seems like still broken
and also special (blue mode) of needle pistol mk 2 now do not triggers chem toxin on impact from the ground and bulwark shield
seems like still broken
and also special (blue mode) of needle pistol mk 2 now do not triggers chem toxin on impact from the ground and bulwark shield
I think nerfing it would mean bye bye autopistols, and/or lead to ammo greed thatâll make havoc scarsity feel like bullets rain
I canât agree. Desperado allows us to go full dakka, pickpocket + vultures dodge does exactly the same thing, so we can just print dps the whole game.
What is the point of desperado then except for minor buffs and magdumping hordes?
Nerfing pickpocket would actually make a difference in the gameplay loop where scumms would actually need to think about pressing f depending on the type of enemy they face instead of just using it off cooldown.
Awesome.
Nerfing pickpocket would destroy desperado builds, because when players build for it, melee takes hit, so without it, scum basically becoming a burden that others must carry in between ability use.
Desperado builds are doing purgatus level damage now. I donât think that nerfing pickpocket would push them into âbeing carriedâ territory.
wow if anything Rampage! should have gotten a noticeable downside like attack speed instead the +damage and no stamina thing was so pointless on a character with this much dodge. would have thought weâd get some toning down for Scum if anything, the only thing they have that needs buffs is the crowbar.
Thatâs fine too.
I could see this working if they reduced the cooldown of desperado (or even just having the cooldown start on activation, maybe)
autopistols are amazing, but they go through ammo like crazy, and I for one like the design of HS as a brain-addled maniac blazing away instead of optimizing ammo usage like the other classes do.
With the last changes a fully ranged build is the most costly out of the tree, and when I use it on autopistols I depend on pickpocket and Iâm also somewhat strapped for ammo if thereâs extra monsters (as elites/specialists kills are not guaranteed there). Even with CD stimm and CDR on trinkets the cooldown of the ability is bad. As things are I use it when I need it. Without pickpocket Iâd definitely spam it whenever, so I think at least the point where the nerf would bring more consideration on desperado usage is invalid
On the other hand one thing that would make desperado more sustainable - which could be important if they nerf pickpocket - is refreshing duration on monstruosity/boss hits. Otherwise, if you are playing close to no ammo all it will do is guarantee you 10 seconds of shooting. Not nearly enough to have an impact
well idk, Rampage was cool and all, but it was almost NEVER played in high Havocs 30-40, so makes sense itâs the one ability that gets buffed.
outside of Havoc, it doesnât matter as much.
hive scum was already insane and didnt need buffs but if you think zealot needs buffs then you are just bad at the game
As a Scummer; fixing âPickpocketâ is so simple by changing the talent so it only give you ammo back when youâre out.
Thatâs how I already play: shoot till I am out of ammo with my Stub Pistols, then use âDesperadoâ and blast fools with free ammo and get a special kill before âDesperadoâ runs out.
Making âPickpocketâ only give you ammo for melee kills is ridiculous, considering the whole point of âPickpocketâ is to be used on ranged-only builds like mine, and I only use melee to stun-lock and kill Crushers with my crowbar since I donât have a real anti-Carapace ranged solution.
Let both melee and ranged play styles exist, and if you want to mix them together, build the talent trees to allow for this, but donât push people to play ways they donât like to.
Variation and choice is essential for having fun.
Also: the idea that âPickpocketâ is too strong is ironic when Veteran exist and is thriving.
Because they probably want to sell more?
I disagree. I can understand not liking the idea personally and giving opposing feedback but calling such a suggestion ridiculous is a HUGE stretch. Itâs perfectly aligned with what such a Talent could be meant for. You run out of Ammo, so you rush and kill an important Enemy in Melee and âPickpocketâ the Ammo off of their corpse. This creates a gameplay dynamic where, if you want to shoot THAT MUCH, youâll have to, on occasion, go into Melee, and bam you get a chunk of your Ammo back. Iâm open to other solutions, but this one would suit the theme just fine.
Nerf both? Nerf Psyker too while weâre at it.
I donât see what the point of saying âwell x isnât broken because y existsâ would be?
Cap uncanny at 40% first, then work through the bazillion things that get broken by uncanny later.
Theyâll be a lot less broken if the common factor (uncanny strike) is toned down first.
i guess not enough buyers bought HS, need to make more OP to get that power fantasy to the next level xo
it is my fundamental belief that the havoc should be balanced around the game, not the other way around. thatâs how we get this stupid power creep
in havoc you only see bad players afraid to experiment, you do not buff abilities to give them a wider comfort range.