1- Increase cooldown for Street Tough from 8s to 50s, increase movement speed from 10% to 20%
2- Increase Hyper-Violence damage bonus from 25% to 40%, increase the timer post kill from 1s to 1.25s, Make it only trigger by overkill damage on killing Elites and Specialists
3- Re-add Exhaustion for Rampage (keep the slower stam generation from old version), but make it only consume 50% of the stamina on finish
4- Buff Desperado to have different refreshing times depending on type of weapons (automatic weapons would still recover 1s on kill as it is rn, middle of the road like Combat Shotgun and Dual Stub Pistols would recover 2s, and slower firing weapons would recover 3s)
5- Reduce Needle pistol ammo reserve by 40%
6- Buff pickpocket to include DoTs caused by melee (blessings like Flesh Tearer or weapons like Bonesaw)
7- Nerf MK1 Shivs to have no cleave on L2 and L4 (the stabbing lights)
8- Reduce Chem nades and Boom bringer to 2 by default
I agree 8 seconds is too short, but 50 seconds might be a little high. 30 or 40 seconds seems reasonable to me.
Personally, I’d rather just have a per-hit cap on the damage bonus. For example, if you’re hitting a crusher for 500 damage without HV, the HV bonus damage should be some fraction of that 500 regardless of whether you have 5000 damage stored on HV. Otherwise you can still end up with ludicrous results by overkilling a specialist/elite that has a small amount of health left.
I felt that having a triple debuff on the original Rampage was excessive, but removing all the debuffs was also a bad idea. Re-adding the exhaustion mechanic with reduced penalties would be good. I like your idea of losing 50% stamina instead of 100%. I believe the original stamina recovery debuff was -75%; I’d probably change that to -50%. The 25% damage taken penalty could stay if those other changes are made.
I like this idea, but they probably need some unifying metic to determine the duration bonus rather than having to set numbers for each specific weapon. Maybe it should be based on the magazine size of the weapon?
Or maybe reduce the toxin stacks per hit from 6 to 5 on primary mode, and nerf ammo reserves by ~25%. You end up with a similar amount of potential damage in ammo reserves, but you have to shoot some targets an additional time.
EDIT: The reduced toxin stacks per shot would also give more incentive for weakspot and crit hits to get extra stacks. It would also give more incentive to use the Mk VI needle pistol for the extra crit/weakspot scaling over the Mk II which has the spreading toxin on secondary mode.
If Boom Bringer isn’t going to have its damage or radius changed, it should probably be 1 charge by default, going up to 2 with Extra Pouches. This is like Ogryn’s Frag Bomb and should be more of an emergency button. Chem Grenade having 2 charges before Extra Pouches seems reasonable. I think Chem Grenade needs to have more charges than Boom Bringer to make it a competitive pick for most builds, assuming no other changes are made to the blitzes themselves.
All the defensive bonuses you can get from Rampage and Forge’s Bellow needs to be nerfed. TDR should be removed from it and the stun immunity needs to be on a seperate timer. Forge’s Bellow stagger needs to be reduced to medium stagger and the 50% enemy attack speed reduction needs to be removed from it.
Regarding Pickpocket applying to DoT kills, I’m not sure if the game can differentiate between ranged and melee DoT. I could be mistaken, but I think all DoT stacks from different sources get combined into the same damage tick, so you could have toxin from bone saw and from needle pistol combined, you can have bleed from Flesh Tearer and Puncture combined, etc. The game might be able to track whether the first stack was applied with ranged or melee, but the final damage tick of the kill could be from either or both.
There isn’t and im wary about it being added because it could be hit with the monkeys paw.
Plenty of things in the game that differentiate melee/ranged damage/hits are not based on the source of the weapon, but what weapon is held when it lands. Its why zealot throwing knives benefit from anoint in blood despite being a blitz, but only if the gun is held. Its why dots deal more damage if you swap to a weapon with an associated armor perk, because the perk isnt a weapon specific bonus, its a buff to all outgoing damage while the weapon is in your hand.
My worry is that it would get implemented similarly, meaning chem nades, tox blinders, and previously applied needlepistol toxin would all proc pickpocket as long as the melee is held, which functionally undoes the point of the nerf for needlepistol and is a flat buff for other parts of their kit with it
I disagree. It’s anti-dog and burst damage protection. On one hand, I don’t want it to be something you trigger multiple times in the row during single encounter. On the other hand, I don’t want it to be a wasted talent point just because single poxwalker hit me almost a minute ago.
Why would you need this talent if you never get hit? Or do you just want to make game harder for those who do get hit? Is that you telling us how good you are?
I don’t care. Feel free to disagree but my opinion remains the same.
Just try to save this perk for when something heavy happens like a rager swarm
Not really, I just want a talent that is so much better than current Until Death to be balanced
No, but do you always have this inferiority complex to jump on this assumption?
I’m talking about balance, and about talent value, me saying “a talent shouldn’t allow you to essentially give you free breathing space every 8s until you die, so make it 50s” is not me saying I’m better than you or how good I am
Also see how you inmediatly dismissed my point?
I said “Don’t get hit by a random poxwalker” and you had the need to say “oh so why picking this talent if you never get hit?”, again, this talent even with 50s would be excellent for rager swarms which is something pretty consistent to be oppresive
See vid at timestamp for how nuts HV can get off trash mobs. Feels like a scenario that happens a lot though maybe not to that extreme. I like your suggestion limit to elites, specialists, and bosses + increase duration. Later in the video he shows how it currently interacts against only elites and it doesn’t really snowball beyond a single hit, though probably different if it’s a pack of shotgunners or whatever.
I don’t know if I agree with the Desperado change. Obviously you can get long durations with autoguns/pistols but you can still get respectable durations with other weapons. It’s natural for some ranged weapons to be more suited for a combat ability than others, nearly every class has this.
You said “I don’t wanna be rude but git gud”. I love these phrases because you’re basically saying… I know I’m going to be rude, but I will do it anyway!
All right, let me parse the information for you.
You’re basically saying the player is always in control of when they get hit. I don’t think that’s the case, but let’s go with that…
If you’re a skilled player who very rarely gets hit by melee attacks, you won’t benefit much from this talent anyway, and you’d be better off spending the talent point elsewhere.
However, if you’re a less experienced player who gets hit more often, the talent won’t help much either, because 50 seconds is a long time in the heat of battle. Most abilities can be activated twice within that timeframe!
So why are you suggesting this change? Shouldn’t you be happy that less experienced teammates die less often due to sudden burst damage?
And that’s essentially where my disagreement with you comes from: you’re “balancing” the game according to your own standards. A 50s cooldown might be good enough for you, but are you taking less experienced players into account? I don’t think so.
You sound elitist to me, and yes, I have a strong aversion to that kind of nonsense, because I remember that I was once learning the game as well.