I already made a post about my feedback for all of the promo classes.
But here I only talk about the striker class again. Not only does this needs more attention, but people added minor suggestions I wanted to share.
First of all I am really thankfully for the promo buffs. The striker changes are of course better than before. Since especially slugger and protector seem to be in a good spot now the striker class still seems to be a little underwhelming. Because of some minor reasons that should be very easy to fix from “coding side”.
(I am talking about the master difficulty in Horde)
I start with the most important thing. Striker NEEDS a breaker Mace as a starter weapon. Why? Not only does he have the worst loadout from all of the classes (same as all 3 mechanics but at least they have a repair tool and a different role so it’s fine).
Strikers whole playstyle relies 100% on the beaker mace. Of course blademaster and protector need a breaker Mace too but blademaster starts with a very strong claw (+ claw dmg bonus card) and both protector and blademaster have a 130% melee bonus it is enough to buy it from the fabricator.
The Striker is a whole other problem.
He is way weaker than them which is almost OK because he gets stim fast. But since he relies completly on the breaker Mace and even WITH the breaker Mace his dmg output is nowhere near as the other melees. In later waves sires needs a good amount of hits to go down (ammo goes lower fast too because of that). He should start with the breaker Mace and that should be easy to implement.
Enforcer or overkill… I don’t care which one should be swapped with the breaker Mace.
As someone who support the idea, that the whole breaker Mace should be unbreakable for all classes (still think it’s just a annoying feature with all the random stuff that can happen ) AT LEAST the striker should have a 2nd passive that the breaker Mace is unbreakable. If the ammo went out he just stops swinging. A ammo box or locker can repair it again.
That is a needed QoL of life thing too.
The next 2 sections are about 2 cards and aren’t THAT necessary but I think the 2 cards need some fixes.
- First strike card
While the idea is good it lacks its potential because this seems a little too weird.
You gain 100% (or something like that) atk bonus for the first strike if the enemy HP is full. Team mates that attack the enemy isn’t the problem I want to talk about. It’s the fortifications that stops the card to never be triggered.
A turret, or more annoying in this case, the fences are the problem here. If they touch a fence in a slightest way the card is useless and that happens too often. A simple fix would be, that the card is handled like the marksmans card. If the enemy HP is 90% or more the card triggers. This would avoid the fence problem and wouldn’t be overpowered or something like that. It’s a simple fix.
- Explosion card for melee kills
On paper this card is a must have but it has the problem, that bleeding dmg kills the enemy about 50 / 50 and will not trigger the explosion. I would say they should simple add bleeding dmg on this card too.
The explosion doesn’t seem to be thaaat strong so it should just fix the card.
That’s it. From top to bottom, the 1. Point is the most important one and gets “less important” to the bottom. Of course I think everything is important but at least the 1. Point should be very easy to fix from the dev side.
Thank you for reading this.