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Patch 6.0 Vanguard and Bulwark Perks Counterproductive

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6 days ago
Feb 6, 2025, 7:31:36 PM

VANGUARD - Nerfing Adrenaline Rush has crippled the Vanguard class. It is no longer competitive in Lethal Difficulty, let alone Absolute. The reason given for the nerf is to encourage the Vanguard not to run off and leave his or her teammates. This nerf, however, encourages the opposite. Previously, the Vanguard player was incentivized to charge into combat, with only two armor segments, secure in the knowledge that they would be able to restore 10% of their health with melee kills. By cutting this number in half, Vanguards are now incentivized to hang back and let their squad absorb damage while they opportunistically look for finisher opportunities, or otherwise just try to avoid combat altogether. Many times when a Vanguard gets separated from its team, it is because the Vanguard has grappled off to a distant enemy and the Squad has then chosen to go in a different direction - leaving the Vanguard behind. This nerf now effectively punishes the Vanguard for using the Grapnel Launcher. The Vanguard was my favorite class, but now I do not see how it can survive the hardest levels. The previous health restore of 10% for Adrenaline Rush wasn't much but at least it was something. By cutting it in half, the Devs have made the Vanguard class a joke.


BULWARK - Doubling the recharge time for Invigorating Icon will destroy squad cohesion. Bulwarks were great because they were the ultimate team players. They can absorb a ton of damage and with Invigorating Icon, they could heal their teammates. By doubling the recharge time for Invigorating Icon, the Devs have now completely disincentivized Bulwark players to heal their teammates. Now instead, just about every Bulwark will save Invigorating Icon to heal themselves, and will almost never use it to heal a teammate on higher level difficulties. Instead, the Devs should have cut the recharge time in half for every Bulwark that heals a teammate with Invigorating Icon.  

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6 days ago
Feb 7, 2025, 2:19:15 AM

Yeah I always felt that the 10% was too little and now that it's 5% I'm just left to suffer. It literally feels like the developers have never played the hard difficulties and are nerfing all the things that have been getting us by and buffing all the stuff we never liked or wanted. The worst part for me is they're nerfing stuff and they're like I'm sorry we did this we know you guys liked it you were just having too much fun but don't worry if we ruined it (and they know they did) then we'll try to make it better, which will 100% end up being them giving us just a little more than we have now but less than we had and it just feels like they hate to see us have fun or not absolutely hate trying to play hard difficulties. Genuinely it feels like they're trying to drive people off and I hate it because I went from being more excited for this update than I was the game coming out to not even wanting to play until they fix this.

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6 days ago
Feb 7, 2025, 4:09:03 AM

This in tandem with the bad change to block weapons (making it only restore one armor for 2 charge... oh and it often just doesn't work now even with two charges) means my favorite build to run, that being block knife and melta rifle (since block does not generate gunstrikes when you block majoris you can pepper in melta shots between blocks without fear of accidentally gunstiking and eating damage) now You get two charges swing and... nothing happens or the explosion happens but you don't get back the armor or too much incoming chip damage happens and you instantly lose it again.


Vanguard feels terrible now.


As long as you have a bulwark and vanguard together the bulwark nerf doesn't feel bad since most run the CD on execute perk but if you don't have that or if a heavy doesn't stand next to you with halo and the squad CD running then it is real rough.


Speaking of the halo squad CD while active. NO 100m WAS NOT "a typo." It most certainly did grant squad members CD reduction within 100m. Don't you dare try to gaslight us. What it wasn't was 50% faster, it was more like 20%. I hate it when devs say something is a typo as a reason for nerfing something into the ground. 10m is downright anemic and nobody sticks that close, that is suicide since teammates block shots.


Every single nerf should not have happened. All of them were uncalled for. Even the GL nerf because they changed the perk to the way they "intended" it to work (again, BS, it has worked the same way for 7 damn months, change your damn patching schedule if you want that kind of change to fly).


The patch was over-all good unless you are a Vanguard or Tactical main in which case they hate you. 


Where is the PTS they promised months ago? You know, so we can test this stuff and tell them objectively how bad these ideas are?

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5 days ago
Feb 7, 2025, 12:04:14 PM

When it comes to Operations, nerfing is just pointless and will piss everyone off, especially when they keep adding new difficulties. If they felt like upping the current perks would be too much, they should have completely reworked the perks and give us something more useful. At the moment (and this goes for weapons too) it is not even something that would make a true impact on the game if we get them.

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5 days ago
Feb 7, 2025, 1:41:48 PM

Dumb Nerf for Bulwark

 My friend plays Bulwark with plasma pistol and I go Sniper will the headshot cool down. He cant benefit from my cooldown reduction.


Shouldn't be balancing Classes based on other classes perks.

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5 days ago
Feb 8, 2025, 6:42:26 AM

im a bulwark main and i have 0 incentive to use my banner for other people on my team unless im above 50% health, never mind using it mid battle.


i love being able to be the support/tank class. but its useless now on ruthless and higher difficulty now


instead of doubling the cooldown it should have been halved if they want us to use it more often

Updated 5 days ago.
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4 days ago
Feb 9, 2025, 2:51:39 AM

I've had the game shelved for a while now since I absolutely hate the direction the game has been going in, and issues acknowledged have been largely ignored or just made worse. 


Well, for some reason I felt like 6.0 was worth popping back in and seeing if anything got better...Somehow they've managed to make the game even more of a frustrating slog than it already was! Shelved again, sadly. This patch is another disaster.

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2 days ago
Feb 10, 2025, 9:01:38 PM

Evilevilterry wrote:

If they undo the nerfs add a 4 short clip on the grenade launcher with a reload time and get rid of normal mines as the new enemy spawns them anyway. It would be best update so far

I agree, just make the grenade launcher have 3, 4 shot "magazines" thus letting the perk refill one of those magazines and also making it so you can't just spam out 12 grenades as fast as you can pull the trigger. Make sure that primary ammo increase perks and the magazine increase perks on the gun itself do not increase the size of the grenade magazine and you're good to go. A reload requiring you to stay aimed in (since that is the only way to access the GL function) would be enough of a mechanical nerf to reduce the efficiency while leaving the damage and ability to keep using your weapon to its full extent untouched.

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2 days ago
Feb 10, 2025, 10:33:47 PM

Mi problema con el nerfeo y la habilidad de Subidon de adrenalina del Vanguardia es similar aunque desde otro punto de vista. Juego Operaciones offline y no soy un jugador con una gran habilidad (ni de lejos). Sude sangre en modo facil para llegar a nivel 25 y poder tener esa habilidad, que me ha permitido escalar poco a poco en el nivel medio y llegar a no tener ninguna incapacitacion en todos los escenarios.....y justo cuando me estoy planteando dar el salto a nivel sustancial (e intentar llegar a los malditos datos de armeria purpura!!!) rebajan la skill que me ha salvado el culo en mas de una ocasion y que me animaba a seguir avanzando. Entiendo que lo llamativo es centrarse en el publico mas hardcore, que es el mas demandante de emociones mas y mas intensas, pero Focus parece olvidarse de la gente a los que nos encanta este universo pero no llegamos a los reflejos y habilidad suficientes para progresar con soltura. Puede que este solo en esto pero prefiero dejar mi opinion por si sirve para algo.

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16 hours ago
Feb 12, 2025, 3:38:27 AM

VGHeras wrote:

Mi problema con el nerfeo y la habilidad de Subidon de adrenalina del Vanguardia es similar aunque desde otro punto de vista. Juego Operaciones offline y no soy un jugador con una gran habilidad (ni de lejos). Sude sangre en modo facil para llegar a nivel 25 y poder tener esa habilidad, que me ha permitido escalar poco a poco en el nivel medio y llegar a no tener ninguna incapacitacion en todos los escenarios.....y justo cuando me estoy planteando dar el salto a nivel sustancial (e intentar llegar a los malditos datos de armeria purpura!!!) rebajan la skill que me ha salvado el culo en mas de una ocasion y que me animaba a seguir avanzando. Entiendo que lo llamativo es centrarse en el publico mas hardcore, que es el mas demandante de emociones mas y mas intensas, pero Focus parece olvidarse de la gente a los que nos encanta este universo pero no llegamos a los reflejos y habilidad suficientes para progresar con soltura. Puede que este solo en esto pero prefiero dejar mi opinion por si sirve para algo.

For anyone that doesn't read that language and doesn't feel like tossing it into translate, Google Translate says:


"My problem with the nerf and the Vanguard's Adrenaline Rush skill is similar, but from a different point of view. I play offline Operations and I'm not a very skilled player (not even close). I sweated blood on easy mode to get to level 25 and be able to have that skill, which has allowed me to climb little by little in the medium level and get to the point where I don't have any incapacitations in all scenarios... and just when I'm considering making the jump to substantial level (and trying to reach the damn purple armory data!!!) they downgrade the skill that has saved my ass on more than one occasion and that encouraged me to keep advancing. I understand that the striking thing is to focus on the most hardcore public, which is the most demanding of more and more intense emotions, but Focus seems to forget about the people who love this universe but don't have enough reflexes and skill to progress with ease. I may be alone in this but I prefer to leave my opinion in case it helps."


I agree, they do seem to move farther and farther from the "power fantasy" they promised us. The enemy spawns and durability have blurred the line to the point that I cannot tell the difference between Average, Substantial, and Ruthless other than extremis spawn frequency. The power fantasy is supposed to exist on Substantial and under (Ruthless being what used to be the highest difficulty when the game released so obviously the power fantasy should start to give way to challenge at that point). When you do not have Artificer and Relic weapons on the lower difficulties enemies are simply sponges that do not react to your attacks, that is a HUGE problem with the game, lack of stagger on our attacks yet the enemy staggers us with nearly every hit. The low damage of bolters wouldn't be so bad if they staggered the enemy. It takes half a mag at least to kill a majoris with most shots landing on the head with anything short of a sniper or heavy plasma and with many weapons it takes more than one mag due to the bloom/recoil of the weapon if you fire it full auto.

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4 hours ago
Feb 12, 2025, 3:54:14 PM

Shining_Darkness escribió:

VGHeras escribió:

Mi problema con el nerfeo y la habilidad de Subidon de adrenalina del Vanguardia es similar aunque desde otro punto de vista. Juego Operaciones sin conexión y no soy un jugador con una gran habilidad (ni de lejos). Sude sangre en modo fácil para llegar a nivel 25 y poder tener esa habilidad, que me ha permitido escalar poco a poco en el nivel medio y llegar a no tener ninguna incapacitacion en todos los escenarios.....y justo cuando me estoy planteando dar el salto a nivel sustancial (e intentar llegar a los malditos datos de armeria purpura!!!) rebajan la habilidad que me ha salvado el culo en mas de una ocasión y que me animaba a seguir avanzando. Entiendo que lo llamativo es centrado en el publico mas hardcore, que es el mas demandante de emociones mas y mas intensas, pero Focus parece olvidarse de la gente a los que nos encanta este universo pero no llegamos a los reflejos y suficiente habilidad para progresar con soltura. Puede que este solo en esto pero prefiero dejar mi opinión por si sirve para algo.

Para cualquiera que no lea ese idioma y no tenga ganas de traducirlo, Google Translate dice:


"Mi problema con el nerfeo y la habilidad Adrenaline Rush del Vanguard es similar, pero desde un punto de vista diferente. Juego offline a Operaciones y no soy un jugador muy habilidoso (ni de lejos). Sudé sangre en modo fácil para llegar a nivel 25 y poder tener esa habilidad, lo que me ha permitido ir escalando poco a poco en el nivel medio y llegar al punto en el que no tengo ninguna incapacitación en todos los escenarios... y justo cuando me estoy planteando dar el salto a nivel sustancial (¡¡y tratar de alcanzar los dichosos datos de la armería morada!!!) rebajan la habilidad que me ha salvado el culo en más de una ocasión y que me animaba a seguir avanzando. Entiendo que lo llamativo es centrado en el público más hardcore, que es el más exigente de emociones cada vez más intensas, pero Focus parece olvidarse de la gente que ama este universo pero no tiene los reflejos suficientes y habilidad para progresar con soltura. Puede que esté solo en esto pero prefiero dejar mi opinión por si sirve de. ayuda."


Estoy de acuerdo, parece que se alejan cada vez más de la "fantasía de poder" que nos prometieron. La aparición de enemigos y la durabilidad han desdibujado la línea hasta el punto de que no puedo distinguir la diferencia entre Promedio, Sustancial y Despiadado, salvo la frecuencia de aparición extrema. Se supone que la fantasía de poder existe en Sustancial y menores (Despiadado era lo que solía ser la dificultad más alta cuando se lanzó el juego, por lo que obviamente la fantasía de poder debería comenzar a dar paso al desafío en ese punto). Cuando no tienes armas Artificer y Reliquia en las dificultades más bajas, los enemigos son simplemente esponjas que no reaccionan a tus ataques, ese es un GRAN problema con el juego, falta de tambaleo en nuestros ataques, pero el enemigo nos tambalea con casi cada golpe. El bajo daño de los bólteres no sería tan malo si tambalearan al enemigo. Se necesita al menos medio cargador para matar a un majoris y la mayoría de los disparos dan en la cabeza con cualquier arma que no sea un rifle de francotirador o un rifle de plasma pesado, y con muchas armas se necesita más de un cargador debido al retroceso del arma si las disparas en modo automático.

Yo por eso decidi aprender a combinar el rifle de fusión con la espada sierra en cuerpo a cuerpo (me gusta mucho más al filoarma en esgrima por estética, set de movimientos y rapidez, pero es como si les atacaras con un cuchillo de matequilla) sacrificando alcance a distancia, si, pero al final me salia mas a cuenta la contundencia que ganaba en cuerpo a cuerpo. Pero claro, de nuevo confiando que cuando me metiera en todo el lio tendria el respaldo de robar vida en las ejecuciones...y ahora ya no. En lo de dificultad siempre he pensado tambien igual: o añades cantidad, o añades agresividad o los haces mas duros, te compro que sean dos de tres, pero las tres a la vez, joder!!!! Yo en mi caso lo note muuuy brusco de fácil a promedio, pero mucho más en mis pocos intento de saltar a sustancial. TODO se multiplica de manera exagerada. Mi opinión (que tengo claro que no será nada popular) es que ya que van estirando cada vez más la dificultad por un extremo que la suavicen por el otro. Eso creo que permitiria que pudieramos disfrutar y exprimir mucho más el juego.

Updated 4 hours ago.
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an hour ago
Feb 12, 2025, 6:44:56 PM

I still have to try how these changes effects these classes but devs need to be really careful about doing PvE nerfs, just take a look at what happened with Helldivers 2.

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