Berserker:
Parry, 75% on top of existing, that means that the 60-70% Berserker already gets from Pulverizer/Zweihander or Eviscerator are over 100% Damage Reduction, doesn't it?
i'm not sure about whether or not 100% Damage Reduction for a Parry will be a problem in the long run, but that throws it WAY over 100%, which doesn't really make sense, so maybe it's just the way it's worded.
Enemies running away from you is certainly unique, Players don't have that capability otherwise.
unmentioned changes are for things that i consider boring or what was changed is 'whatever'/not very noteworthy to me.
Commando:
fallback, that's a lot of extra Damage, which is perhaps a bit peculiar, some quick head math suggests that makes the 9mm Pistol better for Commando than Sharpshooter or Gunslinger. i'm not really complaining, it just kind've sounds peculiar.
Prepared, could this possibly round to the nearest Mag? so for example AK-12 would be 390 instead of 396, Scar-H would be 400 instead of 408, AR-15 would be 280 instead of 288.
i'm not sure an
even larger Magazine Increase on it's own is all that useful. but i am a bit of a purist and i basically don't even consider using any Magazine Increases except for Firebug.
Gunslinger:
everything sounds cool here!
mechanically, that is. the new or adjusted mechanics here sound more engaging to play with.
Demo:
i like the addition to Shock Trooper, more likely to make Players consider using it.
same as Berserker, the two Slowmo Skills are w/e. neither of these have sounded interesting to me anyways. they still don't.
Medic:
both Lv5 Skills are 10/10. looking at these i literally can't choose what i want to use. both of them sound so useful. i wish everything was a choice like this, where everything is so cool you don't know what you want. but that's subjective so not realistically achievable.
both Lv10 Skills sound useful. they compete against each other well, but they don't both sound as cool as the Lv5 ones did.
i hope Acidic Rounds isn't as poop as the Slash DoT was before. making Acidic desirable over the other Lv15 Skill while not making it super cheesemode may be a serious challenge.
Lv20 is not as interesting a choice, i'm not sure these two in particular go head to head on each other as 'squarely' as one would like.
both Smowmo Skills sound useful.
Firebug:
Lv5, more DPS or more Sustained DPS. reasonable choice.
i like both Lv10 Skills, but isn't this supposed to be choosing between 'DPS' and 'DoT/Debuff'? both of these seem to be on the debuff side to me.
Lv15 Skills might be leaning towards Firebomb. also 5x total DoT increase if you hit an enemy with 'bounced' Fire? dayum son, that's a really long time.
i assume it's still +50% Range? if so this may be a relatively balanced choice, if maybe more suited to a lower Level choice.
Lv25 is totally option #2 for me, but #1 is technically a Magazine Increase choice so i'm not surprised i didn't find it interesting.
Support:
we can revive Doors now? hm. are you sure? you guys deliberately made them finite with a purpose in mind. if you're sure then i'm sure.
can... does... that mean the Hunting Shotgun will have 3 Shells?
because of the Hunting Shotgun existing, maybe this should be something else...? it's kind've just a can of worms because of the different Shotguns that are available.
LV10 is a reasonable choice, durability or Damage Output.
Lv15 is an excellent choice, both of these sound really awesome.
i like both Lv20 Skills.
for higher Difficulties, having infinite Punch-Through during Slowmo kind've seems like it devalues the Lv15 version. maybe that's just me.
Sharpshooter:
the wording of Stability ingame shouldn't be the same as this. the first 4-5 times i read it, i thought you made Sharpshooter the fastest moving Perk in the game. perhaps the word structure should put while Crouching first, or something else to make sure it's crystal clear.
this definitely makes Assassin more desirable, however i get the feeling that this will now be constantly chosen over Ranger.
i totally understand the Headshot chains not being as powerful (and sounding like you can't build it at the speed of light either, fixed rate). and for those adjustments to make them less universal choices, also making it easier to build/keep the counter in the first place, or visa versa.
there's one thing i know for sure.
if a Player looks at the choice presented with them, and they say "well piss i don't know which one i want, because both sound really good", that is then an excellent example of creating choices. people tend to even complain when they're presented with a good choice, complaining there isn't an easy superior option (seriously wtf), but everybody wants any choices to be those kinds of choices deep down.
they want to have things that are so cool, they end up picking both in the long run as they change up how they play based on what they feel like doing. because every choice was just that cool that they want to play it all.
Edit:
Ordalium;n2264982 said:
I think that +210% more damage for 9mm(s) is over the top.
+110%, 2.1x. over the previous +60%, 1.6x.
just making sure we're clear here.