Re: Patch Notes 27/11/2020
Posted: Fri Nov 27, 2020 1:56 pm
On Engi/magus pets: this change was noted for turrets: "- Fixed an issue which would cause your turrent to not visually move when using Redeploy." Magi pets have the same bug. This should be addressed as well.
The Pink Daemon and Machine Gun turret are the two most commonly used pets for both classes, but neither was given any AOE damage reduction help. This is a mistake. They also should have similar protection against AOE, otherwise magi and engi will continue to have to redeploy over and over, and over. The new pet heal ability is appreciated, but the core issue remains. One has to be healing their pet all the time from AOE and given the 10 second cool down on the heal, it's not uncommon for the pet to die and the whole process of building up one's damage starts anew.
Initial Thoughts on SH reworks:
-Squig Frenzy: squigs do generally around 20% of the toon's damage output (ideally). A 25% damage increase to 20% of damage is not impressive or really noteworthy. Compare this with SWs Vengeance ability that is a flat 25% damage increase to all damage. I think every single SH proposal addressed Squig Frenzy and all suggested a 50% damage increase. I think this would make the ability impactful and not irrelevant damage.
-The tactic "Da smell doesn't bother me" was not changed, despite the fact Devs in the past recognized this 120 heal every 5 seconds is nothing. I suggest this be addressed and increased.
On Pets:
Horned Squig: Can the tool tip in game be more clear on how much the target's armor is reduced. When checking in game it says '24'. What does that mean?
Per Big Shootin:
I don't understand why Finish Em Off was moved to Quick Shootin (so one mastery line now has two finishers and Big Shootin lost its distinctive finisher). This severely damages the Big Shootin mastery's killing ability by undercutting it's burst.
The new 13 Pt. Explodin’ Arrer doesn't seem like it warrants the 13pt level. It's damage is poor and the punt changes the focus of the tree from dealing burst to something else. That something else is being annoying during sieges? I suggest removing the punt and increasing the damage. Better still bring Finish Em Off back to the 13 pt. Big Shootin mastery.
Per Big Bouncin:
Sneaky Git : This tactic now increase your defenses while you are in Squig Armor. When in game before a reboot, this is a 10% increase to defensive abilities: dodge, parry etc.
This includes an increase in armor as Sneaky Strike used to? It's not clear.
Other SH changes need to be tested.
The Pink Daemon and Machine Gun turret are the two most commonly used pets for both classes, but neither was given any AOE damage reduction help. This is a mistake. They also should have similar protection against AOE, otherwise magi and engi will continue to have to redeploy over and over, and over. The new pet heal ability is appreciated, but the core issue remains. One has to be healing their pet all the time from AOE and given the 10 second cool down on the heal, it's not uncommon for the pet to die and the whole process of building up one's damage starts anew.
Initial Thoughts on SH reworks:
-Squig Frenzy: squigs do generally around 20% of the toon's damage output (ideally). A 25% damage increase to 20% of damage is not impressive or really noteworthy. Compare this with SWs Vengeance ability that is a flat 25% damage increase to all damage. I think every single SH proposal addressed Squig Frenzy and all suggested a 50% damage increase. I think this would make the ability impactful and not irrelevant damage.
-The tactic "Da smell doesn't bother me" was not changed, despite the fact Devs in the past recognized this 120 heal every 5 seconds is nothing. I suggest this be addressed and increased.
On Pets:
Horned Squig: Can the tool tip in game be more clear on how much the target's armor is reduced. When checking in game it says '24'. What does that mean?
Per Big Shootin:
I don't understand why Finish Em Off was moved to Quick Shootin (so one mastery line now has two finishers and Big Shootin lost its distinctive finisher). This severely damages the Big Shootin mastery's killing ability by undercutting it's burst.
The new 13 Pt. Explodin’ Arrer doesn't seem like it warrants the 13pt level. It's damage is poor and the punt changes the focus of the tree from dealing burst to something else. That something else is being annoying during sieges? I suggest removing the punt and increasing the damage. Better still bring Finish Em Off back to the 13 pt. Big Shootin mastery.
Per Big Bouncin:
Sneaky Git : This tactic now increase your defenses while you are in Squig Armor. When in game before a reboot, this is a 10% increase to defensive abilities: dodge, parry etc.
This includes an increase in armor as Sneaky Strike used to? It's not clear.
Other SH changes need to be tested.