Balance patch note is here !


(Szakalot) #101

considering fragger was an absolute must in any serious game, i say its good to open up the stage for other mercs.


(neverplayseriou) #102

Good to see you still haven’t learned what I mean by rock paper scissors moba, pointless to argue with someone so ignorant and with such little knowledge about db though.
You seem like the perfect person to move to reddit and spam crap there.


(Meerkats) #103

@TitaniumRapture said:
@neverplayseriou

Yes but they should pay attention to all these elitist tryhards like you because they matter right?
Dirty Bomb is supposed to be a “skill based” game. If a “skill based” game isn’t supposed to listen to their good players, then who should the devs listen to? The dog?

“What do you think about the current state of Javelin?”


“Doggington McFlufferbutts has spoken! We need to nerf Javelin!”

Personally, I’m having difficulty understanding the reasoning behind a lot of the changes.

Why nerf Fragger, but not nerf Thunder? In fact, why nerf Fragger at all? Frags were fine; they required skill and timing unlike conqs.

Why add so much horizontal recoil to so many weapons? If the intent is to put a soft cap on rate of fire, there are more elegant methods than adding so much RNG into core gameplay.

Snipers were overpowered because it is fundamentally unfair if one player can oneshot another player as “punishment” for exposing their face for 300 ms, while using pseudo-wall hacks, as a basic part of their kit while the other player has to use abilities with cooldown costs, usually not even to kill the sniper, just to temporarily reduce their effectiveness, in a game with middling TTK. It also doesn’t help that snipers have almost no flinch while scoped in, meaning they can still OHKO their attacker while getting lit. The patch helps, but doesn’t address these core issues.

Hell, does Splash Damage even realize with these significant sniper rifle buffs, a good Sparks is probably the best sniper now? Trading some range for a massive improvement in survivability, necromancer powers, speed and one of the smallest hitboxes in the game?

I will never understand this silly notion where every primary weapon should be competitive in high level play. Here’s the way I see it: in a ranked match, there are ten players. If there are ten or fewer primaries, then yes, all of those should probably be competitive. Honestly, since a single team has five players, five competitive weapons is enough, but for the sake of variety, let’s just say ten. If there are more than ten primaries, even if every single player uses a different primary, there will still be primaries left behind, naturally resulting in some primaries being selected less.

We are humans. We make lists and rankings. This is why tier lists exist. All of the primaries could be statistically identical, and some primaries would still be picked more purely on cosmetics, and then somebody would go and make a tier list. Therefore, it is pointless to try to make them all competitive i.e., to have similar pick rates. Furthermore, there is no problem whatsoever in having some kit that isn’t used in a principal or even an auxiliary role ( niche roles often situational per map ), useful only for pubstomping, of course on the provision that kit is well designed e.g., no laser rifles in WoW.

So… it’s fine if shotguns suck in high level play. Why is it important any primary in particular be competitive? It’s fine even if the M4 sucks. As long as there are ten good primaries, it’s fine. And here’s the thing: short range weapons like shotguns? It doesn’t matter what weapon you use, nobody survives long against a group of opposition players when each of those players can boast minimum 40% accuracy, especially so if they have to get close. The only way to make shotguns competitive is to make them overpowered, so why bother? Leave them behind, where they belong.

The same concept applies to mercenaries.

Bottom line: do what you can to make the game good. Don’t waste time on impossible tasks. Despite what some people might tell you, like the person who will inevitably downvote this comment, just adding more shit will not fix or improve your game. Adding unlockable, player controlled Ewoks will not make Star Wars Battlefront II better.

And god, why a crossbow merc. Fucking gimmicky Hanzo meme bullshit. You know what? I take back what I said earlier about Doggington McFlufferbutts cause clearly, he’s in charge.


(Sorotia) #104

Wow…I guess I didn’t know one class or skill countering another was exclusive to Mobas, the more you learn I guess. :smiley:

@Szakalot said:
considering fragger was an absolute must in any serious game, i say its good to open up the stage for other mercs.

But I guess back to seriousness…yeah I can’t remember a tournament I’ve watched on Twitch without a Fragger, usually both sides with one.


(kopyright) #105

Finally had the time to try out the Stark after the patch this weekend… oh boy. :’( Poor Arty.


(aminuseternal) #106

The Stark seems to not really be in a good place after the patch. I stopped using Arty in Ranked because of all of the nerfs and I would rather just use the Timik with Skyhammer, and have to deal with the one teammate that accidentally runs into the airstrikes.