Unchained's 2.0 Rework Requires More Work

I did a very detailed post on UC during the beta. Nothing has changed since then, so anyone with access to the blocked forum can just go look it up.

I used to main as UC, but she did not transfer well into 2.0. The increase in enemy aggressiveness and random timing of their attacks, plus dodge nerf, plus the loss of 20% more overcharge talent, means that UC overheats very fast and very often. The heat dance of risk (more heat) vs reward (more damage) is broken because you simply can’t afford to run around with more then 1-2 stacks of heat anymore.

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I’m going to complain slightly about this, because it’s a common misconception that UC is a melee focused character. She’s very much a hybrid, since accessing her melee power boost requires smart and frequent staff usage. UC is about seamlessly blending the two, not focusing on one at the loss of the other.

[quote=“OenKrad, post:1, topic:36645”]
Burning Dregs (Dropping below 50% health vents all overcharge. Can only trigger every 60 seconds)

It is a little questionable
**[/quote]

It’s not just questionable, it’s actively bad. As in, shoot self in foot kind of bad. UC is all about heat management, and all this does is take your carefully cultivated heat bar and ruin it. Instead of being tied to critical heat level, it’s tied to an arbitrary health amount. The result is that it never activaes when it’s needed, and almost always activates when it isn’t. It actively undermines the core gameplay of the class. It’s basically a land mine talent that punishes you for taking it.

I agree that another heat safety valve is needed to free up Living Bomb for offensive use, but this isn’t it. My suggestion is to make it automatically vent heat (like Living Bomb does) when you start to melt down, but at the cost of 30% of base health done as damage. This takes the pressure off Living Bomb, but still comes with tradeoffs, since that 30% is too costly to be reckless with and may still result in going down.

If you keep the heat, you get 60% bonus melee damage. If you dump the heat, you get 25% bonus to all damage. NOT a worthy trade! This is nothing but a consolation prize for when you have to vent, and Bomb Balm is actually better in that role. It either needs to be much longer, offer much more power (we’re giving up 60% to get it!), or apply to the whole group to even be worth considering.

It could possibly have a niche role as fueling a burst of staff-based damage, but heating up with the staff is the last thing you want to do when Living Bomb is on cooldown, so this niche use is no value either. Maybe if the staff generated 50% less heat during the 10s or something, or if Burning Dregs wasn’t terrible.

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