While the nerf is understandable, what it feel like is it ruined all ranged HS playstyle EXCEPT for needle guns (which I think was the target of the nerf).
Reasoning is that most needle gun use is as a secondary to a melee or at least hybrid build.
As a result, most if not all HS trees that spec into ranged damage either gets massive uptime reduction (needing to pull out melee) or the HS hurts the team by taking ammo from the map (bad in havoc but that’s a different issue if balancing around standard games).
Securing a melee kill is also not easy since you end up competing with the team or yourself, in the case of chem toxin or other DOTs.
I have 2 suggestions (or 2.5):
Need melee kills, but higher or no cap on the amount of ammo that can be recovered. Reduce ammo recovered to compensate. Sub: add a talent to increase HS ammo capacity (HS surely can make local dealings to get more ammo);
20% ammo recovery (up to 20% of HS reserve) on elite, specialist or boss death within close range. (i.e. anyone can kill, HS gets ammo, within 12.5m). Or I suppose since we want to nerf it, 5% ammo recovery instead, up to 30% of HS reserve.
I feel like the 20% was kinda ok (rubbish for bolt pistol), but could be better for smoother gameplay.
P.s. I hate having to compete with team mates in a PVE game. but maybe i just suck.
If anyone wants to complain about ‘infinite ammo’ and ‘not switching to melee at all’, we might need to look at veteren and psyker reworks too.. ![]()
