Sure, but I think I’ve been… vocal enough about my displeasure with the Laceration change. So that’s enough for now.
Amicable is a good dude, TF is your problem with him
Don’t mind it, not worth using this thread or any other for.
I’ll take your word for it.
I wouldn’t say he’s a good dude, but he is certainly… amicable.
Don’t hate me for my awful joke.
Yeah I couldn’t stun a kestrel on bunker from the bunker. I get why they didn’t want unlimited range stun but I think clays is very erratic even up close if it works or not.
I have no idea how to record content or I would show it.
Is it just me, or does this new Operation appear really underwhelming? Even more so than Operation 4? There’s 7 characters, 5 maps and rebalancing of class system. That seems about it.
The Trailer was mid. They should have showed us the general reward.
So 3 remake maps and 2 new.
Gridlock. Clocktower, River, Nexus and Regency.
That was my thought at first. But I actually like this, because before ammo capacity and explosive ammo regen used to compete for my money. Now I can dump all that $ just into explosive ammo regen, at which point with your ULT it’s regenning almost as fast as you can shoot, even with the salvo. And perking health means Keegan won’t die instantly by claw on waves 30+ on master (only nearly instantly
)
Separately, the cooperation card + passive update for Keegan is awesome. The cards allowing you to mark multiple targets were always a tough sell, but now it’s really something to try at least occasionally.
Yeah, it’s basically Called Shot, from GoW4
Keegan - I mentioned this separately, but I think it’s good as capacity perk largely competed with explosive ammo regen, at least for me. Now I can focus on explosive ammo regen. And at high difficulty in Horde Keegan was soft so health perk is nice, if boring.
Mulcher Master - As much as I loved this it wasn’t very useful at high difficulties in horde since the mulcher was basically incapable of killing non-robots once execution rules were on.
JD - he was crazily powerful with the mini-morter, even after the op 4 nerfs. Hit a boss with your ULT once, then hit it with 5+ mini-mortars, which recharges your ULT again, hit boss with ULT again, boss is dead. Now he’ll have to be a little more strategic.
I get that some people don’t like the JD + Marcus nerfs, but honestly together they made Master Horde easy if you have a consistent crew (which is a luxury I realize). We were trying to invent ways to make it harder (no jack/no Marcus/no JD/no engineer/ etc). This will hopefully balance things out.
I actually think Master Horde (on average) will be a breeze, if you follow the daily challenge thing it means you’ll be able to put on these super duper kid friendly mutators that just make it a walk through the park. My hope is that sometimes the dailies will be more challenging but that’s a luck of the draw kinda thing.
For anyone that has sticks PvE has only gotten easier as the game progressed, they have yet to add anything of significance to increase difficulty.
This is an argument which I have with one of the people I play with all the time… He JUST focused on “ohhhh, i can’t kill a single class of enemies with the mulcher, so I won’t use it.”
It’s pure nonsense as a justification. regular drones and granadiers (which are the ONLY enemies execution rules apply to) are NOT the problem in this game. The scions, the flyers, the bosses are the problem… And hugely handicapping your ability to quickly apply a lot of damage to these super dangerous enemies, because you want to be able to “pop heads” to the plain drones, it’s totally stupid and misses the point of team work, of cooperating to just finish the wave and continue the game…
Mulcher mastery was definitely not OP on master… but let me guess, they are using something like Elite (without extra health) as the measuring stick and found that 140% is just “too much”…
The nice side benefit of the stupid way that they stack damage numbers (think simple interest, not compound interest) means that the 40% reduction in damage is about 90 damage per bullet, and starting from about 600, that only means a 15% drop of the overall maxed out damage for Clayton… Not a huge deal…
I think the important thing about the change is that clayton is meant to be a tank, not a dps dealer. He is still extremely good for taking down trishots and potentially kestrals/guardians (idk if his ult works against kestrals). He can also choose to take a trishot instead (idk if his ammo regain perk works with it) and take a more utilizy based card, such as 90% damage reduction to all allies during ult.
tbh I miss seeing 2-3million + damage a wave. I would love for them to re-buff master or just make a new tier that is the old master. The annoyign thing in master before were just claws. They nerfed them though so no need to nerf master itself imo.
Adding extra health does not equate to difficulty. I don’t need to shoot a drone multiple times in the head with an active long shot to kill it
What they should do is add an escape modifier every week for the weekly challenge. Like freezing grenadiers or snipers. That adds difficulty plus actually enjoyment
It does and providing they don’t stop firing at him when he activates his ult(50/50 chance), the Kestrel will basically shred itself and give “Gunner” Clayton another ult effectively for free if you have Reflect Shredder.
Fair point, if a little hyperbolic. I hear your point about teamwork generally - I usually play as a support character like Jack and good teamwork is what makes the game fun - but for whatever reason not being able to finish those enemies was enough for me to not enjoy using the mulcher w/ Clayton. Maybe I need to give it another try.
well the most straightforward/simple solution I see is to just allow more modifiers on at once (Master+ if you would) and it would work well with Daily challenges for Horde also. Because Daily challenges seem to be just random its not like it requires any more thought or effort on modifier end, what it would require is UI changes and some XP/Card consideration but that’s nothing too difficult either.
Even assuming that they did absolutely ZERO balancing changes from here on out, as in everything remained the same, Horde would still get easier over time as more players learned how to play/leveled up/optimized so I still think that PvE as it currently stands is unrewarding for great players. PvE (Horde in particular) needs some higher difficulty modes long term.