downtown over the mountain with no line of sight.

imagine 4-5 of theses with mobs, minibosses, other elites and specials in maelstrom.

as a unit by itself it’s completely OP as design

Does it do flat or % toughness damage, do we know?

It may not kill you as quickly as fire, but maybe some classes are disproportionately affected by it since this seems to be a common complaint.

My guess would be roughly 10-15 flat corruption per tick since you can relatively easily just tank it if you got enough toughness regen from melee attacks.
Ogryn for example can just stand in it and generate enough to not give a crap if there are just enemies around to smack.

If anything i would say those who run 0 toughness on their builds would be most effected.

I’m pretty sure it’s a flat rate, but don’t quote me on that. The damage ticks also seem to be less if you are moving. This allows you to cross most gas clouds by sprinting without taking permanent damage. But the game is full of static objectives and sometimes you just have to stand there and take it.

lotsa walloping, good times, sah.

i understand the sentiment, i do, but this is a balancing issue the two factions won´t find common ground in my opinion.

i´m of the side : “i´m not affected so i don´t see the problem” and honest about it.

it´s understandable other struggle with different things, hence enemies should be balanced according to each difficulty setting not only in their health/damage and amount department, but their skillset as well.

often times, the last couple days, it´s been more of a placement(wrong) problem of the whole team, not letting off an engagement when it´s clearly a disadvantage to commit to that particular room/corner/ankle, you name it.

you can´t gas loyalists if there ain´t no loyalists around

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and yes, sometimes you get stuck, cornered or otherwise, but really its the whole point of the game to get you dead.

and if the situation escalates into this, mistakes were made and punished.

many times i could completely ignore a tox bomber until more severe issues were dealt with for i relocated the engagement out of his area of effect or pulled back a room or two.

even the london-bridge setting (open areas) gives stairs to back down or kite around.

fire, sure, area denied or trades i.e health % for advancing/retreating must be made.

but gas… if i hoof it through its not even that noticeable.

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I’m not affected by it but i still know and can see it’s stupid as hell by design.

20 seconds that thing last and 3 of the throwers’ in narnia

doesnt mean you got to wait around the whole 20 seconds nor make him a priority to chase if more threatening stuff runs about.

anyways:

ogryns have a far larger health pool and can charge through the gas.
psykers not so.

That’s right, though to me it’s more a matter of toughness regen. If you can replace the lost toughness from the cloud you can tank it effectively, otherwise you shouldn’t be standing in it!

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And how do you think that works in terms of balance? The whole point is it’s not. I’m not affected by it doesn’t mean i can’t see it’s not balanced, favors certain classes and play styles, and fking annoying as hell

Yes in many cases, but I agree with them that it is a pain waiting for tox gas to clear after the bomber is dead and all the mobs are dead and you’re just waiting to move on.

No toughness?

The AOE needs to be smaller. It does too much for how big it is…

Scab Bombers throw “one after another”. I’m not even kidding. The fire damage is more deadly but the gas has wider radius. And as I mentioned before–Dreg Bombers take much longer time to throw a grenade and you can stop them at any point during the animation and it won’t throw.

Yeah the re equip/throw cooldown of the scab bomber is 5 seconds vs 10 on the dreg. The bounce can sometimes make it land no where near the rejects so the cloud size is justifiable imo.

The lack of bomb drop on kill is also huge, sometimes scab bombers are better suicide units when they walk around a corner with a cooked grenade.

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