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In general good
perks becoming less expensive is always nice
being able to scrap modules for modules is a good way to get rid of garbage ones (might be a great time for those of you out there to stock up on hundreds of the 3-4* ones for cheap in anticipation... doubly so if you use p2w fo1st to horde them in the scrapbox)
Pounders nerf was always going to happen, its performing exactly as it should, but bugfesta is a little incompetent when it comes to balance
the conductors fix is going to break vats, any endurance / agility high build will have infinite vats when 5% is returned... IIRC thats base 15 for most people and 25 ap per shot refunded to any build with boosts to ap in any way... that mitigates all ap cost for some weapons and drastically reduces it for others
sentinel and cavaliers getting a rework so that they work was a launch bug that never got addressed and while less overall % reduction -25% to any incoming damage while still is absurdly powerful... in PvP or Choo-Choo'ers cavaliers will be absurd too
Any link so I can watch it more?
I've seen it mentioned that sniper rifles will be next with changes to rifleman cards and damage folded into the base weapon.
All of this means different legendary effects will end up more useful in different situations, much like Furious (Onslaught) is for this round.
Not everyone has unlocked legendary mods/crafting or has access to them. With these gradual changes it means those who can't adapt quickly will waste time and effort.
If all of the prospective changes were done all at once it'll make the gear building far more efficient.
I kinda like what I'm seeing as changes bring in new theory crafting, but I hate the slow roll out... conflicted...
Sentinels getting fixed to work without causing you to die is a nice thing. Have to wait and see how it plays out but -25% damage all the time is imo better than 75% chance to sometimes reduce damage.
Sounds like some more good changes.
Agree with Mooman. These changes and revisiting of things like perks would have been great to have years ago and for them to be a regular ongoing thing. 6+ years after release just feels like a last ditch effort to retain players by making long overdue and popular changes imo.
So that makes pistol users more useless, boo.
It's kinda crazy how it's all going. With some of the defensive perks players can get crazy defensive.
My Recon guy with a bunch of perks has a DR over 800. Combine that with reductions, including a new Ghoul one, and little in game is a challenge (not as if it is now anyway).
There's a second point to that as apparently reflected damage is buffed by DR. The crazy high DR we can get makes the already powerful reflect even more powerful.
This is a problem because just as they made things challenging they go and remove that challenge again, for geared players.
Chances are the mobs will be buffed again to provide a challenge, which in turn screws over new/less geared players... It's a maddening cycle...
So it dosent rly matter what they change, you will be GOD forever if you want.
Atm got group that we finished first boss in stage one and i hear that this is challenging :P
By default (no perks, items) we would have a 'onslaught' stack limit of 0 stacks. I figure with effects(Drugs, etc? perks, items, and so on) u can prob get FAR, FAR more than 19 stacks, and at 10% boost each, even with how shoddy furious effect can be(one miss, one explosive hit, etc, resets stacks) I can see this being op if built for it.
Its funny i thought this game is easy enought seems i was wrong scorch queen will die now in 20sec instead of 30 yestarday i was playing on mechanical hard drive when eveything load she was dead after changes it will be dead till map open :)