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?