Well IDK but Crossplay sounds like a pretty big thing to add.
I guess it was not a thing you wanted, as shown by your placing it dead last on your list. But some of us was looking for this since Day 1.
I haven’t tried Blaze Away yet but for Inspiring Barrage, the 10% requirement is really rough. Dumping half your mag to get 60% toughness isn’t a great deal, especially when a lot of that ammo goes to waste from time spent changing targets and loss of accuracy from continuous fire.
Reducing the stack count, increasing the stack frequency OR allow stacks to have a short duration and expire individually (so stopping fire for a fraction of a second won’t set you back to zero), that’d feel much better. Potency might have to come down a little bit (to offset improved uptime) but I think a smaller boost with higher uptime is a reasonable tradeoff
In what way were the Blaze Away changes a nerf to the Heavy Stubber? I think it was mentioned before (although I didn’t see an explanation), but you couldn’t even get to 5 stacks (without Charmed Reload) before, IIRC
Regardless of whether you consider the change good enough, I’m confused as to how it could be considered worse than what it was.
I figured this would be a simple balance/crossplay patch, I didn’t expect much when it came to ‘real’ fixes or content. This is a basic tuning patch, hardly notable other than how overdue it is. Even the new condition feels completely underwhelming and rushed. ‘Punishing’ is a terrible word for it, my squad breezed through it on Damnation, even with sub-30 level players.
But I’d be lying if I wasn’t hoping for some follow-up or at least acknowledgment of (if any) changes to core problems to ANY of the issues @brosgw so kindly listed out.
Peak steam players hit an ALL-TIME low this week. The average just barely hitting over 3000. I’m sure a few months more of radio silence and no content will definitely help!
As others have said, after the often chaotic process of clearing the infestation, the poxwalker-heavy fight at the end is a bit anticlimactic.
Since the meta tactic is to get to the doors and hold them until they open, I’d like to see the space around that door, as well as the 3 paths leading to it, given some cover and obstruction so that:
Sightlines down the paths are obstructed, preventing us from shredding the incoming waves at range before they can get close; and
Ranged enemies and specials can be included in the fight.
Simpler ways to make it more exciting might be to significantly increase the number of maulers and ragers that come with the hordes.
Alternatively, we might be given some reason not to use that spot at all. For example, that button in the centre of the arena that’s used to activate the smelters might be turned into one of those terminals that “breaks” and has to be periodically reactivated (no idea what they’re called), forcing us to fight there and move to the doors only when they’re about to open.
@FatsharkCatfish
Before the patch, one way to deal with bulwarks was to bait them into swinging at you, then using that moment to shoot them a bunch while their shield wasn’t protecting them.
Since the patch that no longer works. Instead, if you shoot them while their block is open, they just instantly reset their block.
Is this intentional? There’s nothing in the patch notes about it.
Like I’ve already said, they’ve probably got junior devs/interns adjusting some stuff via spreadsheet for most of it while the rest of the team works frantically on porting to Xbox.
On this note: Anyone noticed that the bots no longer wear prison garbs? (I don’t remember downloading such mod but I’m running a few so it might be that)