The idea is to use it with Scattershot and Man-Stopper and it will just mulch a horde.
I’m not sure how jealously you guard your ammo, but two shots down a narrow hallway or other chokepoint will kill almost everything in it. I’ve killed over a hundred baddies at a time that way. Seems like pretty good ammo economy to me. And the fireshots didn’t just stagger bulwarks, due to unyielding types taking increased damage from DoTs it only takes two shots to kill even them and it completely ignored their shields.
I understand not using it or liking it but it was certainly very useful. If they get rid of the high cleave, I hope they offset it by giving it some hefty initial damage. It currently does about nothing on the initial hit.
This is perhaps my main gripe with, I’d love to know where the parroting started, I usually suspect Discord|Steam when stupid thing go viral, but nobody will confirm it.
Even just a couple of weeks ago this whole “blah blah blah 2 shots/melts Bulwarks” line was being parroted for the umpteenth time, so I again wasted time in the grinder showing how it doesn’t perform as people say it does. The latest iteration 1-2 weeks ago was “alternate 2 fire shots on 2 diff bulwarks” which still was slow and inefficient and left them standing. It never “melted bulwarks” and it’s much worse off since patch #13.
It’s actually OK-ish IF you ADS (and +5 chc) as it tightens the spread a LOT, but even the slug shotty feels better usually due to the tighter natural spread and min pellet count despite a lower number on sheet, and the slug actually has better uses overall if used sporadically. I don’t like the idea of ADSing a shotty to make it work myself…
The more I think about it, the more this stupid implementation tests my patience, especially since they made SUCH A BIG DAMN DEAL about this change, giving it top billing and an elaborate write-up on the patch notes. As it stands, this is just lame.
Nah, it’s a good change. You get griefers who will intentionally aggro a daemon host knowing it will kill another person, bringing the team down to two people, which easily can end a run. That’s why they made the previous change that stealth won’t make the daemon lose aggro.
We are working on fixing this- it is unlikely to be in the next hotfix, but it should be in one in the near future (as we are trying to push it very quickly due to it fixing an issue with Nvidia related crashes)
I understand completely. I have seen a lot of feedback asking for something along these lines and have fed this back - I am working on trying to make it happen even if it’s something very high level.
Can you be any less vague and give an answer to the post you are quoting? “Passed feedback”, “something along these lines”, “something very high end”. You are saying absolutely nothing.
No matter what answer, Catfish is only the community manager. It’s actually up to the higher-ups to decide if they give a damn about the feedback provided.
Activate your power sword again after a strike. So Activate>strike>activate again. You will see that the sword strikes from the opposing(mirrored) side, instead of right to left it will strike from left to right. I already voiced what I think about this…
Speaking from experience with the other side of software, dealing with the “end user” raw and unfiltered can be a karkin’ nightmare, and if I were in game development, as a pure dev (coder) I’d avoid 95% of the paying customer like the plague and hope someone else does it (CMs & designers) and gave me small digestible bites.
That being said, there is actually a lot of good and valid feedback, more here than other platforms, and unfortunately some of it seems to get lost, like tears in rain; there’s likely a better balance that can be achieved here and mucho room for improvment.