Original Post — Direct link

Since this patch brought so many unexpected changes, I'm assuming this patch aimed to aid players who often don't survive long enough to upgrade their weapons. Giving them more of a fighting chance against fully fused loadouts. The reason behind my assumption is that the damage models have been altered in a way that significantly reduces the gap between max fused vs unfused weapons, while max fused weapons stayed relatively unchanged. I'm not against the direction of this patch but I do recognize a few changes went a bit overboard. So here are my thoughts.

  • MAMMOTH [6/6/6/6/7, up from 5/5/5/5/7]

Even though the fully fused mammoth performs identically to the pre-patch mammoth. The base mammoth, lvl1, lvl2, and lvl3 didn't need an extra pellet. Being able to kill a player with a single headshot or 2 body shots from the get-go in the early game, when all other weapons are weak is quite unfair. A low skill weapon shouldn't reward you this much and a full revert would be ideal. If consistency is a problem, then perhaps the pellet spread could be altered to make it more reliable.

  • Hexfire [4/4/4/4/5, up from 3/3/3/3/4]

The Hexfire was useless before this patch and desperately needed the buff to compete with the Harpy. Keep in mind, the TTK is still slower than the old Hexfire because it fires 100rpm slower, has worse hipfire accuracy and AA bug got fixed too.

  • RIOT ONE [29/31/33/35/39, up from 26/29/31/34/38]

The changes made to the Riot one doesn't change the TTK unless the player is low on HP. The difference in HP required to benefit from the buff is soo small [6HP/4HP/4HP/2HP/2HP] and thus will rarely happen. The only exception is the level 2 Riot one which is now a 4 BTK instead of 5 BTK. This is due to the narrower damage model like I've mentioned above and makes lower fused weapons a bit more competitive against fully fused weapons. Initially, I didn't think the Riot needed a buff but when you take into account the new scoped semi auto rifle set to launch on day1, I'm okay with a pre-emptive buff.

  • RIPPER [13/13/13/13/15, up from 11/11/11/11/13]

The base ripper went from being an 11BTK to 10BTK and the max fused ripper went from 10BTK to 8BTK. I'm indifferent to the latter change but I'm aware that the 2BTK buff for the max lvl ripper can be seen as drastic. Perhaps reducing the max damage to 14 and making it a 9BTK will give players an extra chance to react. Again keep in mind, the ripper is a medium range weapon and will need to compete with the new DMR. A full damage revert will just guarantee a Harpy + Dragonfly META.

  • Skybreaker [50/54/58/62/67, up from 40/46/52/58/64]

The damage buff is minor however the usage has increased significantly and makes for a frustrating experience, especially in squads. Perhaps players are just experimenting with the newly buffed weapons and if that's the case, usage will go down. If not, it will need a damage nerf while maintaining its narrow damage model.

  • PROTOCOL V [50/54/58/62/67, down from 50/58/65/73/80]

Removing the OHK on the fully fused protocol has made it completely unviable. There's no reason to pick it over the Ripper, Riot one and the upcoming dragonfly. IMO nerfing the OHK range to 100M or 150M would've been far more appropriate but ofc that's easier said than done.

  • SALVO & KOMODO

The changes are great. The pushback effect was the biggest issue and I'm happy it got removed. Both weapons will still have their strengths ofc and are still a threat in confined areas.

  • TELEPORT, SLAM, SHOCKWAVE

The cooldown nerfs were unnecessary and slowed down the pace of the game a bit too much. A full cooldown revert would be ideal. I feel the damage nerf to slam is only fair since we can bypass the slam animation.

  • ARMOR and INVISIBILITY

The double nerf was a bit overkill since both have their downsides and invis can be counter by mines and look, unlike armour. Either way, the cooldown time or duration should be reverted to make them useful disengagement hacks again.

  • BALL

The duration decrease to 60s is fair and should be kept but out of all the hacks in the game, ball needed a meaningful buff. There was hardly an incentive to pick BALL over any of the other hacks before this patch, and now there is none.

  • HEAL, WALL, and MINE changes are okay and should stay for the moment.

In short, the weapon changes feel far more impactful than they are because the cooldown nerfs have made it harder to disengage. The game feels far more boots on the ground than it did before the patch and reverting the mobility cooldowns will fix that. Most weapon changes should be kept or tweaked, except for the mammoth ofc.

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over 4 years ago - /u/UbiMorning - Direct link

Thank you for sharing your thoughts!

A low skill weapon shouldn't reward you this much and a full revert would be ideal. If consistency is a problem, then perhaps the pellet spread could be altered to make it more reliable.

The Mammoth buffs appear to be a top point of discussion after the patch. Many players believe the damage buff was too high and should be reverted. I have also seen a few comments discussing the consistency of the Mammoth and that it should be looked into.

The Hexfire was useless before this patch and desperately needed the buff to compete with the Harpy. Keep in mind, the TTK is still slower than the old Hexfire because it fires 100rpm slower, has worse hipfire accuracy and AA bug got fixed too.

Hexfire pre-patch was definitely considered a lower tier weapon. Most players would only pick it up because it has a large mag size. Some people mentioned they were confused on what role the Hex played with the Ripper and Harpy existing. I haven't seen too much chatter around these buffs for the Hex.

Initially, I didn't think the Riot needed a buff but when you take into account the new scoped semi auto rifle set to launch on day1, I'm okay with a pre-emptive buff.

Interesting take! I've seen a lot of comments mentioning they think the Riot is a little overtuned now. It essentially replaces the Protocol after the patch.

The base ripper went from being an 11BTK to 10BTK and the max fused ripper went from 10BTK to 8BTK. I'm indifferent to the latter change but I'm aware that the 2BTK buff for the max lvl ripper can be seen as drastic. Perhaps reducing the max damage to 14 and making it a 9BTK will give players an extra chance to react.

People think the Ripper change was a bit too strong as well. Reducing the max damage may help?

[Skybreaker] The damage buff is minor however the usage has increased significantly and makes for a frustrating experience, especially in squads. Perhaps players are just experimenting with the newly buffed weapons and if that's the case, usage will go down. If not, it will need a damage nerf while maintaining its narrow damage model.

I've seen quite a few comments that the Skybreaker damage buff was too much. A lot of players agreed with the knockback changes at least. I think people are playing around with a lot of the weapons now with the changes.

Removing the OHK on the fully fused protocol has made it completely unviable. There's no reason to pick it over the Ripper, Riot one and the upcoming dragonfly. IMO nerfing the OHK range to 100M or 150M would've been far more appropriate but ofc that's easier said than done.

This is another big top comment after the patch. People are picking the Riot over the Protocol now because of the damage output of the Riot combined with it's ROF.

The cooldown nerfs were unnecessary and slowed down the pace of the game a bit too much. A full cooldown revert would be ideal. I feel the damage nerf to slam is only fair since we can bypass the slam animation.

This is also a common comment. People have been saying the changes to Tele and Slam are causing the game too be slowed too much and harm the uniqueness of the movement in the game.

The double nerf was a bit overkill since both have their downsides and invis can be counter by mines and look, unlike armour. Either way, the cooldown time or duration should be reverted to make them useful disengagement hacks again

I think the cooldown time could be kept but maybe the duration should be looked back into. The issue with this duo of hacks was people using them back to back to escape fights and was a frustrating experience to fight.

The duration decrease to 60s is fair and should be kept but out of all the hacks in the game, ball needed a meaningful buff. There was hardly an incentive to pick BALL over any of the other hacks before this patch, and now there is none.

I do agree Ball needed a bit of love instead of a nerf.

over 4 years ago - /u/UbiMorning - Direct link

Originally posted by UbiMorning

Thank you for sharing your thoughts!

A low skill weapon shouldn't reward you this much and a full revert would be ideal. If consistency is a problem, then perhaps the pellet spread could be altered to make it more reliable.

The Mammoth buffs appear to be a top point of discussion after the patch. Many players believe the damage buff was too high and should be reverted. I have also seen a few comments discussing the consistency of the Mammoth and that it should be looked into.

The Hexfire was useless before this patch and desperately needed the buff to compete with the Harpy. Keep in mind, the TTK is still slower than the old Hexfire because it fires 100rpm slower, has worse hipfire accuracy and AA bug got fixed too.

Hexfire pre-patch was definitely considered a lower tier weapon. Most players would only pick it up because it has a large mag size. Some people mentioned they were confused on what role the Hex played with the Ripper and Harpy existing. I haven't seen too much chatter around these buffs for the Hex.

Initially, I didn't think the Riot needed a buff but when you take into account the new scoped semi auto rifle set to launch on day1, I'm okay with a pre-emptive buff.

Interesting take! I've seen a lot of comments mentioning they think the Riot is a little overtuned now. It essentially replaces the Protocol after the patch.

The base ripper went from being an 11BTK to 10BTK and the max fused ripper went from 10BTK to 8BTK. I'm indifferent to the latter change but I'm aware that the 2BTK buff for the max lvl ripper can be seen as drastic. Perhaps reducing the max damage to 14 and making it a 9BTK will give players an extra chance to react.

People think the Ripper change was a bit too strong as well. Reducing the max damage may help?

[Skybreaker] The damage buff is minor however the usage has increased significantly and makes for a frustrating experience, especially in squads. Perhaps players are just experimenting with the newly buffed weapons and if that's the case, usage will go down. If not, it will need a damage nerf while maintaining its narrow damage model.

I've seen quite a few comments that the Skybreaker damage buff was too much. A lot of players agreed with the knockback changes at least. I think people are playing around with a lot of the weapons now with the changes.

Removing the OHK on the fully fused protocol has made it completely unviable. There's no reason to pick it over the Ripper, Riot one and the upcoming dragonfly. IMO nerfing the OHK range to 100M or 150M would've been far more appropriate but ofc that's easier said than done.

This is another big top comment after the patch. People are picking the Riot over the Protocol now because of the damage output of the Riot combined with it's ROF.

The cooldown nerfs were unnecessary and slowed down the pace of the game a bit too much. A full cooldown revert would be ideal. I feel the damage nerf to slam is only fair since we can bypass the slam animation.

This is also a common comment. People have been saying the changes to Tele and Slam are causing the game too be slowed too much and harm the uniqueness of the movement in the game.

The double nerf was a bit overkill since both have their downsides and invis can be counter by mines and look, unlike armour. Either way, the cooldown time or duration should be reverted to make them useful disengagement hacks again

I think the cooldown time could be kept but maybe the duration should be looked back into. The issue with this duo of hacks was people using them back to back to escape fights and was a frustrating experience to fight.

The duration decrease to 60s is fair and should be kept but out of all the hacks in the game, ball needed a meaningful buff. There was hardly an incentive to pick BALL over any of the other hacks before this patch, and now there is none.

I do agree Ball needed a bit of love instead of a nerf.

flair: ubi-response

over 4 years ago - /u/UbiMorning - Direct link

Originally posted by TheAnticipated

"I do agree Ball needed a bit of love instead of a nerf."

Then why nerf it? I understand the purpose of this patch was to address the concerns you had seen around the TTK but perhaps in future notes, you could also include the specific reasoning for each weapon and hack change? A broad statement of your intent at the beginning was fine but then the changes that were made just seemed to confuse people even more as to what you wanted your game to actually be. Would the team have been able to specify the reason as to why they nerfed the Ball hack specifically or was it just a broad nerf to all the CDs and durations on the hacks and the Ball hack just happened to be included?

I'll see if I can get a bit more info about the decision to nerfing ball. I believe it was in play with the overall goal to lower the TTK of the game, which ended up feeling more like a broad nerf to Hacks. I'll pass along your feedback about the patch notes comments though!