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I’ve been doing some testing in endurance. I have zero jail/stall builds in my base but the new changes have affected my kill builds in a bad way. Every time a husks impact threshold is broken by a damage trap, it counts towards the new CC “limit”. While I like a lot of the new changes, this one doesn’t make sense and shouldn’t be a thing. Broadsides and tire traps are an example of this. My next complaint is wall launchers. While I understand Epic doesn’t want us to use them in a jail situation, they are now nearly worthless in endurance. Recycling husks into kill tunnels should not be considered “jailing”. Wall launchers are the most Important part of a tunnel. My suggestion is to find a way let wall launchers continue working when they’re attached to or near a damage trap. I’d also like to suggest reverting the change to propane. In later waves their health is so high that there is no way to control them with the new CC changes. They will self destruct sooner or later because their CC limit is used up long before they’re killed. There’s still more testing I’d like to do and again, I’m happy with the direction it’s going but there’s some balance issues now that hopefully get looked at.

Edit: I almost forgot another important one. After a husks CC limit is used up, the love song bow will no longer stun them. It’s the only stun weapon I’ve tested so far. But it seems to me that should not be a thing. We should still be able to stun with weapons and abilities. Ok I’m done lol

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about 4 years ago - /u/Magyst - Direct link

Originally posted by GEBULAR

u/magyst you said you wanted some constructive feedback. Hope you read this and can agree on some of it

Definitely, thank you for the Tag. This is great. We're going to be taking a look at some of the fall out of this change and see if further edits can be made.

I've been compiling feedback since the launch and I agree, there are some tweaks that need to be made.