nono you hold it now, it changed again! Hold for NV, tap for flashlight, tap again for off!
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Take faster reload, then Eat Lead at 20. So there's no real sacrifice being made.
My primary point of contention is that Tactical Reload & Large Mags serve essentially the same function (reduce amount of time spent reloading). One of them does it better than the other, for sure, and that'll end up being the skill to choose at Level 5.
Except that you're sacrificing the extra damage and recoil reduction of hollow point
All i know is there's going to be a lot of dead demos after the next patch comes out.
I just assumed this was dry humour. I see a lot of dead demolitions currently, even with the ammunition increases, the perk is generally unforgiving.
Unfortunately no, no humor there. Why demo dies more:
-no survivability skills. Explosive resistance / Reactive armor are gone. Probably the hugest blunder of the entire rework. Inb4 "well make them passive then". For those of you who know the situation, sometimes you have to simply fling a grenade at point blank to stop a charging fleshpound. Guess what saved demo in that situation? His survival skills.
-more high risk skills. Greater damage to impact damage is going to embolden demos to take on scrakes with their rpgs (or in REALLY bad cases, cause teams to rely on demo totally). So, demo up close is now going to be both encouraged and riskier.
-more damage for you, more damage for me. Straight damage boosts will increase the damage received and thus, the instances of self-fragging (refer to point blanking the fp mentioned above).
And I challenge someone to suggest giving demo 150 hp.
-no survivability skills. Explosive resistance / Reactive armor are gone. Probably the hugest blunder of the entire rework. Inb4 "well make them passive then". For those of you who know the situation, sometimes you have to simply fling a grenade at point blank to stop a charging fleshpound. Guess what saved demo in that situation? His survival skills.
That's a really good observation - amongst my excitement I overlooked the removal of explosive resistance. I can certainly see your concern now.
@ Yoshiro
Surely this needs to become passive if removed from the demo skill tree, doesn't it?
If demo's damage output becomes comparable to Kf1 with this rework then it doesn't need any defense. High risk - high reward is a good balance imo.