Oh wow, thank you Tripwire. Looks like you really took the feedback to heart, because a lot of us weren't entirely satisfied with the initial rework of demo. This looks considerably better. Thanks for quick response to feedback.
I was also not expecting to see a Commando rework, but I'm really glad to see it. I always hated having to choose between semi-auto and automatic damage because it felt like it locked you into one firing mode.
These skills are overall a huge improvement for both classes! I have a little feedback, but overall I'm quite impressed.
I still feel like a plain damage boost on top of the passive is a little bland, but that's honestly the biggest sin in the tree, but 25% is enough to make me forgive that. Note that that doesn't apply to the critical zone perk later in the tree since it rewards careful aiming.
Despite all the extra passives demo is getting (yay!), I still feel like Siren Resistance should be one of them, even at the cost of one of the new passives. The reason I say that is because anything that competes with it is an automatically never-used perk for most of the playerbase, myself included. I do think this is a tougher choice than it vs. door traps, since AoE can be used to partially negate screams by shooting outside its range. Still, I really doubt I'd use it over Siren Resistance.
Part of the problem is also just how many sirens spawn, and that they always spawn with fleshpounds. I get that you're trying to elicit a meaningful choice with such a powerful perk, but given the absurd amount of sirens, I cannot think of anything I'd pick over Siren Resistance besides something outrageous like triple damage.
I'd recommend just rewording the description to "Commando weapons gain 50% increased stumble power" or "Commando weapons' stumble power increased to 150%." This is all given that I assume correctly, of course.
Call Out- Teammates can see cloaked enemies as well as you can
Focus Target- Teammates can see enemy health bars at x% of the range you can
I was also not expecting to see a Commando rework, but I'm really glad to see it. I always hated having to choose between semi-auto and automatic damage because it felt like it locked you into one firing mode.
These skills are overall a huge improvement for both classes! I have a little feedback, but overall I'm quite impressed.
Oh my, that actually is a tough choice. I'm going to assume "fire 20% faster" means faster reloading? I'm not quite sure why the name and description of the perk was changed, as this is rather confusing.Hello everyone!
Demo Skills
Level 5:
Bombardier - Explosive demo weapons now do 25% more damage
Grenadier- Demo weapons fire 20% faster
I still feel like a plain damage boost on top of the passive is a little bland, but that's honestly the biggest sin in the tree, but 25% is enough to make me forgive that. Note that that doesn't apply to the critical zone perk later in the tree since it rewards careful aiming.
Again, I'm not sure why the name of Siren Resistance was changed to include grenades when it apparently still affects everything, but that's just a nitpick.Level 15:
Sonic Resistant Grenades - Demolition weapons have a 100% chance of avoiding siren scream destruction
Fragmentation Rounds - AoE of your explosions increase by 50% but AoE damage is reduced by 30%
Despite all the extra passives demo is getting (yay!), I still feel like Siren Resistance should be one of them, even at the cost of one of the new passives. The reason I say that is because anything that competes with it is an automatically never-used perk for most of the playerbase, myself included. I do think this is a tougher choice than it vs. door traps, since AoE can be used to partially negate screams by shooting outside its range. Still, I really doubt I'd use it over Siren Resistance.
Part of the problem is also just how many sirens spawn, and that they always spawn with fleshpounds. I get that you're trying to elicit a meaningful choice with such a powerful perk, but given the absurd amount of sirens, I cannot think of anything I'd pick over Siren Resistance besides something outrageous like triple damage.
Love these. Love the new name for nuke. I'm curious as to how it was tweaked, however.Level 25:
Destroyer of Worlds - Previously nuke, this has been tweaked slightly
Mad Bomber - Shoot and reload in near real time
Oh, this is brutal. It's a much better choice from a gameplay perspective, but not getting both is going to be hard.Commando Skills
Level 5:
Tactical Reload - Reload 20% faster with commando weapons
Large Mags - Commando Weapons have 50% increased mag size
Impact is another example of imprecise wording in this update. I get that you probably mean you're increasing by 50% to a total of 150%, but your wording could easily be construed as 150% on top of the existing number, like a value going from 10 to 25, instead of 10 to 15.Level 10:
Impact - Commando weapons have 150% increased stumble power
I'd recommend just rewording the description to "Commando weapons gain 50% increased stumble power" or "Commando weapons' stumble power increased to 150%." This is all given that I assume correctly, of course.
I actually feel like the health increase is unnecessary if the passives remain. The ammo vest isn't necessary since the ammo cap increase a few updates ago. There's actually a much better alternative here, in my opinion. Keep the health passive, and remove sharing cloaked enemies with your team from the passives. The choice should go like this:Level 15:
Health Increase - Increased health and Armor by 25%
Ammo Vest - Carry 2 extra mags per commando weapon
Call Out- Teammates can see cloaked enemies as well as you can
Focus Target- Teammates can see enemy health bars at x% of the range you can
Sooooo glad to see semi-auto vs automatic removed.Level 20:
Hollow Point Rounds - Commando Weapons do 25% more damage and have 50% less recoil
Eat Lead - Get another 50% increase in mag size for Commando Weapons
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