Due to the release of the Arbitrator.
We were very impressed with the performance of the hammer and stagger.
I might even say Arbitrator is master of stagger.
But as the playtime grew, I found that this made the “Carapace Armoured Enemies Crisis” worse than ever.
I’m not saying that the Arbitrator is too OP.
In high pressure situation the arbitrator is not that good at supporting team.
However, carapace armoured enemies will now melt down faster.
Concussive is too much. It’s totally unnecessary to make things like this.
So 25% or 50% chance to trigger Concussive is enough.
Let’s Back to weapons
Melee Weapon
Uncanny Strike and Thunderous need to be NERF. 20% brittleness is good.
Melee weapons can be divided into two main categories, sword and hammer for now.
(The axe is more like a combination of the sword and hammer.)
In my opinion, the sword should be defined as more suitable for dealing with unyielding, maniacs and infested enemies.
And the hammer should be defined as more suitable for dealing with flak armoured and carapace armoured enemies.
And even the hammer should be only 30% effective against carapace armoured enemies.
Base on this i think we should add more types of unyielding enemies to form a patrol like what carapace armoured enemies patrol for now.
To compare with it the addition of carapace armoured boss should be considered too(maybe).
Finally, a few thoughts about the operatives.
Veteran
Veteran’s stamina regeneration needs to be increased.
Executioner’s Stance survivability needs to be increased.
Arbitrator
Lowered the CD of the Nuncio-Aquila to make it competitive with the charge.
Nah, When facing the gunner, even with the nuncio aquila you still can’t deal with it, right?
Arbitrator strength is dealing with carapace armoured enemies.
I’d agree up to a point. Depends on who is playing and what difficulty they’re playing on.
Some teams can do without bubble on Havoc +30, but 9 out of 10 are going to ask for it anyway. Which is getting rather tiresome.
I’m tired of running bubble myself but the fact is so many teams actively rely on the psyker having bubble. So much so, they’re also demanding certain builds around it, such as Seer’s Presence, and Warp Siphon too.
Even running a bubble I still occasionally get complaints if I run a brainburst build with for example Empowered Psionics, instead of Warp Siphon with Warp Battery.
Sadly it appears like a lot of Havoc is intentionally designed around players having specific builds. I’d hate to have to fight a captain and two BoN in the beginning on Power Matrix (not a particularly unusual occurrence), without a bubble.
Yeah Ogryn is not that good at supporting teammate.
But Ogryn’s taunt is more useful than you thought.
Most of the time it could makes Ogryn lead boss away from teammates so that teammates could have time dealing with elites first.
Pretty sure you can. Packs of Gunners are bad news, but slide spam into cover that breaks line of sight or using a ranged weapon that suppresses them is a good fix that doesn’t require an egregious node tax on your build or leave you without Shredder’s crazy stagger for “oh **** a Crusher conga line just spawned around the corner!” moments.
Most of the time gunners and shooters scattered all over the place, and most of the time you’ll also have a whole wave of elite enemies in front of you. So… How should i shot them by my ranged weapon at that moment? I dont mean i have to use smoke grenades all the time. But when those situations happened. How do u suppose to solve it? If this kind of situation never happened it will be great. But the problem is what to do when it happened. IMO only smoke grenades can do this. Sometimes we pick smoke grenades or bubbles doesnt means we like it. It means we need it.
I get what you’re saying, but technically you’re not supposed to end up in a situation where you’re surrounded by scattered shooters and gunners. By not advancing too fast, but instead staying behind and dodge-sliding between covers, and backtracking to more defensible positions when you have aggroed new packs, you can often times deal with scattered shooters and gunners even without smoke or bubbles.
Most times.
There are some situations where the map layout kinda makes it near-impossible to advance without them if you’ve faced a strong ranged seed.
For example on smelter complex when you go through the first airlock, you come out on a rather narrow platform. This is often times entirely surrounded by scattered gunners and shooters, and there’s precious little cover. Throw in a few bombers, or flamers advancing behind bulwarks to force players into the open, and you’re kinda f*cked without bubble or smokes.
Emmm… Maybe I should add a condition on my post. In high pressure situation like Havoc 40.
It’s ok if guys use random talents in Auric mission even Maelstrom mission.
But speaking from personal experience a Havoc 40 match without smokes and bubbles means you gonna lose it with a very high probability. And a fail means waste of time and frustration of course. With smokes and bubbles sure make things easier. After all, you’re being matched with random people on internet. You can’t ask all of them to be that good on this game. So the smokes and bubbles are most like a safe lock.
Not that I disagree with the great majority of your points, but given the subject of the thread: Let’s most definitely not balance around Havoc, let alone high Havoc.
A) What’s right for Havoc is too easily wrong for the majority of the game and players.
B) Havoc is supposed to change, to mutate, regularly. What’s right for Havoc now is too easily wrong for Havoc later.
Havoc is supposed to be tough: I’d rather have Havoc designed with the idea that a lot of weapons and abilities are going to fall away in performance than have Havoc-honed stuff warp the rest of the meta.
Concussive talent is the only thing that makes this class interesting. OP’s take is a massive L. It also allows him to help the team get actual use out of Skullcrusher, which is generally a meme and bad blessing.