Game feels more fluid and less janky-clunky now as you have removed stagger on enemy shots, finaly (except shotgunners, later about them).
Now change how supression affects the player.
WHY
Current supression disencourages to participate in gunfight every class (except ogryn), and on vet it force you to take Determined if you want to play with ads gun. It’s just a massive disadvantage for the whole weapon roster.
Neither Between the Eyes blessing can help - if you already being supressed you can’t land a weakspot hit.
WHAT TO DO
Change supression to affect the player differently, like toughness debuff - same as HP corruption, but temporary so it just caps your toughness at 75% while you are supressed, or maybe stamina debuff, or just a vignette effect - it’s growing up the more you are being suppressed, etc. Random ideas, don’t insist.
Implement the idea of psychological effect on a character as some sort of passive debuff, stop screwing up player’s ability to control his character and weapon wielding.
WHAT THEN
Now without stagger and changed supression shooters are dumb and useless since they can’t stop you running around and locking them in melee.
Fix enemeis are bayonet charging you from 10 meters away, it’s dumb. Ogryn taunt forcing shooters to melee also
Buff range enmeis, just make them strong without bullshittery like screwing up player’s input - more damage, less time between shots, scabs are harder to supress, etc.
SHOTGUNNERS
Oh boy.
Shotgunners knockback is still annoying, remove knockback and make it so shotgunners apply (new) suppresion debuff more easely and harder.
Change shotgunners so they can be locked in melee only when they are reloading. That doesn’t make sense dude with a shotgun don’t shoot you in close range, but take out his shovel.
Increase their movespeed, make them super aggressive breachers, kinda like ragers, but middle-range.
REAPERS
Absolutely useless and boring enemy - easy to kill, easy to supress, helpless in melee.
Idealy - give them some armor. Increase their supression resist, and make them push and swing with stabber more aggressively.
Well with this one example - depends on how fast it applies and how long the effect stay, and how can you remove it (relic, VoC, dome, etc). But again, just a random ideas, so whatever.
No. That’d remove any danger they pose. Getting staggerlocked by gunners is needed, otherwise they pose little to no danger
This would force Zealots to always pick thy wrath be swift. Which is going against the idea of a talent tree. It’d make the class pretty useless in terms of one of its key features: locking down gunners.
I strongly disagree. Game feels much better now without stagger on shots. I don’t see how same logic doesn’t apply to shotgunners.
Range enemy problem they can’t defend themselves and for that there was stagger on shots, and so there are zoning specials.
Currently you can run like a headless chicken and range enemies can’t do anything.
Talents that give you unconditional immunity is a bad design, especially when it’s about effects that removes player control to move, see, cast, etc.
Personally, just delete half of my health, or oneshot. Stunlock ping pong feels like a cuckoldgaming, I don’t play, but just watch in that moment.
Zealot is overall problematic and too strong. Locking range enemies in melee should take some skill and thinking. Spamming slide and locking 10 shotgunners blob isn’t the case of such.
So shotgunner should be that mid range enemy that put some stress and can prevent you from yolo rush, so you think twice, not just another range enemy.