I would like to bring some Ult numbers into perspective.
Officer’s Prerogative (lvl6)
Razor Hail (lvl4)
Boomshot (lvl5)
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Base test
Ultimate deals 24750 base damage.
5 Bleed ticks of 5940 each (this is 24% of Ult bleed damage, so the calculation is correct) for a total of 29700 bleed damage
Ultimate deals 54450 total damage
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When holding Boomshot (non-active)
Ultimate deals 24750 base damage.
5 Bleed ticks of 8910 each (bleed damage is increased by 50% in relation to the base test) for a total of 44550 bleed damage
Ultimate deals 69300 total damage
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When holding Boomshot (active)
Ultimate deals 33665 base damage (damage is increased by 56.22% in relation to the base test)
5 Bleed ticks of 13915 each (bleed damage is increased by 134.25% in relation to the base test and 56.17% in relation to the non-active boomshot test) for a total of 69575 bleed damage
Ultimate deals 108240 total damage
Several things to note:
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Simply by active reloading the Boomshot, the damage output of the Ultimate was nearly doubled. This damage boost to the ult also applies if you are using the GL card and have it equipped. Also, consider that since I don’t have the relevant cards maxed out yet, the damage potential of a maxed out Demolitions class is beyond the numbers I am presenting.
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I tested this on a Snatcher. This means I didn’t get Critical Hits on the boss. When Criticals occur, both Ult base damage and bleed damage are increased by a significant margin. I don’t have numbers yet, but the bleed damage certainly goes way beyond the intended percentage.
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Upgrading Critical Damage and Assault Rifle perks make the Ultimate even stronger. Combined with Ultimate Cooldown, you can get your ultimate back in just a few bleed ticks, provided you got Ciritcal Hits on a boss. This is more evident on a Kestrel.
This all comes down to the bug that causes properties to carry over to unrelated things when you are holding a certain weapon. The same bug that caused barriers with bleed/freeze/stun properties, or the Flame grenade bleed.
My take on Demolitions is that the Ult needs to be fixed as a priority.
I would like for Launcher Capacity to be given back to Demolitions. When it was taken out, this class lost some of its flair, and both it and Tactician are now too similar for my tastes.
I think easy explosive spamming is a valid concern, but nerfing capacity, and lockers is not the way to go. Bullet Boost is a step in the right direction, but as it stands right now, using only explosives is easier and more effective. The changes they applied this Op just made it so Demiolitions players just want more lockers.
I never considered the class itself to be broken. In fact, I think the GL and not the class’ cards is what needs to be looked at. Particularly, the ease of spamming the rockets. This weapon can deal more damage than any other explosives because of the GL card, and the perks Crit Damage and AR damage both buffing the explosive. I don’t want the damage nerfed, but I think a short cooldown (around 3 seconds, like a reload, but automatic) between alt fire uses can mitigate the spamming issue, and people would be more compelled to use Bullet Boost or another explosive weapon while the GL reloads.
I’d be down for Ult cooldown perk to stay if the unrelated damage boost to the ult is addressed, since it is the high bleed numbers that make it come back as fast as it does.
I really want the screenshake cause by team explosives to go. This is aggravating when one is playing as Marksman, or Nomad, and there is a good Demolitions on the team.
I saw some comments about the bleed card ealier in this thread, and how it interacts with the Ultimate, so I have a question for any regular Demolitions’ players in this thread: How would you react if instead of bleed, this class had explosive blast radius?