HRG Blast Brawlers
Decently punchy (no pun intended), and pretty good statswise. but I'm surprised that they are hitscan. Was totally expecting something more visibly projectile-based. The animation for attacking is nice and expected, but why didn't you use the awesome looking blood-cleanse animation for its reload?! The current animation for reloading almost looks like you're just attacking again. Hitscan + Unclear reload animation = Slightly disappointed.
HRG Bastion
Stats-wise, sure, it's decent.
But visually, oh dear, where to start. Back when I suggested this weapon, where it had a shorter barrel, pistolmunitions and a boxmagazine (rather than rifle rounds and the box+belt), those changes weren't just "because it'd look cool". It was to make it fit the SWAT visually better, and to justify a quicker reload, and to justify giving it SMG damagetype, and to justify a quicker reload. But sadly, all that was totally ignored.
Furthermore, that energyshield is incredibly tiny, and why is it so square? I was expecting something far bigger and rounder!
Oh well, at least it's a decent gun performance-wise.
Berserker
Overall, I feel the nerfs kinda missed the mark a bit. Some minor survivability nerfs were in order, but not this much. If anything else, the tankiness should've shifted over more to blocking, but mostly parrying - it's the passive tankiness the perk had which can feel a little bit too "noobfriendly".
However, I feel the huge
movespeed from Skirmisher is what makes the Berserker a "nooby soloist", while the tankiness is more what makes the perk useful for the team. The Berserker is now also more or less about as tanky as the Survivalist, which sounds like something is a bit off imo.
Also, I'm really surprised that the Parry-skill (can you just rename it to something else already btw? Like "Retaliation"? So it's less confusable with the actual mechanic of parrying?) was reduced in its timer so much, it feels aweful to use now (especially when it's often mainly used for the offensive boost, which makes it a really odd skill in the first place, imo). At least make it give some of its time back when you kill during the buff.
Also, Berserker still has unnecessarily
huge melee damage bonuses: Compared to base melee weapons, a Smash-Berserker deals 3,075x more damage per hit on headshots - if you account attackspeed as well, you deal 3,69x the DPS of a base melee weapon. How is that EVER gonna let melee weapons work crossperk-wise? Melee weapons need to have most of their power baked into the very weapons instead, and Massacre+Smash changed up so they don't pidgeonhole us to use solely Light or Heavy attacks respectively (make them about headshot+stumble versus attackspeed instead, so it's about playstyle, rather than about what button to use).
TL;DR:
- Slightly bring back a bit of the Berserker's tankiness, mostly baked into the parrying system (maybe some passive bonus?)
- Lower the Berserker's movement speed on Skirmisher.
- Bring back a better timer on Parry, and make kills during its timer give it back some of its duration.
- Move over a lot of the melee power into the weapons themselves, rather than giving it so much from the skills, so melee crossperking can actually become a genuine thing.
Medic
Nerfing the armor was definitely right. Medic was too tanky, considering its role. I also think that the Resilience talent should be removed. In fact, i'd make the first tier be a "magsize vs reload" kind of talent tier, and bake a weaker version of Symbiotic Healing into its passives instead - to promote that you heal teammates as a first priority.
Demolitionist
I dunno if buffing Extra Rounds did anything all that useful (not to mention, its flat bnous still exacerbates what weapons it was already useful for). I feel the Demolitionist needs a more interesting skilltree (same goes for Sharpshooter), so not every tier is basicly just a choice of: "Damage, or Utility?". Damage almost always wins, so there's not really a lot of choice here for the higher difficulties of play.
Support
*sigh*
This is not what was needed for High Capacity Magazines. Look at this very simple description:
HCM = Benefits certain support weapons with 50% magsize bonus. Some are ineligible, due to the weapon's construction.
Tactical Reload = Benefits ALL support weapons with ~50% faster reloadspeed.
See the issue? HCM doesn't benefit
all weapons - but that can be fixed: All weapons that can't get a magsize boost from HCM would simply get the reload speed bonus instead. This make the two choices on this tier fully fair.
And that kind of change needs to be done for ALL perks with similar mag-vs-reload choices
More thorough details on my opinions and suggestions here:
Perk n Weapon rebalance General thoughts and goals: * All talent choices should be a matter of choice and playstyle, preferably - not about meta picks (even if there might be some of it, which is arguably inevitable to minor extents) * All talent choices should be useful in as many situations a...
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