IF the ammo restored was buffed then yes, otherwise, no. This means this aura (witha theoretical 100% proc time) can restore 12% ammo a per minute, which is with all due honesty: not enough, to say the least, esepcially if you use a full auto weapon. So unless they also icnrease ammo spawns this will only create more ammo issues in pubs.
Over the full course of a map applying to the whole team that still sounds like an insane amount of extra ammo, even allowing for the being unrealistic best case. As a % extra ammo compared to whatâs present in the map thatâs still gonna make everyoneâs ranged weapon go a HEAP further. Probably still a top 3 aura in the game. I donât see an issue.
How to put this? Melee enemies are not a threat. Itâs the 200 bazillion ranged enemies that kill you, not the horde (well, unless you ignore it but thatâs a personal issue, lol). Either buff the amount of ammo it restores or the amount of ammo pickups that spawn because this will cause ammo issues in pubs.
As i predicted, not all penances are given retroactively, for example every penance pertaining to completing a specific mission is locked, as if i never played each mission hundreds of timesâŚ
It was the one penance with the cool portrait frame that was really hard to get.
1 million is a great number.
500k is just lame.
Nobody cares if you have 500k moneys.
But if you have 1million moneys, you are a millionaire.
1 million is much better for the coolness factor and this penance should not have been changed.
Same thing with a few other penances that have multiple stages.
Why would you effectively reduce the amount of content from these penances?
Why not add rewards to the existing stages, or add additional stages with new rewards on top?
All you did now, is reducing the amount of content and removing a lot of coolness from some cosmetics.
Combined with reduced executioner stance cooldown this is a nice buff to the left tree and keystone. 3s on hit and 6s on kill is a lot more time to be able to move and chain the next hit/kill.
Will have to see how this plays in practice. Max of 15 attacks with decaying one at a time every 10s versus max of 30 decaying every 4s. Will really depend on how well the target selection is improved to be able to chain these together. But overall could be a solid buff.
This is a huge buff since Psyker can stack so much cooldown reduction. Combined with lower base cooldown (new change) for SC the uptime on this will be pretty big I think.
Enemy changes look good generally. However, bulwark gangs were fun. And I like the âoh meanâ moments ragers provided when a pack is bearing down on you. Weâll see.
Less ammo will encourage players to melee more vs melee enemies and conserve ammo to deal with ranged threats. When ammo is plentiful players are incentivized to just mow down melee enemies, which trivializes them even more, per your observation.
Iâm as impatient as anyone in wanting these changes/additions too, but donât act surprised that this stuff wasnât in this patch. Crafting changes are slated for the next patch, as FS has said in their prior comms.
Of course Iâm not surprised that it wasnât in this patch. But I am still downright flabbergasted that this patch is here before the crafting patch.
Itâs absolutely inane. Beyond incomprehensible.
âŚunless of course one takes the view that Fatshark is so malicious that they could not and would not fix itemization before they had another layer of grind-glue player retention in place.
Iâm kind of actually okay with that. If I load in and immediately get a huge deluge of penances and then the old ones still out there to work towards are a long ways off⌠then yeah⌠I donât have much incentive to play much more. Pacing out the new rewards a little bit gives us something quick to work towards.