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I used healing up till lv30 when I first played the game,now not so much anymore.
Stun is very versatile ofc,sadly I stopped using it as it makes the game very stale for me. But it does a lot of things,noise,disarming traps,stun obviously. I think as fun as it is for solo play,it ruins the cooperation side of the game cuz 90% of stun users turned into sppedrunners.
My beef with blind is more the users than the rig itself,people only ever use it for objectives and shuttle,I rarely see a blind in hallways,which could save at some point,or in front of a window while another player barricaded the doors.
Xray is semi useful,for posters,keys,and maybe if you look for items during tasks. Nothing much to say about it tbh.
Barricade is actually my new favourite,it's not an offensive rig,and seeing it as one only makes it weaker. Sure it's a barricade obviously,it can block doors,any doors,even when there's no enemies,I often find myself deploying one or two so an enemy can be marked and slowed down. I also close doors fully broken.
There's no reason for Blind to have the adrenaline buff, it's rather redundant, Heal Rig on the other hand would benefit greatly from such an application.
I mean the other rigs are good to avoid dmg. Heal is only good after you got dmg.
1. Stun - Doesn't need explanation
2. Barricade - Very low cooldown and quite useful on most situations, since there are doors and windows everywhere anyway
3. Heal - relatively strong on escalation, but if you're good enough, then it can be useless half the time, especially outside escalation.
4. Blind - Everytime i use it for the weekly objectives it's like the worst experience out of all possible mission types, because it's useless while defending from immediate threats, it doesn't help in being aggressive and the only situations where it might help is on stationary situations, but honestly there are currently only 3 situations i can think of, where it's actually giving a good enough advantage to accept the setup time. I honestly don't see, why that should be any higher currently, if Stun and Barricade are an option to pick from. Obviously there's also the option to put it in places, where you might run towards when fleeing from enemies, but when you manage to make it to a pre-placed mine, then the mine probably wouldn't be needed anyway.
5. XRay - Despite Blind being way more annoying, XRay somehow still manages to be even more useless. The only advantage of it i can see is helping beginners to find specific items, until they've learned enough to automatically see them anyway. They help a bit to find posters, but that's not really necessary most of the time, since i often find like 3-4 posters easily while doing missions anyway.
That's obviously just my opinion.
If the only thing you care about is A+, then at least take a look into how the rating works to begin with. You can easily get hit 4-5 times and still get A+ without any problems as of now.
I sent a "feedback" about it with a idea to the devs :
When you use the X-ray: You make spawn like 1-2 objects (1 Antidote and 1 bottle) that only you can see, and you can pick up before your X-ray is over!
With that, we could use these "extra-items" to help us, or share it with the others.
Maybe in the next patch, we ll see a "balance rig".
But even if you "nerf" the Stun, i think people will keep it.
Like you said : It's to versatile.
And for me, the nerf is not really the anwser, you need to "buff" the others rigg with something spécial like the idea i just share.
Xray used to be bad because of it's long cooldown before they shortened it.
Another nerf they did was long as it was active it used to act more so as a radius aoe thing and anytime enemies got within range of you they were slowed . I honestly think they should remove the stun effect from it and just leave the slow aoe affect on it and heal players long as their within range long as its active .
I do not see the point in using slow as a sneak attack rig when players are running around not regrouping or listing to you to get healed and npcs can hit you pretty much before you can even pop it off if your being chased . I mean This is not about balance at this point its just utterly useless now that you can pretty much carry 2 bandages and have 4 heals on demand . I think the Rig needs a slight rework . Just bring back that aoe constant slow and heal effect while its active and remove the stun from it . To me this is not op its just making useful again .
I understand some players will disagree with me and call this a skill issue but lets be blunt here . There no skill in using blind rig all it is a place and remember and Stun is just throw and run . So players might wish to consider that before calling it a skill issue .
Perfect balance to me is this .
Replace- Aoe heal and stun on demand long as players and assets are within range for Aoe Healing and slow effect constantly long as its active .
Remove stun effect from the healing rig and replace it with revive allies . Balance here would be no self revive with the rig .
To me that is not overpowered and seems very well balanced .
Also, despite being fun, Jammer is a 10x worse version of stun, and it's really noticeable on psycho.
Would probably rank it either directly above or below X-ray.
heck I've even seen pros die in trials and it's like, if they had a heal rig they would have survived. but instead they just die and restart which makes beating the trial take even longer.
yes i know the heal rig is a "safe use" but it's still very useful in higher diffs. I've seen a group of 4 players, one has heal rig, one has x-ray, and maybe the other 2 have "stun" rig. the heal rig guy came in clutch when they were playing because the enemy ai decided to be insane and they ended up using up a lot of their healing items, so the heal rig helped a lot
The Jammer-stun is pretty much worthless, however the unlocking part can feed a stun-user with rig rechargers, basically making a stun-user have the cooldown of a Jammer-user. So i would rather place it on 2nd place for that alone. It's most effective on escalation, where cooldown- or lock-variators can get a problem, but even on single trials i simply don't see where any of the other rigs can compete with a Jammer making a stun-user even more efficient than they're already to begin with.
Obviously i'm playing Duo to make it work that way, so you definitely need good team work for that, otherwise it's rather one of the more useless items, but i would still rank it above blind and xray, as well as above heal on lower difficulties.