Please fix bad/broken perks BEFORE new mercs/content


(moonlitAbility) #1

Hey everyone. I guess ill start by saying that I don’t mind (and kind of like) the rng loadout system. I like that they have attempted to craft different playstyles per loadout for merc, and due to the RNG I get to try lots of things I normally probably wouldnt. I really enjoy the theorycrafting, and the trying to figure out how to get the best out of what you have.

That said, nothing makes me sadder than perks that straight up do not work, that are useless even if they are working, or are on mercs where they do not belong. This just looks sloppy, and personally I would rather they spend an iteration cleaning this up instead of working on new content. does anyone agree/disagree?

note, this is NOT an appeal to have things like cool removed from medics, or springy from fragger. I simply want what exists to work correctly and to be useful.

Specifically, here is my list I would like to see fixed/tweaked:

Enigma- Reduced duration of being spotted by 50% - WTF does this even do? i assume its appear on heartbeat sensor, and that it may have been useful for phantom when that revealed him… But I do not get this one.

Lock On- Please replace on fletcher cards with something that works. This is broken.

Pineapple Juggler - Allows you to quickly pick-up and throw nearby grenades - This could be an awesome perk in theory, but it needs tweaks. first off, does it only work on fragger grenades (which are cooked?) I think it needs to work on nader grenades and maybe fletcher bombs too. Maybe make it skill based, like if you hit F mid air right when the grenade is near you you’ll quickly grab it and throw it back (maybe add 1 second back to the timer?) as it is, this perk will maybe see action in 1 in 100 games

Potent Packs - 20% increase to health regen rate given by healing abilities - REGEN… So that does nothing for sparks then? please fix/replace with something that does work.

Sneaky - Reduces the amount of sound you generate when running by 25% - wiki says 25%, card says 10. either way, not fun or useful. maybe 50%? maybe no noise if walking? i have a lot of cards with this, and it doesnt change the playstyle or tangible benefits at all, and it should.

Quick Draw - 30% reduction to the time taken to raise and lower weapon. - This works, and 30% seems like a lot, but if you weapon swap side by side with and without quick draw, it only seems like it saves you like 2-3 frames of animation. I think 50% maybe? it needs more impact IMO.

That is actually less than I thought. Does anyone else have any other perks I missed that are broken, or ones that even tho they do work are completely usable?


(Ardez1) #2

So every perk on this list does actually work, you just want them to either be more powerful or not be assigned to mercs who can’t benefit from them?


(VincentRJaeger) #3

The latter I reckon.

=======

Potent Packs Augment on Sparks doesn’t work, no. Either change it to another augment or give it a workaround such as… an increase to health given on usage.

Lock-On on Fletcher, we’re just waiting for it to be fixed… and those pesky disappearing stickies.

Enigma (I think) works in the way that when you are detected by a Spotter, you get an arrow over your head that sticks for some second or two. Enigma, if I understand it right, simply makes that arrow disappear 50% faster than for others. Arguably underwhelming for an augment I believe.

Quick Draw. 50% might be too much, I’d stick with 30%. I’m not going to throw numbers I realised because I only use it on a Fragger Loadout that I like.

Pineapple Juggler works as far as I know only with Fraggers nades, which makes it quite underwhelming given that most Fraggers can -and will- cook your grenades. It’s just ridiculously situational that it’s frankly useless in my opinion.


(5000_People) #4

No. potent packs definitely doesnt work for sparks. the healing is instant, faster healing does nothing.


(Amerika) #5

No. potent packs definitely doesnt work for sparks. the healing is instant, faster healing does nothing.[/quote]

I was under the assumption that it was tested on release and you gave out extra HP per pack instead of regen rate. However, I never personally confirmed that so I’m not sure. Did anybody else actually test this and knows?


(5000_People) #6

No. potent packs definitely doesnt work for sparks. the healing is instant, faster healing does nothing.[/quote]

I was under the assumption that it was tested on release and you gave out extra HP per pack instead of regen rate. However, I never personally confirmed that so I’m not sure. Did anybody else actually test this and knows?[/quote]

It’s been tested (i’ve seen this discussion before on another thread.) it definitely does nothing.


(Fleshpound) #7

It is funny that lock on actually works on Fletcher or Potent packs on sparks. Rest of them expect quick draw from that list is useless.


(VincentRJaeger) #8

It is funny that lock on actually works on Fletcher or Potent packs on sparks. Rest of them expect quick draw from that list is useless.[/quote]

Huh? I’ve believed Lock-On and Potent Packs didn’t work on the respective mercs?


([LOST]KillerBee) #9

It’s still open beta so this kind of stuff is expected. I’d much rather have new content because they’re gonna fix all this stuff anyway. It’s all a testing process that we shouldn’t even get caught up on. Just report it and enjoy the game.


(Amerika) #10

No. potent packs definitely doesnt work for sparks. the healing is instant, faster healing does nothing.[/quote]

I was under the assumption that it was tested on release and you gave out extra HP per pack instead of regen rate. However, I never personally confirmed that so I’m not sure. Did anybody else actually test this and knows?[/quote]

It’s been tested (i’ve seen this discussion before on another thread.) it definitely does nothing.[/quote]

@Vampwood Care to weigh in on this?


(moonlitAbility) #11

I guess the one difference is that acquiring loadouts costs real time and/or money, in many cases a lot of it. and due to the RNG, say you trade up to a gold or cobalt, even if you dont get the one you want you at least want the one you get to work and be fun and/or useful. which would make acquiring loadouts in general more desirable, which will increase profibility of the current model to help fund new content


(capriRocket) #12

potent packs doesnt do anything for sparks atm. i got like 150h playtime on her.
cooldown works on her meds but cant compete in amount healed over time vs PP.
also cooldown doesnt seem to work with the revivr.


(LifeupOmega) #13

Pretty sure it’s that one.

Fletcher players have been asking for Lock On to be removed on their cards for ages now because it does nothing due to how stickies work now.

Same with Sparks and her Potent Packs augment.

And everyone knows Pineapple needs a huge rework as it only works on Fragger nades, and who doesn’t cook Fragger nades after level 5?

I can understand a bad or throwaway augment on a merc - like Cool on a Medic, but giving them ones that flat out do not work is terrible.


(Ardez1) #14

Pretty sure it’s that one.

Fletcher players have been asking for Lock On to be removed on their cards for ages now because it does nothing due to how stickies work now.

Same with Sparks and her Potent Packs augment.

And everyone knows Pineapple needs a huge rework as it only works on Fragger nades, and who doesn’t cook Fragger nades after level 5?

I can understand a bad or throwaway augment on a merc - like Cool on a Medic, but giving them ones that flat out do not work is terrible.[/quote]

I know that Lock On used to work because fletchers nades used to double as mini prox mines. Only post changing them to C4 only style did that perk become useless.


(moonlitAbility) #15

[quote=“LifeupOmega;59835”]
I can understand a bad or throwaway augment on a merc - like Cool on a Medic, but giving them ones that flat out do not work is terrible.[/quote]

this right here pretty much sums up my point. perks are supposed to be fun. the whole way they make money is monetizing essentially perks that they add onto loadouts and skins.

what about all those people that have paid them early to get obsidian cards, or have spent real money on loadouts or elite cases… or even time. those people probably want what they paid for to work and be useful/strategic in some way.


(Monty) #16

On Aura, she can place her healing station behind her, allowing her to spam the mounted MGs on maps such as Chapel, Trainyard, and Terminal.

Sparks can use her speed to reach the MG on the same maps, provide support fire, and then raise her fallen team mates.

For Sawbones it feels slightly more meh, but I have not looked at the loadouts…

So it is not entirely throwaway. And when it comes to EVs, even though you become sniper bait, sometimes firing that MG on the EV makes all the difference.


(Ghosthree3) #17

Auras healing station won’t heal you if you’re on the MG. You have to get off. Still can be useful though I guess.


(LifeupOmega) #18

The point I was making was more that you should be focusing most of your time on supporting your assault mercs with healing and revives, you won’t really have much time to use an MG in a good match - that’s why I consider it more throwaway than if it was on a heavier merc.


(Vampwood) #19

[quote=“Amerika;59778”]

@Vampwood Care to weigh in on this?[/quote]

Confirmed for not working.