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Assault sustain: suggestion

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a month ago
Feb 9, 2025, 9:23:28 AM

Assault desperatly needs something to sustain.


Suggestion: Rework the perk "Hammer of Wrath" to: "A Ground Pound kill restores Health by 1%. Cooldown is 15 seconds."


See the idea here.


Edit: changed from 2% to 1% and added a 15 secs cooldown.

Updated a month ago.
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a month ago
Feb 9, 2025, 9:35:35 AM

Sounds a little strong compared to other classes that have some fort of healing it has more restricted triggers to them.
Banner has a long cooldown and only gives players Contested Health so it's still up to each player to make sure them do enough damage / execution to take advantage of it.
Vanguard require Executions of Majoris or higher. Gun Strikes or any other kill doesn't count towards this one.
And then there's the perk that gives HP to any team mate if they execute a Extremis or Terminus.


If Assault could get HP back simply from a Ground Pound in combination with the perk that restores Jump Pack's Charge by 10% on a kill.
The Assault could "farm" health as long as they got Jump Charges by simply ground pounding Minoris. Which currently can add up to multiple "refills" for even more chain ground pounds.
No other class has such a strong easy-to-get healing.

An assault could basically stay top-healed clearing out the minoris from any encounter and then go duel the Majoris that as left, if any are left thanks to the multitude of Ground Pounds.


If you put a timer on how often it can trigger, like 10 seconds or so it would make more sense.
Or a limit to how much % of HP the assault can get from a Ground Pund.

Updated a month ago.
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a month ago
Feb 9, 2025, 11:10:07 AM

Way too strong. Make it something like: restores HP by 2-5% on Ground Pound for Majoris kill. 

That way it would be simmilar to what Vanguard has, even though Vanguard now is OP AF with his new team ZEAL Perk.

I highy suggest playing assault with team perk giving whole team +20% dmg to Majoris and Extremis and Vanguard with 20% HP regen for Extremis Execution.

I played yesterday that way operations on ABSOLUTE and had ABSOLUTE BLAST!

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a month ago
Feb 9, 2025, 11:19:06 AM

Naus_ wrote:

Way too strong. Make it something like: restores HP by 2-5% on Ground Pound for Majoris kill. 

That way it would be simmilar to what Vanguard has, even though Vanguard now is OP AF with his new team ZEAL Perk.

I highy suggest playing assault with team perk giving whole team +20% dmg to Majoris and Extremis and Vanguard with 20% HP regen for Extremis Execution.

I played yesterday that way operations on ABSOLUTE and had ABSOLUTE BLAST!

I did think of saying that it would trigger on Majoris as well.
But then I thought that it might turn out too similar to Vanguards perk.
Which is why I instead went for a cooldown timer and/or a % limit per ground pound.
But you are right, a straight up 2% heal for ground pound kills is too strong.

Updated a month ago.
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a month ago
Feb 9, 2025, 11:34:13 AM

Naus_ wrote:

Way too strong. Make it something like: restores HP by 2-5% on Ground Pound for Majoris kill. 

That way it would be simmilar to what Vanguard has, even though Vanguard now is OP AF with his new team ZEAL Perk.

Difference is that Vanguard doesn't need to have the ability up to get Health back. 2-5% on Majoris Ground Pound kill with the need to have the abilty up in the first place is not really viable. 

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a month ago
Feb 9, 2025, 11:38:31 AM

Naus_ wrote:
Way too strong. Make it something like: restores HP by 2-5% on Ground Pound for Majoris kill.

How about executing/killing a majoris or higher that was damaged by ground pound within 5s restores 5% health? That should make it more consistent and supports parry and block weapons. BTW, don't forget to make an idea post too.

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a month ago
Feb 9, 2025, 6:07:01 PM

In all honestly what assault needs, is a long list of things, but one of the biggest things it needs is no-fuel spending dodges (and the removal of dodge-roll, because that makes no freaking sense with a jump-pack on), an emphasis on the jump-pack part of the class and to do that, a first step is to make a separate assault-class part of the keybindings, so the pack is not an "ability" but instead replaces the dodge entirely, so you could bind it to the same as you would dodge and holding it would jet you up in the air.


An interesting way they could make the ability part feel unique, is if the actual jumping didn't use charges but the ground-slam did, but fuel going partially down (as it does when it regenerates the ability) so the fuel would be the spinning part of it, which you could run out of and have to regen (but lasts longer) but the 3 charges for the ability of slamming down.


In short:

  1. Change the jump-pack use to replace dodge-mechanics for the class. Hold to jump, press to jet-dodge.
  2. Change the ability part of the jump pack's 3 charges to be 3 ground-slams, not jumps.
  3. Spinning part of the charge icon where abilities recharge, change it to be fuel for the jump pack, both for jumps and pack-dodges (dodges using a very small amount of fuel).

This will make the class feel more like how it felt in Space Marine 1, more streamlined to play. Once those changes are in, it is time to look at their balance, because their melee-prowess will be more proficient once they're more mobility focused and allows for closing the distance with targets easier.

On top of that, once they're more focused on their innate role as a melee-first class, then additions such as dual-wield weapons like Raven's Talons that raven guard has (lightning claws). The act of choosing dual-wield melee would be a "risk and reward" for the loss of the sidearm and thus no ranged weapon, rewarded by vastly more lethal melee.


And it should go without saying, this would be for both pvp and operations. But there should generally be a focus on making the classes feel unique to their role and not just yet another tactical with some few changes to vary them. Before many additions can be done, the core issues of the classes has to be addressed, including how crap the assault feels in operations when you use the pack.. going a guardsman's height above the ground with a pack is silly, give us more elevation.

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a month ago
Feb 9, 2025, 9:05:46 PM

Erebus wrote:

Already nerfed your own idea. A born game developer 😀. 

😂

I just factored in the feedback from this thread that the original idea was deemed too strong.

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a month ago
Feb 10, 2025, 12:29:30 AM

Milchreisrocker wrote:

Erebus wrote:

Already nerfed your own idea. A born game developer 😀. 

😂

I just factored in the feedback from this thread that the original idea was deemed too strong.

People complain when Saber has been fixing confirmed Bugs and calling it Nerfs.

Some don't care about balance and simply just want to stay overpowered.

Updated a month ago.
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