Using a blitz past the 1st second of Activation will now cancel Shroudfield
It’s a little bit of a hard hit to my True Solo Invincible Zealot build but, I’m fine with it
Wish they announced it tho
Using a blitz past the 1st second of Activation will now cancel Shroudfield
It’s a little bit of a hard hit to my True Solo Invincible Zealot build but, I’m fine with it
Wish they announced it tho
Hmm, wonder if it’s still possible to underarm grenades during vet stealth.
So they fixed the stealth knife abuse bug? Nice.
Anything but buffing trash stun nade and subpar flame nade ![]()
I’ve always considered stun nade solid utility pick, to secure a bad revive spot, or to have an extra option when pushing up on some annoying gunners. I find them a decent pick when running a secondary which is fast to pull out, like shotgun, las pistol or bolt pistol.
Fire nades kill mostly trash, but on average I get similar number of kills with those as with other enemies, just the least important enemy types.
Great, anything that avoids the actual gameplay should be fixed. Finally I don’t have to see those invisible shotgun users randomly throwing their tiny little knives anymore.
I wouldn’t say they’re bad without using them. Fire nade is awful without a good chokepoint, since enemies simply walk around the DOT zone. It also deals very low damage, barely killing basic hordes, and enemies have to remain inside the zone for damage, meaning you have to stay there and lure them in. If they’re simply passing through the zone without you camping it, the damage is abysmal.
I don’t expect them to buff it to the level of Hive Scum’s chem nade, but at this point frags, flame servo skull, chem nade-- they all just do the same job 2x times better of securing a certain spot on the map.
Funnily enough, even Ogryn’s box with fire stacks and more grenades dropped talents deals more damage than Fire Nade (ofc that’s 2 more talents spent to buff the blitz, but nevertheless). I only use flame nade sometimes on Rotten Armor for additional damage source against rotties, since DOT damage doesn’t get penalized against them.
Stun nade is just super situational, since it offers really low value if used outside of downs. Most people who use it will never throw it inside a tight elite pack when nobody is downed so that people have easier time clearing it.
When it comes to stun nades main purpose, I sometimes go entire Havoc games without anyone really going down where it requires the nade. And if someone is down, they get revived with skull, voice of command revive talent, good Ogryn teammate with revive curios and For the Lil Uns talent. Not to mention shroudfield Zealot if he’s a good teammate and not a speedrunner.
I think overall that just using 3 revive curios + the talent that Zealot has with revive speed is better way to achieve the same result. Like, unless it’s 2-3 teammates down at the same time and you have crazy amount of elites, the situations where stun nade shines are limited. If you have gunners camping multiple spots, its value also drops dramatically, since its radius is not that big for a grenade that doesn’t apply any debuffs or deal any damage.
Yeah, it’s not completely useless and you can still make a decent play with it. But yeah I don’t like super specific and niche stuff that only shines in that one moment.
Can’t cry about patched exploits when preaching for fixing game balancing
I think Stumm 'nades should replenish themselves every ~120 seconds or so. Immolation just need a whole ass rework. Knives are fine.
I mean I did say I’m fine with it
I’m only complaining that they didn’t announce it in the patch notes, it was annoying thinking that I was losing shroudfield for no reason
Are you that desperate in finding any reason to hate people who want this game better balanced?
just remove shroudfield from the game. it’s a stupid griefer abi exclusively for cowards and noobs
The mechanic got added without a patchnote and removed without one, seems oddly fitting.
I’m gonna be honest - I kinda liked this as a mechanic. Not thrilled to see it go.
How about we nerf inferno staff instead of removing stealth knife throws?
why not do both? the existence of a badly balanced weapon doesn’t excuse a buggy interaction. though man stopper was the issue more than a couple cute knife takedowns before a stab.
Ehhhhhh as the main abuser of shroudfield throwing knives myself, I could see why it needed to be fixed
You could essentially almost 1 cycle melee twin with just throwing blades, and they’re supposed to be health gated to make sure they don’t get instadestroyed by a shroudfield stab
But they should’ve defenitely nerfed Inferno too yes
Come on man, infinite cleave crit knives was more than a bit too much. Surely you acknowledge that application at least needed to be addressed, so how would you have addressed that differently? Stop weapon blessings interacting with knives?
i think just not letting non-buff blessings affect knives would be fair. i never tried doing it on h40 so i don’t know if it would still be op, but i’m just saying as a baseline balance thing manstopper should definitely not be affecting throwing knives regardless of stealth knife throwing being possible or not
it seems like a no brainer balance measure to me to keep weapon blessings contained to the weapon they’re on unless they explicitly provide global buffs.
They had years to fix it, barely something is being done. Not great either, we back to V1 zealot tree again before all the reworks for fotf og build.
Infinite cleave yes.
But just the interaction of hurling knives while stealthed?
(And no i dont care about killing burgles this way, all things are ethical against burgle)
Well my point was that something needed to change there one way or the other. The question was what do you think would be a better way to address it than making knives end shroud? I generally agree with some other posts here saying stopping it benefiting from weapon blessings would have been a better path. Is that your preference too or did you have some other fix in mind they could have done instead of the change it got?