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vanguards adrenaline rush nerf should be reverted

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7 hours ago
Feb 12, 2025, 8:51:48 PM

I feel as though the nerf on vanguards adrenaline rush ( heal 5% when performing a finisher on a majoris class enemy) was not necessary, at least for the reasons the note provides. Nerfing a class to be more reliant on the safety of the team is not fun. Also, if you are effective with any class to the point of being capable of soloing the entire mission and abandoning the team, that is not something that a nerf should fix as that is a player specific issue.
vanguard is also very squishy. as in, he will quickly start receiving health damage because he lacks alot of shields that other melee centered classes have. so for him to be able to pick up 10% health from finishing majoris class enemies would make this class more viable, considering he is a melee to close range class. I think vanguard is meant to distract enemies first thing considering he has a grappling hook, so he will more often than not immediately throw himself into the enemy.
maybe this nerf happened to make unmatched zeal (heal for 20% for finishing terminus and extremis level enemies) more appealing. but the issue with this upgrade is that it requires a bit more coordination from the team, and hoping that no one gets greedy and takes the finisher when they don't need it. its very effective if used by a very well coordinated team, but its gonna be difficult to do that in public lobbies. its also too reliant on difficulty as more boss-like enemies show up on harder difficulties. the other team buffs are more consistent so i can pull finishers a lot more liberally.

Updated 41 minutes ago.
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5 hours ago
Feb 12, 2025, 10:33:18 PM

Yes please! Plus I would like to add that ranged enemies are not suppose to hit you when you are in the thick of it doesn't work: We can still be hit by them and quite a lot from Lethal difficulty and Absolute. The 10% is a better balance in that matter giving you a chance to get out if you play well.

Updated 5 hours ago.
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4 hours ago
Feb 12, 2025, 11:18:53 PM

I also agree to that nerf revert idea. The last weeks i played a lot of vanguard and in a group play the class seems to me like a tool do engage and disable priority enemys. Most of the time this means diving past the major wave to single out a prio target. By doing that it feels like pure rng if a lot of other enemys switch focus on you. Contested health helps a lot on staying healthy while killing the mob targeted but in many instances you take a lot of damage just doing your job. With the 5% nerf it takes a lot of executions to get health back and this feels like stealing too many from your teammates. In other words i think the nerf leads to even more "selfish" gameplay.

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4 hours ago
Feb 12, 2025, 11:48:18 PM

SensixSicily wrote:

Yes please! Plus I would like to add that ranged enemies are not suppose to hit you when you are in the thick of it doesn't work: We can still be hit by them and quite a lot from Lethal difficulty and Absolute. The 10% is a better balance in that matter giving you a chance to get out if you play well. **Edit: and you can get damages while grappling as well!!





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