Explain me why Tonkor and Telos Boltace nerfs have to be that huge
Ok, so weapon balance pass is coming up in U20.
Some weapons will be buffed, but 4 weapons will be nerfed:
- Tonkor
- Simulor
- Synoid Simulor
- Telos Boltace
Tonkor
- Add self-damage
- Change trigger mechanic: holding the Fire will show the trajectory, releasing Fire will shoot the grenade
- Reduce fuse time on grenades (from 5 to 3s)
- Reduce grenade bounciness
- Reduce critical chance from 35% to 25%
Okay, I understand that many people complained about Tonkor's lack of self-damage. I understand why this happened. I understand why they've made grenades less bouncy and reduced fuse timer.
But hey, was there any real need to nerf that critical chance? Tonkor was pretty good for Sortie 3 missions, including its self-damage it' would be an okay weapon for more open maps. Why nerf it even more?
I mean, Vaykor Hek can one-shot Sargas Ruk on Sortie, where Tonkor already starts encountering some issues in public games (if you get a 4-man squad who can get complimenting builds things do change, but not that much)
Simulor and Synoid Simulor
Please, keep in mind that I'm not a Simulor fan and I've barely used it myself.
- Status chance buffed to 30% (35%)
Critical chance embarrassment 2% (5%)- Orb stacking damage range decreased from 3-8m to 1-3m
- Orb stacking damage reduced from 150-250 to 20-40 (150-250 to 20-50)
- Orb explosion damage range buffed from 0.5-2.8 to 1-6m (1-8m)
- Orb explosion damage buffed from 50 to 200 (250) on detonation
- It now takes 3 orbs (instead of 5) to max out range
Basically, now you have to blow up your orbs when you get a full stack, instead of shooting at one point.
Well, I understand that they wanted to nerf trigger-happy Mirage Simulor spam. But now it will be a very slow-paced weapon, most will drop it, others will most likely opt for using it on Defense with a macro (autouse alt-fire every 3-5 shots). I think this weapon needs a mechanic rework, not this switch.
But this change will most likely move SS from Meta to Fodder category. It was great for trash clearing, though.
Telos Boltace
This one gets its mechanic changed:
- Your first slide attack creates a vortex around you, which pulls enemies in
- Your second slide attack deals a radial blast attack, dealing some damage and ragdolling enemies
- Then you get a cooldown
Okay, so. There is a niche use for Telos Boltace right now - container opener. If DE breaks that - hello... Broken Scepter? Anyway, you get the point.
It's a nice weapon, overpowered if you use it in Starchart, but great for long runs and Sorties. Up to about level 70-80 it shreds, provided you build it right. At level 100, it's still viable, but not as much, heavy units start dishing out some good damage, bleed procs stop doing enough damage, you get it. At about level 150, maybe 170-ish, you would want to swap it out for something else.
Like Galatine Prime, Lesion or Atterax. I remember Brozime running Survival for 2 hours solo as Naramon Nekros with Atterax. Telos Boltace just can't compete with that.
I've tried bringing it to the extreme: Maiming, Berserker, Relentless Combination, Volt in Simulacrum vs lv 120 enemies. It does kill them pretty fast. But you die even faster.
It would have been fine if they reduced chance of slash procs on slide attack, maybe reduced wave damage a bit or made it scale off your base damage (capped at, say 60, with "max" build). But this?
Now, please explain me where my reasoning is flawed and maybe explain logic behind DE's changes.
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