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2 Simple Assault Buffs - Quick & Easy (No Rework Required)

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2 months ago
Mar 13, 2025, 3:16:16 PM

Suggestions that are not OP and would NOT break the class.


  • Thunder Hammer Light Attacks should work like Power Sword power stance light attacks. Guarantee a gun strike on minoris enemies.

    • Reasoning: if you've ever used the Thunder Hammer, you will quickly realize that there is almost never any reason to ever use light attacks. You will either do sprint/dodge attack into charge attack or you will go into aftershock. The light attacks have no use-case. This not only fixes a core issue of Assault, but creates a strategic balancing act, or using light attacks vs a charged attack that the class simply does not currently have. 

  • Jet Pack ability use needs to de-aggro or at least scramble targeting. 

    • Reasoning: I should not guarantee my death because I went airborne and various enemies happen to be ranged targeting me. It actually causes unwinnable scenarios that assault has no means of escaping even while having the resources. This is in-line with Vanguard's grapple launch which is completely invulnerable. 


That's it. Everything else you ever do with the class would icing on the cake.

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2 months ago
Mar 14, 2025, 3:47:33 PM

those are good ideas. especially the second one would fix the biggest problem of assault

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2 months ago
Mar 18, 2025, 3:10:53 AM

There are many reasons to use the light attack for assault.  If you aren't using light swings you are missing a portion of your overall damage in a match.  If you are using the block hammer you have a huge cleave.  That along with rotating the camera to move the attack means you can almost completely do a 360 degree swing clearing out any minoris around you.  If you are surrounded by gaunts and do light swings they can not do enough damage to overcome the contested health regained from those swings. If you take the perk light swings also give you damage mitigation vs incoming ranged damage. Doing light swings is a way to keep doing damage safely until there are openings for heavy attacks and light attacks quicker animations to be able to dodge if you need to get out of the way of trouble.


For the jump I do think that when you are flying toward your jump target you should be invulnerable, but up in the air you should not be invulnerable.  It is a risk/reward.  Have to know when you can jump and when you shouldn't.  Also how long to stay charging in the air for a jump. Vanguard invulnerability for grapple is moving toward the target just like I think assault should get.  Plus it should not be inline with vanguard grapple as the assault jump is far more powerful than vanguard's grapple.  Assault can pick an exact spot and jump to that.  Assault jump is huge damage and with thunder hammer can hit a max of 100 targets within the radius.  Assault jump more damage, more versatile, but more dangerous.  Vanguard grapple less damage, has to have target to lock on to, but is much safer.  Kind of goes with how the classes are.

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