Heya, first post here! First of all, I’d like to say that overall, the Hive Scum is very high octane and fun to play. It offers enough challenge in higher difficulties, and a focus on staying agile as your defenses is always a joy. In all games that I play, I tend to gravitate towards Consumable focused playstyles (throwing pots in Elden Ring, anyone?), so the Chemist tree really drew me in. I do have a couple of points of feedback though in regards to the Chemist side of the tree, a few “clunky” areas. I’m attaching a screenshot of what my current talent tree looks like in case readers need reference in regards to the feedback:
a) Stimm Supply cannot be placed while sprinting.
If I am sprinting and press ‘F’ to place my pack, it halts my characters momentum entirely and does the weapon equip animation with whatever weapon I am currently using. This is probably a bug, but if its intentional, it makes the class feel really jarring.
b) Stimm Supply consuming your equipped Stimm feels weird currently.
I understand why it does this, but the fact that it does not function with the ‘Chemical Dependency’ keystone by not giving you a stack of it makes it awkward. This means that if I want to keep my buff uptime, I have to consume my stim first, THEN place the pack down. During high intensity moments, I often time can’t afford the ~2.5 seconds it takes to do both sets of these animations.
EDIT: Just found out consuming your stimm then placing the pack does not provide your stimms benefits to your teammates. So the Chemical Dependency keystone is even worse off if you want to support your team.
c) Specific weapons don’t seem to count towards the ‘Blackout’ Blitz kill refund.
I don’t know, maybe I’m missing something? but I’m running around with the bonesaw and using the ‘Pocket Toxin’ node with Blackout grenades to spread tox. I don’t seem to ever really get refunds on these grenades. I’ll get lucky once in a blue moon and get one seemingly at random, and I usually only end up getting maybe 1 or 2 a mission. This includes very high density missions. Yes, I know chem kills and certain other talents don’t count atm (check my tree, I specifically avoid certain nodes), but even when I’m one-shotting poxwalkers and dreg gunners with weakspot hits to the head, I’m not getting progress for this. “Every 20 kills at Close Range” should ideally include chem tox kills even if they count for like, 50% progress or something. It feels weird or should be specified a bit better.
Thats my main pain points with the class at the moment, the rest of the tree feels fantastic! Rampage is thrilling and dancing around with Desperado are high points. If these rough areas for Chemist are looked at, I think we can reach a fairly coherent support/neutral game focused class.
Cheers! ![]()
