Demo in Horde: powerful, but boring to plsy

get the boom when its full on the locker. if you have a 50-55%+ regain locker card (robotics expert) you can live with 1 locker. You can maybe live with 1 locker with a mechanic 25-28% card, but prob need 2 at that point. 2 is nice to have for 2 gls and 6 boomshots. put the lockers next to you in a smart place. placement is key.

Oh I know. I was just saying that’s why people find it boring because they constantly feel the need to go to lockers for ammo. I don’t play the class really cause lots of people I play with use it often so I just play other stuff usually.

The solution here is pretty easy just remove the ammo regen perk and replace it for capacity thats it

This sound great and all dude but the demolitions is already the most dominate class in the game. Do we really need to make it better??

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Can’t assure you that but it’s a solution for those ones who doesn’t want to go to the locker

I would maybe be ok with this but they would need to switch his ultimate cooldown perk with ammo capacity otherwise the class just becomes insanely OP like it used to be. Demolitions is tricky because people say it’s not fun to have to refill ammo but the problem is the the class gets’ insanely OP if you give him lots of capacity back without losing something big.

I’m not sure if it’s his cooldown perk per se which causes the major imbalance. The cooldown perk applies just to the wait time right? I think thee issue is the way cooldown is directly linked to damage output, and this correlates directly to bosses which have large amounts of HP. Maybe if for JD/Demolitions if the cooldown was exempt from bleed damage this would bring some balance? I see so often on later-stage boss waves where Demolitions can drop multiple artillery strikes and all within a few seconds of each other because the bleed damage applied is so great and gives the recharge a massive boost.

A couple operations ago they changed it so dealing damage gets your ultimate back twice as fast. This needs to be toned down a lot or just taken out. This is also a problem because it makes skills for all classes that help you get your ultimate back faster generally more irrelevant which is not a good thing. It a big reason why the offence classes tend to be the very strong/OP powerful ones. I think it would be good if they just took out this thing where dealing damage gets your ultimate back out of the games because it basically makes damage classes by far the best while Tank and support classes struggle more. I think having perks that you can buy in game such as damage feedback are fine but they need to fix this mechanic or just get rid of it completely.

It does but by doing that it indirectly also makes the damage dealt have the ult come back a lot faster because the same cooldown from damage done now still remains the same while you have shaved 30% of the CD duration off.

So yes, technically the ult cooldown reduction doesn’t influence how much time the damage shaves off cooldown. but due to the cooldown duration being less, your damage makes it come back faster than without the perk.

Yeah they can but the point is overall damage characters particularly the offense ones tend to be the strongest classes in the game for the most part.

You clearly didn’t see when I was talking to another guy about how Demolitions and Gunner are the strongest in the game (my opinion). Gunner is a insane class honestly. The healing on the passive needs to be toned down quite a lot since you can get back to full health in only a couple trishot hits. The class is just insane being able to never die while also dealing a lot of damage and then you can press Y and start bleeding enemies if you ever feel like your in danger. The class is nuts in my opinion.

If you get one shoted the healing wouldn’t even matter lol…

Demolitions ever was the strongest and not all people knows how to use it thanks for that XP events you can find a lot of noobs with high level demolitions character Wich means less possibility of lose your kills

Because I have played the class plenty at the hardest difficulty and I think the class is too strong and needs to be tweeked. He just does too much of everything while not dieing. I think the healing rate with chaingun weapons is way too quick and should take like 15t-20 trishot hits to get you back to full health. Getting full health back in just a couple hits is too strong for a tank class that can also press Y and be invincible as well and do bleed damage and shred bosses with. Like I said the healing rate on the passive is quite a lot and needs to be adjusted.

Might as well not have it then because its purpose is to allow you to use the heavy weapons while being shot at. Not heal you when you’re on low health and something is not shooting at you.

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You realize the healing works regardless if you have low health or not right… It works it your at near full health, it works if your at half health, it always works… atm the healing rate is just very strong. When I use gunner I feel like I’m a one man army of destruction.

I can do the same with an Infiltrator, a Tactician, a Marksman, a Demo, hell even a Pilot. And the Tactician, Marksman and Demo definitely are at a lot less risk for higher damage potential, particularly in one shot, than a Mulcher or Tri-Shot which require you to expose yourself a lot more than those classes, except the Infiltrator but it still can use cover more easily and also has the Stim shield that is at max with two shotgun kills.

And frankly, Tactician is way more busted than Gunner could be right now. It gets the same amount of explosive bleed as a Demo, can provide 63% damage resistance to the entire team, recharge its explosive weapons crazy fast and spam them like a madman during the ult, have a full auto Boomshot or spam a GL like JDs used to in Op 1, gets its ult back very quickly, wrecks bosses hard, I could go on. And it is a SUPPORT class.

Meanwhile Gunner has… its ult that admittedly is powerful but lasts at most 12 seconds with the respective perk at level 10, and a passive that actually allows it to use heavy weapons effectively instead of getting shot down very frequently as soon as the weapon is lifted on cover because a Claw Drone looked your way. And it doesn’t survive one shot downs from Snipers, Boomshots and the like while being less mobile in both cover and standing freely. The drawbacks justify what it can do when a player uses it properly, it’s not like you can just stand in the open like a donkey firing your weapon expecting not to be downed.

I simply think that if you’re looking for classes that are quite simply OP, Gunner is the wrong scapegoat.

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Yeah, he is not talking about Master diff horde…

There is no enemy whose fire you can withstand just from the passive of doing damage with a trishot or mulcher …
Ok, MAYBE Imagos or peacekeepers i, one at a time, n the first few waves of master.

Unlike the mechanic where i was eating multiple claws shooting at me, while repairing… That was scary but fun… Until the barriers had full health again, haha

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It is possible to temporarily take fire from one or two Claw Drones with the 2x damage poison if you use Bait Armor and start shooting at them with a Mulcher. They’ll probably down you even with 60% damage reduction when you stop firing and go back into cover, though, so kind of a moot point. The class is supposed to be a tank but without the passive it effectively isn’t. I say it is fine as is… but wasn’t this thread about the Demo originally?

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Yeah I am talking about Master horde… the passive is too strong on gunner, and the only thing you have to be worried about is snipers and gettied meleed but if you have half a brain you won’t let that happen.