After levelling to 30 and letting the honeymoon phase feelings fade a little, here are my thoughts on them for improvement in no particular order. I had lot of fun with the class, and hopefully these thoughts help improve it somehow.
- Synergy between nodes and weapons
Some of these nodes that you would expect to work well together, do not. For example, not having a stack of Dependancy when you put down Stim Supplies. This is outright hostile to the use of the Stimm Supply, especially since stim effects do not apply to allies if you use it before putting it down. It discourage using stimm supply or stim dependancy at the same time, as these do not synergize and is hostile to the presence of each other.
Skills that require kills to proc not counting kills made with dot damage seems like a massive oversight, as there is an entire skill line dedicated to chems, as well as ganger exclusive weapons that can deal dot.
- Weapon line suggestions
Weapon choices are very fun, but dual revolvers seems like a gimme and is missing as well as more dual weapons. Also a baseball bat type weapon would be nice for that gang look.
- Bonesaw does not feel great to use
I would have really liked to use the bonesaw more, but it has a strange delay to the attacks whenever it hits something. This noticeably slows down the actual hits, and combined with the strange attack patterns, leads to it being strangely hard to deal with hordes or anything tanky.
- Audio indication of cartel stim readiness.
This one is a QOL I think the ganger could benefit from. An audible cue that the stimm is ready would be great. Not a voiceline, but like a zip or a broop that tells you its ready.
- Odd choices of Blessings on the Needlegun
The needlegun rarely kills with its direct damage, so the choices of blessings are… weird and strange for this gun.
- Speed up the spin animation for the pistols
More of an aesthetic choice, because the spin doesn’t look confident. Speedy spins and variation on the spins would immensely improve the weapon’s feel.
Its ok if the window for shooting the gun decreases a little, because no one who uses the pistols and spins it is actually interested in thing like ease of use.
- Rockets strangeness.
For some reason if you take the extra rocket ammo node, you will never spawn with 3 rockets and only 2 if you join a game in progress.
- Vulture mark
For a class thats meant to be squishy in and out kinda deal, Vulture Mark keystones neither lasts long, feels consistent across a mission, or at all that strong since it kicks in late in large encounters usually. Stimm dependancy is a far superior option, as it is easier to get, longer lasting, and consistent.
Vulture Dodge and Push are good, but Patient Hunter feels like it doesn’t affect much. As the entire stack decays when duration ends, it does not feel like a very good investment in points to get Vulture Mark at all.