I know that Skitarii blitz abilities are being looked at currently and wanted to provide some suggestions I hope will be considered.
The artificer servo skull feels fantastic but the Purgatus skull feels like it would benefit from some changes. The two primary issues with this blitz are its use of a shared grenade resource, and its lack of practical effectiveness due to a lengthy time needed to build up burn charges on enemies. The primary change I would like to suggest is changing this from a 3 use blitz to more of an on/off ability that has its own seperate ammo reserve much like zealot throwing knife. We already pickup flamer fuel from ammo drops and this would remain consistent with the game lore if we could pickup fuel for our skull from ammo as well. Switching the ability to an on or off allows us to place the skull when we need it and not worry about wasted uses if we have to reposition or if a teammate screen wipes with their own ability as soon as we deploy ours. The skull would deploy and emit flames and constantly drain that ammo reserve and would remain in place unless the player recalls it or the fuel reserve is depleted. This better differentiates it from similar blitzes like immolation and chem grenades and gives it a lot more utility to place and reposition constantly. The ammo pickups providing fuel solve the grenade economy issue and keep it from fighting with the Medicae skull for charges if both are taken. I believe these changes in tandem with either a damage increase or speed increase on applying burns to enemies would make this an incredibly interesting and useful blitz.
The shield blitz should simply not come from grenade uses and should rather be an additional ability that comes from our capacitance bar much like neospheric command does. This seems to make more sense lore wise and would keep players from taking precious grenade drops just to top up on a personal 8 second shield that doesn’t benefit anyone but that player. It would also allow the shield to be deployed more regularly in the match making it an interesting build option.
The voltaic grenades I believe should remain the sole blitz to utilize grenade charges. The ability is mostly fine although its consistency and lack thereof needs to be looked at. I would however like to see a grenade regeneration option implemented in the talent tree if there isn’t a larger rework to the lack of reliable grenade pickups in matches. I would also like to see the is ability receive more uses per pickup as well as some of the weaker grenades in the game such as zealots and veteran smoke grenades. These abilities are far lower impact than a hive scum rocket/chem grenade, or an arbites shock mine. I think making the lower impact grenades higher use would be a healthy game change.
Also just wanted to throw it out there that we could really use a few more class loadout slots! 8 feels very limited given the state of the game and the amount of weapons and build options available to us now. I’m a console player so I don’t have the luxury of modding this into the game unfortunately.