Can someone explain to me what SD is trying to do?


(watsyurdeal) #21

To make the TTK faster and therefore less based on skill and more on positioning like in Counter Strike Global Defensive.


(BananaSlug) #22

i cant understand why they are buffing flashbangs instead of thunder and why they are nerfing revivr instead of her medpacks( i think that is the problem because she is too aggressive with them, even if the revivr would pre-nerf she would be strong but not op)
vasili is really weak right now, 1 mag from mp400 isnt enough to kill skyhammer i understand this nerf, but it hurts vaseline too much. Now he cant be aggressive.


(Dawnlazy) #23

Nerfing Nader is completely nonsensical, she was the only perfectly balanced assault. She in used on some situations in comp play, being good at certain tasks but her slot is exchangeable with other mercs depending on playstyle and team strategy, a clear indicator that she was in a healthy spot in the meta.


(watsyurdeal) #24

Nerfing Nader is completely nonsensical, she was the only perfectly balanced assault. She in used on some situations in comp play, being good at certain tasks but her slot is exchangeable with other mercs depending on playstyle and team strategy, a clear indicator that she was in a healthy spot in the meta.[/quote]

This I actually agree with, it’s good that she was used more frequently but I do have to question the validity of that graph. Where Rhino is used the most, that sorta tells me people in Ranked don’t fully understand what the hell to do.

That said, Nader had a lot of utility, especially after Fragger lost a nade. So Fragger become the guy to use if you needed some who excels at combat, and you used Nader if you wanted a bomber, to constantly hit common spots, objectives, and so on.

Thunder I think will be a good merc eventually once Splash realizes his health/speed should be swapped for Fragger then given the K 121 in the 2nd gen of cards.


(XavienX) #25

I think every change in this update patch is fine, most of them only have small number changes. The only change that really bothers the absolute f**k out of me if that buff for Vassili. That doesn’t make any Vassili players happy at all. That doesn’t make up for the jumpshot nerf. Surviving 2 more bullets to the body with that 10hp buff doesn’t compensate for the 10 more jumpshot kills we could’ve gotten based solely all on our accuracy and skill. Absolutely no luck involved for experienced players. Heartbeat sensor buff, I don’t really mind, it’s just a 3 second faster recharge rate which I really don’t care if it was changed or not.


(Amerika) #26

Hey, it allows him to survive a headshot burst from a BR or Stark now! That’s a win…right???

Sarcasm aside, I completely agree. Giving him slightly more survivability doesn’t make-up for completely neutering a playstyle that only a few people could consistently pull off anyway and gave him options beyond CS:GO Awp style…which does not work in a game like Dirty Bomb.


(CCP115) #27

Stoker needed that nerf. It was only a single change to his molotov, and it was the damn right one.

Kira speed nerf was weird, didn’t affect much, Stark change was small and also didn’t affect much.

Nader nerf was warranted. Small and sweet.

Sparks nerf was also warranted. Nothing more to say on that.

Vassili buff was indirect and annoying, what are they trying to do?

Thunder buff was also indirect, I don’t understand why they don’t have cooking.

Also Fletcher needs a nerf. Once you have even a basic idea of how to use stickies, he gains an incredible amount of power. I feel a splash damage radius reduction would be great, as currently you verse Fletcher’s who simply retreat around corners. If you want to chase them, you eat a bomb, and if you don’t they still opke out and throw a bomb with will probably hit you and damage you.