It looks a lot like by that definition, anything could be a logical or mechanical thing.
And anything that falls under logical, could simply become mechanical, the moment one or more exceptions are made.
logical: All guns shoot projectiles with limited cleave.
except the plasmagun
logical: All ult abilities have an instant effect and no duration.
except the vet ult (and now others)
logical: All blitz abilities have charges and require “grenade ammo”.
except brainburst (and now smite)
I don’t think I have talked to any self proclaimed “assail mains” so I can’t comment on what they think.
I mean mechanically it would still be the same thing. Do you think that a very high uptime on Assail is essential to its identity and playstyle?
I personally disagree on this. Assail only being ineffective against 2 normal targets (Maulers and Crushers) was nutty and even on Auric Shocktroop Assail was overtuned. Personally I was fine with that power level if it didn’t have crazy uptime.
Sorry if you have to repeat something you said before, but I’m not reading the 50+ posts this thread has accumulated.
This is completely understandable. However, games that do not cater to the end-game, fizzle away and die out. Tide games especially, most people are either playing on heresy or damnation, since patch13, there’s been an influx of new players this is true, but i wouldn’t call these ‘core players.’ Those new players may not even stick around to climb up the difficulties, yet they may complain and demand for nerfs and changes then completely drop the game for another one month later.
Before patch 13 there was anywhere between 1300 - 3000 concurrent players, it was like that for the majority of the time the game had been released for, no doubt a substantial majority were playing heresy or damnation for that duration. The majority of people who will still be playing this game for years to come, are those playing the highest difficulties right now. If the skill of a player trivialises the lower difficulties, thats the game telling you that its time for you to take the next step. If DT doesn’t focus on the higher difficulties it will eventually lose its core player base, the people who want that extreme challenge yet don’t want to be constantly nerfed because lower tier players thinking the game is too easy due to X, Y, and Z being OP.
The reason why people such as myself and if i could speak on behalf of Flawless, keep mentioning damnation, is due to the fact that we know that is where the longevity of the game is. You mess with that difficulty, and you mess with the future of the game as a whole.
The lower difficulties are, if im being honest, a joke. Your hand is held the entire way through, the only challenge presented is that of the skill of the team you were put in. I would strongly encourage people to play on the higher difficulties just so they can get a taste of what to expect and so they can have a better perspective of what their changes/nerfs will mean for them when they eventually climb the ladder. The lower difficulties are supposed to ease you in to the end game, you’re not supposed to stay there for a protracted amount of time. The challenge is already in the game, but making lower difficulties less trivial, means maiming people on the higher difficulties for no reason when you could just take the leap and leave malice for good.
I have to understand the position of the devs also: they have to cater to both the players on the lower difficulties as well as the ones on the highest.
I tried to do the same with my proposed solution by keeping it very powerful and viable for the higher difficulties as well as limited and not spammable in the lower ones.
Obviously it’s not a fleshed out idea, just how the core mechanic could change in order to be both powerful and not spammable.
Is it really that complex of a situation to undestand?
Or are you trying to tell me, that ammo is too scarce as long as it is not possible for the entire team of 4 players to never use their melee and just shoot at every single thing?
What was he and the other Vet was using? I mean really is it so hard to understand that even a Loyal Protector Rumbler ogryn can shoot the whole game if he gets all the pickups?
I’m saying that if you get all the ammo on the map you can shoot the whole game with a lot of weapons.
Running a game with 2 staff psykers and a Lasgun/Helbore Vet using shock trooper allows you to do this.
Playing with no Survivalist vet on the team and revolver Zealot a Gunner Ogryn probably gets into danger territory ammo-wise.
On topic of Assail:
Assail can get gunners/shotgunners faster and more efficiently than guns in the midrange. It is even more efficient and more reliable in taking down packed groups of shooters/shotgunners than a Bolter mag dump.
I’m still unsure of the direction with it, or even that it’s actually that OP that warrants a big Nerf, but it is a very well-performing ability.
I also don’t like shifting the power to right-click because it kinda goes into BB’s territory with that, or severely limits the usability. I think it’s fine that instead of “limited resource” Psyker gets a secondary power to round out hit Staff’s weakness.
I’m running it with Disrupt Destiny and it def outperforms. Also killing all the ranged chaff which is super helpful.
On the Comms-Plex mission at the midpoint event, it’s the best shooter control you can get. It vastly outperforms anything else. You can just be on the lookout for the shooters spawning from the side and kill them faster and more reliably than anything else I’ve seen before with incredible ease. Same with the 6+ shotgunners spawning. It’s a good indication of it’s general power.
Good thing about Assail vs most shooter is that it’ll keep them stagger so they’ll not shoot back. Most gun have to either kill them first or tank through hail of bullets and suppression to kill them.
I still feel like spamming the most effective way to use it even after the patch tbh, I mostly only use secondary fire when I want to go for a single target. I’ll check it out more though.
I’d also say that the other 2 skills need to be somewhat buffed because they are trash compared to Assail.
BB should have its base charge speed as when Kinetic Resonance is active, and Smite should either have its Peril costs reduced to make it a CC skill or its damage doubled to make it a damaging skill.
I’ve been trying to play something other than Assail and it’s abysmal to say the least.
There are a few guns that can 1 shot elite gunners, at least when used by veteran.
A good vet can swap to the gun and kill a few elite gunners before your shards even reach them.
Assail is still good against elite gunners, but people generally overstate how well it does, while also massively understating how well a decent vet player could do it.
Against all “non gunner” elites, guns are just vastly superior to assail.
I think you need to take a look at anything else in the game.
Literally anything.
And then you might notice that assail is not even competitive when it comes to dealing with non ogryn elites (since patch 14).
You seeminly have no idea what you are talking about, or what any of the classes (including psyker) have access to.
You act like assail is some insanely strong. „Press to win“ button, that it is not.