In case you would like to change something about the class, state what you what problem you are trying to solve and what your ideas are.
I’ll start with a few examples:
Classes Low survivability and ideas how to address them that match the design concept:
free dodge on melee hit every x seconds
Free dodge on lethal hit every y seconds
Blessed Stimms can heal wounds
temp health mechanic on hitting things from V2
Key stones shoehorn into one dmg type:
More generic DMG nodes in skill tree and less melee/ranged damage nodes
Rampage punishing:
Rampage comes already with downsides. It punishes disengaging, lack of mobs, team mates getting kills, no CD during activation. It doesn’t require a punishment on top.
Ability Downtimes feel bad:
Remove some power of abilities to blue skill nodes
Stimms boring are boring:
Give them some special effects that are noticeable
Anti synergy of some nodes and weapons:
I’d like to see some toughness regeneration based on toxin infected enemies nearby up to a maximum.
Edit:
Make hyper critical work with hyper violence and let it count as melee kill instead of insta-kill. Otherwise, lots of anti-synergy.
I love the chem builds the most tbh. I just wish that corruption was healed on all wounds instead of stopping at the next would. That feels like a total jip considering absolutely everything gives you corruption.
I agree that rampage doesn’t deserve a punishment at the end though. It puts me off taking it as a build. In high havoc that would be suicide.
I feel the need, however, to nerf things too strong, especially in other classes.
The class is pretty good actually. Players stopped to die all the time.
My only concern, but I don’t ask a change, is the +10% toxin effect node. Because chemical dependency can be used outside of toxin builds.
But, as I don’t see where they could put it… I don’t even ask they change that.
i actually feel like the hive scum is in a fairly balanced positoin as it is at least when it comes to melee
the way i see it
arbitrator = toughness Regen tank, low dodge, decent dash
zealot = middle of the pack. decent Regen, decent dodge (infinite with agile), excellent dash
hive scum = lower but good Regen, AMAZING dodges, no dash
hive scum fits an interesting melee niche.
ranged hive scum is, probably a bit too good at the moment? the free reloads are, very strong but. i am not entirely sure how to nerf it without annoying the community. i would probably keep the free reloads and nerf something else about ranged hive scum, maybe add a downside to the ability in some way. similar to how the melee ability has a downside. maybe you only get 75% ammo from pickups perhaps. idk, or your increased reload speed after the perk runs out, for a while/ guns overheat so you can’t use them for a bit. something like that.
nerfing the dodge would hurt melee game play too much, it is a big reason why i prefer ranged hive scum over.. veteran but, nerfing it does not feel like the right move
OH yeah i don’t even run that perk tree on ranged hive scum anymore. i run chem dependency for a faster CD more crit, more toughness DR and then i just use slippery customer to kind of do the same thing? but i get a faster CD on my free ammo.
i mean the perk does look nice? if you can keep the uptime on it?
Imagine having a tool that magically put you untouchable while at same time you can hit them
That’s Vulture’s dodge.
Vulture’s dodge procs each time you land a ranged critical strike (so all the time)
sounds like a worse version of what gun ogryn can do TBH
Achlys with, inspiring barrage, charmed bullets, point blank barrage, bullet bravado (make a nice charmed bullets crit, toughness tank build)
go shoot a daemon host in the face until it dies then come back to this conversation
yeah corruption resist is good idea if your goal is “doing exactly that”, but my health bar is only half corrupt after soloing it in the psykhanium (150 corrupt), if team mates are around it will probably die faster, but there would be also other enemies around as well so shrugs
look i don’t mind if FS nerfs this in some way. i will find new broken builds.
i just tried vultures doge on hive scum against tier 5 DH and it is absolutely garbage i died in just a few hits, not sure if it is bugged? but it looked like couldn’t keep the uptime on it with duel auto pistols. idk ill keep trying for a bit
nah the best i can do is like 25% of it’s health before dieing
oh and it is 100% hitting me through vultures dodge, i don’t think this works against DH at all
Tbh, I prefer the melee Scums. But when I used despe keystone, I was very secure. However, sure, I had not awaken intentionally a DH just to test. And as I have removed creature spawner etc. I cannot test in psy.
the perk only works against ranged attacks
or it does not work in the psy properly
i am taking melee damage but i am immune to range when it is active
would need to test this in a real game (but if history has taught me anything when testing, what i see in psy is probably real.. any time i go to test something in a real game, it has been the same result)
Rampage absolutely doesn’t need a punishment at the end.
Adrenaline and Vulture’s only activate on melee and ranged hits/kills respectively, and this really shoehorns you into a specific playstyle. There’s absolutely no reason to use Rampage with Vulture’s mark, and vice-versa. Dependency is the only flexible keystone, and seems much better than the other two because of its really good uptime.
Adrenaline rush sucks because it only matters for long, drawn-out fights. The rest of the time, it often comes into play way too late. And it’s got one of the only passive toughness regen nodes in all the tree !
Hive scum is really starved for passive or defensive toughness regen. If you’re not in a position to immediately hit lotsa things, or forced to play defensively, taking any damage is a problem. Arbitrator gets some for just running, Zealot gets some on dodges…
Melee Hive Scum without Rampage active is lackluster. I’d rather our baseline melee capabilities were better and Rampage were toned down a little.
I may be alone… But I feel that it makes the ability really really more interesting to manage.
I pay attention to rampage, and try to go out of melee when I hear that the ability will stop. Then I stimm myself, return to ranged weapons the 7 seconds needed, and return in the melee.
I understand the sentiment, but right now it’s the only ability designed that way. Where other abilities offer solutions, this offers a micromanagement mini game.