Stealth-Nerfs General

Ohhh, nonsense re Keegan… He had no capacity cards, he had no explosives damage cards… His bleed made him better with a boom and torgue than OTHER people with boom or torgue, that’s all… I mean, now, Lizzy is WAY more powerful with the Drop than Keegan is with a Boom - how was that “needed”?

he would have been GREAT, how he was, with the new change to ammo capacity…

Re JD: JD’s artillery is a JOKE now. With max Officers Perogative, and level 4 bleed, it does about 60K damage… about the same as two active boomshots, in my tests… Pointless…

I can’t help that this is yet another TC over-reaction… Like when Ryan was talking about hating “gnasher spamming”… So they decreased ammo capacity AND made the reload longer AND added that strange 3 round reload… Any ONE of them would have done the job, but no, they had to do all three…

Same with JD… Ohhh, JD is too powerful… So they kill his artillery, reduce explosive ammo capacity, make his GL more expensive, and kill his bleed… Ridiculous overkill, IMO

at least they left Kait alone… FOR NOW…

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@TC_MichaelAOS Thanks for the quick reply.

I can understand your logic, but I want to point out how that appears to the community. By not including it in the patch notes it comes across as a stealth nerf, as TC trying to slide something in past the players, it comes across as not being transparent. Especially when some of these updates, even if it is simply to the text of the cards, seem to affect gameplay. Others, such as Cole, had changes made with no notes whatsoever and would have benefitted from at least an explanation.

I do thank you for coming here to clarify things though. Please keep up your interaction with the community, this is the transparency we’re looking for.

Ok, true. I think I might have categorized that wrong. While I stand by my earlier statement that I prefer TC buff weaker characters rather than nerf stronger ones to balance the meta, I do at least understand why Keegan and JD were nerfed. I do think the nerf was a bit much, maybe drop the bleeding down to 40% or even 30%, but 25% at level 6 is a bit much IMO.

The text changes were included in the patch notes. Cole had no undocumented changes, this was a text change as well.

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ok, please explain to me why

His boomshot, with the 50% original bleed, would have been less powerful than Lizzie’s current Dropshot it, with her cards and damage perk. So they are nerfing Keeganas “too powerful” and then buff other characters to ABOVE that original level??

Keegan’s salvos with 50% bleed would be about equivalent to current Lizzy salvo usage, with 50% damage…

I really fail to see HOW JD and Keegan were both nerfed at the same level, BUT JD had 50% (now 60%) damage cards ON TOP of the original bleed… Keegan didn’t have that… Why are you nerfing Keegan at all???

I don’t get it… THIS MAKES NO SENSE TO ME AT ALL

Keegan was an “almost great” character, in Horde, he just needed capacity… So he GOT capacity… BUT THEY kill his power, hahaha… LIke W…T…F…

If anyone wants the actual numbers for dummies(kind of)… 50% bleed refers to the damage done by a bleed tick, of which there are several. So a Keegan Salvo with 50% bleed would do 1,500 on a hit and 750 per bleed tick(of which there is several, I think it is 4-5). Which is 30,000 base damage and 60,000-75,000 damage on top. Meanwhile Lizzie with 50% damage perk and 100% ammo capacity gets 40 shots from a Salvo which do 2,250 damage, which is 90,000 damage total. So they would technically have been equal but Keegan doesn’t need to wait to be capable of doing damage because his bleed works without perks.

And in essence, I agree that Keegan didn’t really need any adjustments at the very least in Horde, I feel. Escape, I don’t know. He was powerful but so are Lahni, Cole, Keegan, Kait, Fahz, Mac if used properly.

She was nerfed once prior.

After allowing her in Escape for a while, I bet they nerf her again.

Then they’ll also nerf Fahz because he’s also very powerful in it… I can see it coming.

ok, fair enough… I guess this is yet ANOTHER instance of TC just never officially explaining new concepts they added (like bleed, or stim), leaving us to guess what it actually is and how it actually works…

So, how many ticks are there, and how long between them? Is each tick the same as the previous one, or do they decay ? (like tick 1 = full bleed, tick 2 = 66% of bleed, tick 3 = 33% of bleed, etc) ??

yet another thing which would be useful to know from @TC_MichaelAOS, if he can stop by and tell us…

Probably.

People love playing sniper though, so there will be few if any nerf threads.

I had a look at Paduk, looks like he’s a sniper-light, he has a “Magic Bullet” card, with smaller increments…

I have not timed the delay between each bleed tick but they all do the same amount of damage which is based off of a percentage of the original hit, usually indicated on the bleed card. Worth noting is that for ballistic weapons such as the Boltok, Longshot, etc., the bleed damage is calculated off of the body shot and does not take into account whatever headshot damage multiplier there is.

It applies the damage once per second over 5 seconds. The damage it does each tick is a percentage (the one on the card) of the base damage you dealt from that shot.

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I haven’t played him any yet.

Be interesting to see as people level up his skills.

ohhhhh, that sucks for Mac… LIke REALLY… There is such a big difference between a headshot and not…

But I think he’s the only one where that would be a factor, right?

thanks; @TC_MichaelAOS that’s awesome to know… :slight_smile:

So, in essence 20% bleed = double damage (100% damage boost), just distributed over 5 seconds?

So 50% bleed was extra 250% damage…

Someone mentioned that the headshot multiplier is NOT taken into account for calculating bleed damage… I’m assuming/hoping Active multiplier IS?

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@TC_MichaelAOS
Hi Michael do you have an update for Lahni Thrill of the hunt card. Before from my understanding the 30% resistance to damage while enemy was not bleeding from the card was remove. You said you where going to follow up with the team. Do you have an update?

Someone told me that active effects from other weapons had been patched.

So there would be no point in using Keegan with Custom Snub + Custom HB on Lethal Engagement for example.

Can anyone confirm this was another stealth patch / fix not mentioned?

@TC_MichaelAOS

Even so, after the changes to our Escape damage and enemy HP being reduced, I’m still able to one-shot headshot Elite Drones with Longshot with no damage cards. So not really complaining…