Firstly I want to be clear I really do appreciate the devs continuing to improve and experiment in V2. Please keep doing this, it gives old vets like me a reason to come back to one of my most played games of all time. So thanks for this patch.
That said, I wanted to provide some targeted feedback regarding SotT’s ult, Thornwake. When SotT came out, I think we can all agree she was seriously overtuned. Yet none of her excessive power came from her ult. I almost never saw anyone use either of the wall versions of her ult in legend or higher, and I certainly never used it in my many hours playing SotT in Chaos Wastes. The damage/stagger ult was the only choice for what I feel like are obvious reasons. Yet here we are, the class given a pretty serious makeover, and Thornwake still has all the inherent problems it had on launch.
Crowd control via impassible walls just doesn’t work in a game where enemy hitboxes can overlap. Ignoring the fact that the wall is straight up useless in any open area (of which there are many) it’s not actually helpful to create choke points or block paths off entirely. If you create a chokepoint, the enemy will just overlap as they bunch up to funnel in, leading to cheesy pokes when a weapon doesn’t penetrate all the way through the 3-in-1 rat facing you. And if you block off an entire path, the rats just stack up behind the wall, released like a…well a vermintide when the wall disappears. More enemy density and cheap hits ensue.
If players could attack through the wall this would be a different story. Enemies could be killed before they are able to overlap and create density issues, specials could be sniped instead of shielded, ect. But instead, this update doubles down on the wall concept. Now we have a really long wall, great for closing paths and creating deathballs, or the pulling vines that drag enemies back and clumps them into - you guessed it - a deathball.
Blackvenom Thicket could be a useful tool if the pull radius was larger. At least then it could be used to pull all the enemies away from an out-of-position or downed ally so they could escape. But as it stands, the pull width is too narrow to rescue a surrounded player.
That leaves just Tanglegrasp Thicket, a stagger and debuff that every SotT player in high difficulties will pick simply because it’s not a wall.
I get that creating a completely new ult for SotT is a very unrealistic expectation, and I’m not advocating for such a drastic change. Best case scenario imo is players can attack through walls while enemies cannot. Again, I like the devs are mixing things up with these changes, but despite their efforts, I still find Thornwake an incredibly frustrating and unfun ability.