As someone who always loved to play as promo classes, I was looking forward to the Op7 buffs.
I tested a whole lot of stuff since op7 and I think I want to give a little feedback about the promo classes.
1st of: I am very gradefull, that they finally got a well done buff (few exceptions, feedback below) . Here is my feedback for all of them:
-Slugger
I start with the obvious best promo class buff here. Slugger. There isn’t much to say here. The granade buff (200%dmg and 50%range) is a very good buff here. Before op7 I was thinking this could be a little overpowered. But no. He is in a very good spot now (best from all promos) but he is still weaker than tactician or Demolitions in comparison.
People say the penetrarion card isn’t working. Thats the only thing I didn’t test. If so this should be fixed. But overall, this class got the best buff here and is in a very good spot now.
-Protector
This has become my favorite class now.
Almost everything is well done here. Not Overpowered and not trash anymore and fun to play.
He is well balanced in my opinion.
Don’t need much to say here with 1 exception (I will talk about it below)
-Striker
He got a good buff too but I have some problems with him. Compared to other melee classes (protector and bladedancer) he is a lot weaker. I think it’s almost OK because he got a very good stim. But my problem is he is too weak in comparison. He doesn’t have any card that gives him more melee dmg. He should get a 50% melee dmg buff at least (passive or card). That’s Stil way less dmg than blade class or protector but it is a little bit better than nothing.
If the 50% melee buff is too much, at least he should have the breaker Mace as a starter weapon. Why not? Other classes start with boomshot, dropshots. All of them are 4k. The overkill as a starter weapon makes no sense because the whole striker class relies on the breaker Mace more than any other class (protector and blademaster have good 130% melee dmg from the start). On master enemies still need some good hits with the breaker Mace as a striker. Put out the overkill and give him the breaker Mace. This is necessary.
And the 2nd thin are 2 cards of him that still bothering me.
1st: The first strike card. It should be changed to what the sniper has. If enemies HP is over 90% HP.
It is nearly impissoble to trigger this card after some waves because either enemies got shot from teammates / turrets or the most annoying thing: Fences. It would be better to change the full hp trigger to at least around 90-95%.
2nd Card): His explosion card. It would be better to add bleeding dmg to trigger the explosions. It is frustrating that he hit the enemy with the mace but it’s like a 50/50 change the bleeding dmg will kill the enemy without triggering the explosion.
Overall: If 50% melee dmg is too much, at least give him the mace as a starter weapon. That is too important to him.
-Architect
I think the architect got the worst buff out of all promos. It’s not like the architect is bad but he still lacks the most important thing the other 2 mechanic classes have: Cost reduction overall.
The mechanic has a card to reduce even more cost reduction than robot expert and architekt and the Robotexpert don’t need to repair the base because of his repairing heads hot card. So both classes are good choices because 1 have cost reduction from the start and the other has cost reduction because he don’t need to repair anything. So why should anyone choose the architekt over the other 2? I know he is fun with his decoy and to have a mechanic is always good for the team, but I think this class needs a card too that helps to reduce some sort of costs for the base (the most important cards / passive as a mechanic). I don’t know what sort of cost reduction he should get, opinions here please, but I thing the lack of a cost reduction card is still the worst thing of him.
Finally: I already discussed it many times but I thing with 2 more melee classes now since the promo buff, the breaker Mace needs a simple QoL change. Breaker Mace should be unbreakable.
I can accept, that the Ammo/HP from this weapon goes down if you get hurt but why in hell to break the whole weapon? It’s hard enough to play as a melee and I thing everyone can confirm, that they died some times because of some random spawn/boomshot or whatever. It’s just frustrating that the mace can break.
That is my opinion on all the classes. I think the promoclasses are way better than before and I am really thankful for it. But I think just a little change with striker and architect are still necessary.