Hive Scum Suggestions

Just gonna unload some of my thoughts on improving the class so far… feel free to add.


Map Stimms: Overrides Cartel Special on pick up but shares CD. (on use remains same with added option to drop map stimm and revert to cartel special)

As is needed map stimms are unavailable to Hive Scum who desperately needs health.


Chem Grenades: 2 charges

Super powerful Blitz, maintain power level at cost to charges


Boom Bringer: Revert Blast Radius or 1 Charge…not both (also rocket pierces non-elites)

Now Super powerful Blitz, maintain power level at cost to charges or reduced radius. Piercing non-elites for easier usage.


Stimm Supply: Stimms no longer have a cooldown and are unusable, but instead disperse through Stimm Supply only. (On use of stimm key bind instead allows drop of map stimm and double press forces ability use)

Combine stims with ability less micromanagement more combined effects below


Practical Depoyment: Increase Stimm Supply radius by 50%

Replaced for new baseline


Booby Trap: Also infects enemies for 1 chem toxin every 2s within range of Stimm Supply

Encourage usage outside of Fast Acting Stimms bomb


Blessed Stimms: Corruption cleared or gained instead heal for duration of stim

Less overlap more usage, still not heal past wounds


Sample Collector: Replenishes ability cooldown at 50% effect if Stimm Supply is chosen

Added usage when selecting stimm supply


Coated Weaponry: Weakspot and Critical hits each apply 1 chem toxin

Added versatility for non-crit builds less underuse from hypercritical outright killing enemies.


Loose Formation: becomes Toxin Resistance: Reduce damage taken by toxic gases by 100% (does not apply to corruption)

Replace old style coherency talent with Toxin Resistance, possibly relocate to left tree where mobility is more encouraged


Long Lasting: Applies to Stimm Supply dispersal

Simple should apply to Stimm Supply


Ability Cooldown Start: cooldowns start on ability uses like every other cooldown in game

Simple, all cooldowns across classes should function the same. This allows CDR from allies, stims, and various others sources to be effective during ability uses.

Wait so which is it? Does rampage not need shorter cooldown or should it start the cooldown on button press?

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I like idea of some pox gas resistance, don’t even need as strong as the one arbites got.

No more debuffs at the end of desperado.

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Basically both the CDs should start on button press but to balance should up the CD… so if you use it well it could be about the same or better than is now if you don’t extend them worst. say 60s CD for Rampage and 75s cd for Desperado as an example, 60s -20s = 40s CD, 70-20s =50s CD, can be extended more but diminished in description

I say CDs punishes because if you extend it too much as is now and don’t need it have to wait longer for it to fall off and for the CD starts reseting and benefiting from self and team CDRs. Likewise on stims and using the dependency Keystone… if you get the +duration it makes the window for stacks falling off smaller / harder.

attempted significant updates to OP, the stimm supply abilities to cartel special talents are kind of a complicated mess…

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