It is fine in vacuum, but the bleed actually applies to all enemies hit when the dog pounces on the enemy. For example, if there is a flamer behind a massive mixed horde, if you order the dog to pounce on him, it will apply bleed to every single enemy in the path. This requiers good positioning/micro, but it could be seen overperforming. In my experience it’s not big of a deal, maybe it could be reduced to apply half of the bleed procs to non-primiary target, but that’s it.
If they asked me before the hotfix were they removed buffs you could apply to the bleed i would semi-agree. Currently the AOE is 1m (should be 2.5 but is also bugged) and does not trigger always. Even worse it does not trigger at all on many enemy’s, even some bosses and it is the only class that can no longer buff the DOTS.
Ogryn melee, bolt pistol, vet nade etc all do much more bleed in a similar AOE or a bigger AOE and can buff its DOTS with uncanny for example.
Those that propose these nerfs have the dog with the bug still in mind were it’s leap, jump and landing would apply bleed and was doing insane damage.
They need to nerf what needs to be nerfed.
But your post looks like you would like that the dog should be the main part of the Arbites. I have bought the dlc, and I don’t play with the dog.
I did not want to play with the dog. i don’t feel Arbites boring.
Arb Shotgun? too strong, but only the one that has a large AOD.
There’s surely values to tweak. I don’t use and plan to use the two first keystones. The third one is pretty defensive.
Nerfing Lone wolf? Maybe, but then the dog should also be adjusted. Remember, this is ONE point to remove the dog. So, you have to get something valuable for this point. I think that the +1 blitz could be removed.
But, actually the dog is something too effective. And more if you boost it with the talents in the tree (Serrated Maw and Razor Jaw). And this dog does not require any skill.
that’s really my problem with this dog.
It’s never gonna happen, but I think Arbie should have all those stagger nodes changed to interact with shock/electricity instead.
Ogryn should be stagger king and melee shock application should be Arbie’s thing.
It would solve the issue of any stagger at all buffing Arbie to high heaven and give it more of a unique spot in the game which would synergize really well with Smite.
Concussive should either only apply to large/boss enemies (so that Arbitrator could support the team) and/or have a cooldown per enemy. For example 3 seconds duration, then 3 seconds cooldown on each enemy hit.
you should try it on a chainsword. it’s silly
I still haven’t used chain weapons on Arbitrator so I am not aware of this. What does it do?
The dog should get a nerf of some kind, it shouldn’t let you ignore game mechanics for free.
I JUST played a Auric Hi-STG True Duo and both of us played dog only with no dodging or sprinting. The run is currently still uploading.
I’m 100% confident you can true solo with dog-only and no dodge or sprint too but the issue with that is that solo play keeps crashing currently.
The bleed talent no longer works as advertised since the fix. It has been reverted to release form where it applies bleed in a tiny 2m radius around the target. And according to the devs, this is how it should work despite the talent description stating differently.
we’ll see, there is this extremely vocal minority of elitists in this forum, and then your average players enjoying the class in game, and yes the dog is the main appeal of the class
they can nerf all stagger talents and new weapons for all I care, it’s fun having the doggo protecting your back, and safety net against disablers, left tree is fun
Ugh, it’s so hard to keep the track of all the bugs/unintended features. But in my recent experience the bleed was still applied to all enemies hit during the pounce attack, is that not how it supposed to be?
The bleed now applies on pounce landing as opposed to the whole pounce which is what it previously was. The bleed talent when it released had a different bug that caused it to only work 10-20% of the time.
This is what I think.
I see dogs removing every threats in the game.
If something should be nerfed, it is the damages the dog does. The dog kills its targets too fast.
Lol, no. Unless there are 4 Arbitrators with dog-focused builds. it becomes kinda silly for Auric, but stacking 4 of the same class has always been a meme (4 Psykers just steamrolling the map with unlimited ammo).
Good to know, thanks.
You’re right on this.
I exaggerated. In auric, dog is just good.
But under that… it is a life insurance
Look, I understand that being reliably saved from the Hound feels like a “novelty shock”. Except there is another thing that saves you from the Hound, and without several seconds delay that may cost a run – it’s called a human teammate. Guess we have to thank our wonderful community when an AI companion often does much better job than a human.
The question is “How exactly do you suggest to nerf dog”?
Funny enough, when i was first tryin arby i realized that i took no dog talents, happy with just the fact the dog can indefinetly pin almost any target and push hounds off me.
…but when people told me to take shock jaws… Oh boy… That’s a killing machine.
And the problem is that you can’t do much about dog, since it takes no damage. Reduce damage? Cool, now you’ve invalidated ALL dog damage talents like bleed and shock. Slow down pounce cooldown? Well… It’s the stat you can’t really balance. It will still be either busted or useless
Guess we have to thank our wonderful community when an AI companion often does much better job than a human.
This. When i have switched to lone wolf keystone, i’ve noticed how slowly even non-arby players react to the hound pounced on their teammate.
In one occasion i had dog corruptiong half of my wound before nearby(Smth about 9 in-game meters) human player that pushed it off me.
Inexperienced players. A couple of months ago I’d have said this was a problem you leave behind in malice but threads like this are because the relationship between difficulty and player skill has broken down.
You are right that balancing the dog is going to be hard. Got to try though.
the issue with this is having the dog handler’s power as close as possible to the lone arbites. if any of them is noticeably more powerful, players will prefer that option and ignore the other.
