Did you guys see the bloody talents on this class?
The left ability is basically copy paste of veteran ability except better in every possible way.
The whole talent tree is completely busted… wth
And while we’re on the subject of the class. The stimm lab, what an uninspired boring wasted thing. When i first heard about it i was somewhat interested even though i hated the class from the get go. Just plain boring straight up stat buffs with nothing interesting.
I was expecting something of the likes of clan moulder flesh Laboratory from total war warhammer. Where every almost every option had interesting buffs and drawbacks and abilities. Guess not. That would be too complicated for the people behind the game balance (and considering the state of the game, thats not even an insult, just a fact)
And they want 12 dollars for that…
The entire class should’ve had been about the stimm lab, they should’ve had a new toxicity meter that works similar to peril. The stimms should’ve had major buffs with major drawbacks. But NOOOOO too complicated. Just had to make a copy paste of zealot and veteran but better.
What a joke
How can one be so utterly devoid of creativity? I can come up with more interesting ideas in manner of minutes for free, while it took them 8-ish months to create this… thing, for money.
Now i dont have any hope for any future admech class. I guess more then anything im disappointed in fatshark. After arbites i thought they were warming up, instead they went the other way. Guess the robo-dog drained any shred of creativity they had.
Rant over.
The trend here is that they’re bringing back things they previously nerfed/removed via DLC classes. Infinite ammo and exec stance ranged DR used to be vet things, now Hive Scum has them.
If we continue the trend, I will bet my ass the next class will have the old Ogryn Light Em Up that had uncapped burn stacks, infinite smite and old zealot CDR.
Its sort of what i felt about arbites it could’ve been about the hound and having tons of synergy moves with them and having them dependent on each other that would make them unique enough instead what we got was here is a better zealot/ogryn/vet (pre-rework) with an optional dog. Fatshark is lacking some creativity process with these dlc classes.
I think how vulnerable Scum is being underestimated, which will necessitate playing the class in a distinct way.
Though, I’m a little annoyed at multiple talents being pulled from former Zealot ones. at this point, both Vet and Hive Scum can run almost totally 50/50 melee/ranged hybrid builds whereas Zealot had a handful of gun related talents that were removed in the rework.
I don’t need a 50/50 hybrid build for Zealot but 1 or 2 more gun talents (please at least make Out of Pocket not trash) and honestly more mobility stuff to make IJ feel distinct would go a long way. I’m very excited for Hive Scum and will push the class as far as I can but I do hope they look at making the other classes more unique still.
Yet the class has abilities that ignore mechanics such as ranged damage completely, insane mobility to kite melee, while also having access to talents/blitzes to give you that CC when needed. Damage also seems to be extremely high so you can just mostly kill everything before they get to do anything, best part is you can do it all ranged.
Yeah you will probably blow up if you play it badly but i really cannot see how a good player will realistically ever die with this kit.
stim crate clears corruption. not sure if its intended or some weird background chem lab interaction was going on but I saw chocob use it to seemingly clear wound (prior to dropping a crate he’s about 65% corrupted with only 1 wound, then he’s at around 40% and back in HP on the second bar).