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Assault class is currently too strong in PVP

Team / SpecialistsMultiplayer

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a month ago
Jan 3, 2025, 9:29:17 PM
In its current state, the assault class is over tuned. It leaves other players with little agency to counter it unless the assault player makes an error which is hardly balancing. It has high damage with an AOE, and the stun lock from the attack is so massive that you get stunned even with a well timed dodge, so there is no time to counter. The class can also chain three jump attacks back to back making it even harder to counter with either melee or shooting while enabling the assault class to do massive damage to multiple players or even play cagey and escape repercussions.

Some of these are advantages the class needs to keep to make it usable. It just leaves no agency for other players if everyone is at the same skill level. I suggest either minimizing the stun radius drastically for the jump attack so dodging away actually works, decreasing the damage, or increasing the minimum time between when jumps can be made. Out of all of these I think decreasing the stun radius for the jump attack seems the most balanced. That way timing and awareness is rewarded for the defending player.
Updated 12 hours ago.
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15 days ago
Jan 20, 2025, 9:23:22 AM

This is the ideas section for Mudrunners

 Expeditions as opposed to Space Marine 2.

Updated 15 days ago.
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