As the title says, I’ve been experimenting with all the classes because I really like PvE a lot and I’ve seen that there could be certain changes, I hope someone from the PvE dev team could see this. You’ll have to pardon me if there are spelling and grammatical errors, it’s because my game is in Spanish and the dubbing is tremendously good and I’m going to leave it like that.
The marksman should have his passive ability back of every sixth critical kills drops a pilfer pickup, but instead of 6 critical kills it should be 4 or it should change the behavior of the steady hand skill card with the current passive ability. The situation where one enemy is behind another doesn’t always happen.
The infiltrator should have a change in horde with the perk of health regeneration to ultimate cooldown, I see more useful to have this perk because when you have the skill cards of gnasher with bleeding and stim when killing it’s hardly used the perk and the other combination of skill cards with the ability to extend the duration of the ultimate will prevent you from taking direct damage and it is not used either, I don’t suggest the perk of feedback boost since that would be quite overpowered.
The ambush skill card for the blademaster should change its behavior since most of the time we are going to face enemies during combat, I’ve seen that if you grab enemies like meat shields it also reduces the cooldown of the ultimate, but having a similar behavior to the Demolitions confirmed kill skill card would be a good change. Also the deep pockets skill card is not working correctly, it only grants additional ammunition to the Talon and the other pistols doesn’t get any aditional ammo, I know there is no point in highlighting this, but still and it works for lower level players.
The anchor’s bullet chain skill card should have the bleeding effect added as well, but instead of sharing that 50% bonus damage at level 6 for bleeding it should be an additional 10% damage at level 1 and stack 20% of damage at level 6 to prevent the skill card from being overpowered, I’m saying this because the bleeding of the boltok can be faster and ends up killing the enemy or enemies when fighting a group of enemies or heavy enemies, I know that the longshot should be used with this skill card but I play public frenzy matches with randoms because the class doesn’t have a good reputation and I end up getting kicked out of custom matches. I think it would come handy or maybe I’m asking for too much
The gunner’s practice every day skill card should change its behavior since this skill card can’t be used so much because the ultimate doesn’t allow to take advantage of it because it’s so short, maybe something related with the buzzkill because that weapon needs a little bit of love the weapon also becomes entertaining to use it for a while and since it’s a heavy weapon, the class lends itself to that and in escape it can be found on several occasions, perhaps a behavior like the exploding buzzkill of the pilot would be good for it.
In the same way, the pilot’s deep pockets skill card is failing because it only grants additional ammunition to the Talon when the description says that the Maximum ammo capacity for all pistols is increased by your skill card level and in this case I don’t see a problem highlighting this change since I consider that the behavior of the enforcer expert skill card should change in favor of the Talon since I see a little more sense since it would help a lot in escape and/or in horde with the perk of ammo capacity or it could be added another skill card that increases the damage to the Talon and, by doing that, avoiding a possible change to the enforcer expert skill card.
I consider that the veteran’s passive ability should change for the lancer stock skill card but instead of only working for lancers it should work for all assault rifles and that skill card should have the passive ability of being immune while we execute, I see no problem changing that as it would not generate an additional effect like execution shield of the nomad. Personally, such change doesn’t seem absurd since I use the skill card and it really helps a lot to recover the ultimate through damage.
The Tactician’s Cooperation Skill Card should allow us to deal damage as well since the cooperation in public matches can be rare.
The combat medic should have a damage increase for assault rifles or the behavior of the suppressive recharge skill card should change to the slugger’s grenade proficiency skill card or a similar skill card should be added and I’m not looking for the class to be overpowered, but there are a lot of new players who are inclined to take this class and in many cases they are always a low level, I don’t understand why if there isn’t something that attracts in the class to be taken (like it could be generating additional damage like brawler’s fire or some kind of bleeding), unless it’s a versus player looking for the level 20 lancer skin.
The protector’s resistance should be in general or it should increase the resistance against melee damage because having 30% melee resistance is a joke on insane difficulties upwards, I think it’s necessary to have 60% melee resistance body against non-elite enemies in inconceivable or master and that change could also help in horde to achieve a good overall resistance with the perk.
The striker should have several modifications to earn a little respect and a good reputation because despite the modifications made to the class it still can’t stand out, the damage from the first strike skill card should increase another 100% the first hit because it’s an epic rarity skill card and I consider that if a melee class can’t kill a juvie in one hit with any skill card then it’s very weak, the melee armor skill card should change its behavior to one where the resistance is in general because the class has a hard time approaching to enemies with firearms, the melee rush skill card should work the same as close range recharge skill card because once the effect of the first strike has passed the damage that the enemies will receive won’t be enough to down them and there will be only two options left, execute them or take them as meat shields, the legendary skill card should also make the enemies explode when they die to bleeding, and the passive ability should have another 2 seconds to be able to approach to the enemies from a slightly farther distance or make a successful retreat.
And well that’s all I’ve been able to observe and I think that it should be taken into consideration, I don’t know how to finish this post so I wish you luck in your PvE games, since there are many quitters in public games recently.