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2nd - RC was not nerfed. As you asid at first it is rework. Cant say i like it but most of careers does not feel any difference with old and new one. It strikes DIRECTLY pyro and shade. Merc can experience slight longer CD now, but only slight.
Criticism is good. When it is constructive and objective criticism.
but really, 5% ammo back on crit and not applying multiple times is fair.
Resourceful on live is only good for low cd ults and bad for all others. And its only good for fast weapons. new resourceful is usable on much more. And Scrounger change #2 was a buff from change #1 not a nerf.
Scrounger nerf in first cas was correct and very good. 1 ammo per critical hit was good nerf... not dramatical but still good nerf..... That was fine.... now? Its still pretty useless for weapons with less than 21 ammo.... If they want this change... ok. np..... but why thy can add more ammo for these weapons. 5% is nice, but not for Blunderbas, Hundgun, Grudge-Raker LB for HM or Shade, because WS´s is spitting arrows like mad.... Because not there isn´t simple reason why I should use Scrounger instead of Conservative Shooter.... really don´t need to use scrounger.... Conservative Shooter is much much better than Scrounger now. With this the teams are forced to use ranged Veteran and his 30% ammo talent in my opinion.... and every 5 sec is too much.... even in cas of RC.... For me it should look like this... 5% cooldown per critical hit every 5 second? Ok... but give us lower cooldown in vanilla for every character..... 5% of ammunition per critical hit every 5 seconds? Ok, but give us more ammo for weapons like blunderbass and similliar weapons.
So in general, you have to hit 2 enemies a shot to make up for that ammo from update 1 to 2. To me that seems like an objective nerf to any weapon class combo that has less than 30 ammo, a neutral to weapons like longbow on ranged classes that can cleave well but have moderate ammo, a buff for weapons like brace pistols that don't cleave well, and its like 500 percent increased ammo for swiftbow WS.
Overall, I think its nerfed for more class weapon combos than not. And if they wanted it to be good on ranged classes, they could have made it scale with max ammo multiplier instead of max ammo so that it wouldn't be 20 times better (by the metric of ammo gained thats actually an underestimate, ofc live scrounger can generate infinite so its better than that) on swiftbow WS than say HM longbow.
Purely in terms of strength its not really nerfed that much. But its basically got a huge "do not use" sign on any low ammo weapon, whereas before it was bad on low cleave, but this described fewer weapons and pretty much everything can at least cleave some slaverats.
I mean they probably use integers for ammo count so this probably wouldn't make sense, but I'd rather just see 1.5 ammo returned. Or better yet a flat 15 percent chance to return 2 (or something like 15 percent*ammo multiplier chance but that starts really heavily favoring ranged classes). Then its the can't headshot but need ammo trait, and doesn't give classes like merc infinite ammo.
Now resourceful is a lot better on higher cd ults. Its completely useless for someone like HM, cause even if you use it off cd its taking 1 second off every 5 seconds. Absolute best case scenario is 20 percent cdr and you probably won't get anywhere close to that.
As for weapons, yeah I agree. Usable on any weapon now rather than just fast high cleave weapons. I think they just need to change that % to a flat value and it would be a better design.
Please explain to me how it is not a nerf.
After the first nerf, it gave back 1 ammo/crit, but with cleaves, you could get more.
After second nerf, it can trigger only ONCE, so doesnt matter if cleave or not.
Bigger half of the weapons have equal or less than 20 ammo pool: 5% of it is still 1.
So apparently by your logic 1 > 2 (up to 15ish)
Like the only traits you'll ever use are ammo conservation because the only weapon that's going to get anything else from traits is the hagbane with Bonus Damage stacking trait.
This is why you'll almost never use anything but Swift Slaying on a melee weapon as well.
None of these "Traits" are really worth taking, the only thing that makes a trait worth having at all is the extra ammo conservation.
Frankly, they really need to look at creating some more impactful traits. If they want to focus on balancing the classes first, that's fine, but almost all of the traits are utterly useless.
Because now you got 2 ammo with 1 target shot.
It means that you can actually work first of all on your main job - kill threats with ranged instead of aiming horde to restore your ammo. Specials and elites becomes your biggest priority, regardless how much ammo you have left. ANd thats nice, IMO.
1st change was direct nerf, and good one.
2nd change was not a nerk, but rework/rebalance, making it better suit its role. For example to understand better (dont take this as absolute analogy, lewl) if you change spoon to be a for you would definetly have harder time to eat a soup with it, but it would do better job at eating smth solid (like meat). 1st change was a nerf. 2nd was rebalance. Still nerf overall, but exact 2nd change is not.
It was illogical that all careers with any ranged weapon were used with scrounger, and get infinite ammo, even with low crit % , now you can play it with a high crit % class, just logic, you have more traits and you have to choose depending of class/weapon, now it´s harder play any class as full ranged or failing 50% of the shots maded as before was. I´m playing actually my ranged classes in the same way i did before beta, ah and this is a melee based game, so its nice imo.
VT2 official page
Each Hero has three careers to choose from. All careers include a unique talent tree, allowing you to spec your Hero to BEST SUIT YOUR PLASTYLE."
50+ DIFFERENT WEAPON TYPES not only melee (I know you didn´t write "ONLY", but still...)
As the Bounty Hunter, Saltzpyre dons heavy armour and prefers to kill his enemies with ranged weapons, before he has to suffer their foul stench up close. The Bounty Hunter combines melee and ranged combat, with more brute force (and less finesse) than the Witch Hunter of old.
Waystalker Kerillian is the next step in her career as a Waywatcher, reflecting her ever-increasing skills with a bow and arrow. The Waystalker specialises in elven archery in all its forms, be it pinpoint precision work or sheer volume of arrows loosened upon hordes of oncoming enemies.
Why there are in this game ranged weapons when they´re forcing us to melee with this nerfs?
This game is brutaly inspired by L4D.... and its pew pew game.... and this is exactly the same like L4D. With some changes ofc, but not a big. Assassin/Hunter Hook-rat/Smoker etc etc... So... I get your point, but I disagree.... if they want ranged careers they have to give them strong ranged traits because that is what they are supposed to be. RANGED careers with strong RANGED weapons and traits, because their melee suck in every way in comparsion with melee weapons of the other classes.