Skitarii’s servo-skull blitz comes with 4 charges if you invest in either the Medicae or Purgator sub-nodes. I think that’s a bit too generous for either of the options in isolation, but if we nerf the total blitz charges, it would discourage using both blitz sub-nodes in the same build.
My suggestion is to reduce the base number of blitz charges to 2, but have both the Medicae and Purgator talent nodes give +1 blitz charge. Builds that take both nodes would end up with the same number of charges they currently have, but builds that take only one of the two upgrades would have 1 fewer charge.
You think 4 is to generous when it takes a RNG Nade stash to resupply? That’s crazy man the fire skulls low dps and you can only use one at a time, then medicae servos limited to 4 but that’s only if you manage to stay alive (havoc 40) So your suggestion is to lower the already non-regenerative blitz so it’s picked even less? Some people don’t even choose it because it requires nades which take from a Scum or Oggy massive burst damage blitz I heavily disagree.
Burn skull barely even qualifies as an attack that thing is so bad. Only 8 burn stacks if it even manages to crisp something in that tiny AoE. Should probably put a secomd flamethrower shooting in the other direction among many other buffs and overhauls before it should even be considered. Helper skull is already sitting on waiting to be activated like many OK nodes, but a revive on a player in a situation you can’t do it normally is often not an assist. It does give you huge damage reduction but if you revive someone into a mob of elites with no CC they’ll probably be unable to move and die.
And this is Skitarius where after you pay the many nodes to live comfortably there are boons to capacitance gain damage and keystone/ult modifiers you’d wanna grab over costlier skuffed resource based single vet shout revive that takes nades but can do other rescues. Can it even do ledge hang? That is honestly more a hazard a lot of the time.
You’re probably thinking of the lasgun servo-skull, which only stacks up to 8 burn stacks on targets it shoots. I believe the Purgator skull goes up to 16 stacks.
I read that, but I rarely see above 8 in game because of how it works (debuff tracker). Either its a mass grindpoint where everything dies immediately before it matters, or you try to use the other mode and get like 8. Either way kinda diddly ass and finnicky, very situational and sometimes good when the pieces fall in the right places and it doesn’t not hit what you want. like arc lightning grenade! but that thing has way more opportunity to do its thing, the node investment is too insane. I do see kuli saying its 16 so I will take that at gospel, but I very rarely get to see that unless I’m like solo playing expeditions. and uhh I would take a lot of other nodes for that over a flame skull (like that extra stamina on dodge, basically required there).
You don’t have any use for blitz charges without taking the extra skulls. So clearly both talents should give +2 charges. If only because I’ll laugh at the inevitable outbreak of unhinged frothing and screaming.
At that point Why not just remove the node? No reuse and less charges. Theres this thing called pickrate and it heavily impacts nerfs buffs what you two want will result in barely any use. “Wow I saved one person that game and used my once use blitz and a skill point for it so great!” What a dopamine rush! When a scum with 3 BB charges and some revive speed clears the area 3 times but yall want one of the only support abilities on Skitarii limited/Nerffed when the only good place even for it is havoc? (auric and below easy to rez with all that thoughness/ammo) in what scenario is this even op to call for a Nerf? If yall haven’t noticed the learning curve is a bit bigger with Skitarii, let there be support builds? “Gee I really hate that support Skitarii always reviving” (well up to 4 times only unless rng and no one else takes the said rng)
Personally I think FS should do away with most of the blitzes being rng-grenades. The Zealot’s grenades are underwhelming, the flame skull is meh, Ogryn big nade is nice but then you have hive scum with insane value. They are all over the place. If you choose veteran without regen (why?) the nades are ok, but you will be lacking.
I keep hearing people say “no one will use a blitz that requires taking grenades from Hive Scum.” All that tells me is Hive Scum blitzes need to be nerfed. It’s stupid to hold every blitz on every class hostage because Hive Scum blitzes are better. Boom Bringer cannot be the standard that everything else conforms to.
As for Purgator skull being underpowered, I don’t necessarily disagree but that’s not the point of this thread. The main issue is having 4 Medicae skull charges just from investing 1 talent point. These are near-guaranteed revives that you can activate from range. It’s extremely powerful and unlike anything we’re had before. Starting with 4 of these revives in your back pocket and getting 4 more from every grenade pickup is excessive. My suggestion is just to require more point investment in the skill tree to get those 4 charges.
I’ve seen some skulls get placed like 1m over from where the horde ends up and they spray fire in a direction while most of the enemies walk by and get 2 burn stacks if they’re lucky. I would have thought making it slightly bigger (at least so the circular version isn’t so useless) would have been in the mini skitarius update.