Stealth-Nerfs General

So besides the obvious Keegan/JD-nerf TC decided to nerf presumably quite a few cards the old fashioned stealth-way. Some aren’t as bad (Cole’s Glory was lowered from Lv5 = 50% to Lv6 = 30%) which honestly doesn’t matter since it means you might have to throw 1 more tackle into crowds.

The Venom Resistance for Lahni and Mac is a different story though. 50 to 32% is a significant downgrade ( inb4 description was wrong ; sauce or ■■■■ off).
But they weren’t done there. Lahni’s Short Range Deflection used to protect from both ballistics and melee-swings. Well, not anymore. I haven’t tested Scions yet but the slighest scratch and Elites will instant-down you even in Venom without bleeding.

Did anyone notice more Nerfs?

Also; remember the PvE- Update from friday?

In Operation 4, many of the Skill Cards have been rebalanced to soften this curve which will means every Level 6 version is a significant upgrade.

^holds up REALLY well.

And since I’m half rambling anyway, OG Scorpio has now been made borderline useless and both Lahni and Mac have been replaced by Fahz and Cole in Escape. Keegan isn’t even needed anymore since the new hives provide an insane amount of ammo and running out of it is impossible.

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Agreed. I’ve discussed it on a few other threads, but I generally don’t agree with nerfing characters. I prefer that TC buff the weaker characters. However, I do agree that JD and Keegan needed a nerf, just don’t agree that it should have been that much.

Also, I don’t like the stealth nerfs. The patch notes were fairly detailed, even going so far as to detail fixes for things that haven’t been released yet (using a HOD on a Kestral and turrets in Escape) and even detailing specific changes for some characters. So why wasn’t the individual nerfs for each character also discussed?

@TC_MichaelAOS I’m hoping you can shed some light on this, especially why each individual nerf wasn’t detailed in the patch notes. Because that’s the transparency we’d like to see but aren’t getting.

Keegan certainly didn’t need a nerf. He’s an Escape-char foremost and needed the 50% bleeding.
JDs nerf is debatable as well since all it requires is even more carpet-bombing than before.

Hey guys, these ones weren’t in the patch notes because there was no gameplay change. The text on the Skill Card was incorrect, and was changed to match the actual value.

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The Patch notes said

Rewrote text on the following cards for additional clarity

however Short Range for example only works for ballistics now while it used to work for melee. How the ■■■■ does that not affect gameplay?

There was no gameplay change to Short Range. What you’re feeling was a bug fix to Thrill of the Hunt, where some of the healing effects were applying without actually needing to be near a bleeding enemy.

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Venom resistance + short range used to let you survive an Elite-drone- or Grenadier-swipe.
Without Short range you would get instant-downed.

In both scenarios bleeding wasn’t involved.

Or are you implying that TotH just healed you at random intervals?

This is all great but can we get an explanation for the changes to Bloody Shot and Adrenaline Junkie that occurred mid-Op 1 to Mac? It used to have 100% at Level 5 on both skills, and they were definitely less powerful when their description changed to 60% damage instead. Never got any mentions in any patch notes. And from my perspective it was not necessary to nerf either skill, even if they are still useful now.

And Lahni sucks at taking on Juvie mobs now. I get downed by them 99% of the time before the effects of Thrill Of The Hunt kick in.

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I think they nerfed Clay’s Bait Armor, since before there wasn’t a 5 second time limit.

@HerrKatzchen Yes, Thrill of the Hunt was previously giving Lahni 30% damage resistance without needing to be near a bleeding enemy, which was probably helping tank those melee hits. It was not our intention to make her weaker in melee combat for Op4, so I will be taking a close look at that. Thanks for the feedback.

@AmicableWall421 It’s hard for me to give context for the Mac nerfs because I was not on the PvE design team at the time. I’ve heard feedback around these changes a lot and I’ll be taking a look to see if we can do something for Mac.

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@Capta1nMorgan01 not a nerf, just adjusted text to explain the logic of the card better.

The total damage resistance on this card was actually increased from 30% to 60%, so it actually received a very significant buff.

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Thank you.

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Awesome possum

Hi @TC_MichaelAOS,

First post and English is not my first language.

I play mostly has Lahni. Since the update Lahni fall a lot easier when she received melee hits. At first I thought it was because the venom resistance went from 50% to 30% but from what I understand from your explanation it was the description of the card that was wrong. I don’t know what exactly as change but I can confirm that with my level 6 cards she is weaker to take melee hit than before the update. For example before I could take on 5 Juvies without any problem now it’s almost a certain I’m down. If I understand correctly trill of the hunt was giving 30% resistance all the time and now it’s not (Only when enemy are bleeding)? Also is it me or is the healing with trill of the hunt is slower? Do you think we could go back to how trill of the hunt use to work because without that I will have to find an another favourite character lol. It’s already hard to find player willing to fight in the venom and it will be harder off they have to pick me up constantly.

Thank you :smiley:

Thanks for the feedback. If you are near a bleeding enemy, you will have the same resistance you had before. However, we don’t want her to be any less effective in melee combat, so I will see what I can do to resolve that.

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Bringing Venom Resistance to 60% would solve all issues and make her almost equal to Cole.

@TC_MichaelAOS thank you for the quick answer. Please let me know when you have an update.

@HerrKatzchen Good suggestion but would also like that she would be a little bit less dependent of the venom. When I have Cole in my team I mostly play support because they are so ahead of the venom. I would change short deflection to include melee hit and upgrade it to 60% at level 6. That way she would be close to Cole outside venom.

So if I’m understanding this correctly Thrill of the Hunt Pre-OP 4 was always active (even without bleeding enemies nearby) and giving Lahni constant healing resistance?
So kind of like how Clayton’s Sole Survivor and Lizzie’s Sisters to the End originally worked before they were patched?

Interesting.

I don’t think it was healing without bleeding enemy it was giving 30% resistance to damage without bleeding enemy.

Hey,

How come you come in here, and make numerous posts defending, urh, I mean EXPLAINING, nerfs, but when multiple people tag you asking for an explanation of stim, all we hear are crickets :slight_smile: ??

BTW, speaking of stealth nerfs: Fahz’s Boltok is no longer considered a precision weapon. It was before.