UPDATE: TOUGHNESS ENEMY MODIFIER IS NERFED, NOW THIS FOOTAGE IS OUTDATED.
Nerfed Tier 2:
Extra Large, Large sized enemies take only 0.5x to 0.625x damage. (2x to 1.75x resistance value)
Normal, Small sized enemies (Grunts, Swarmer) take only 0.5x to 0.835x damage. (2x to 1.33x resistance value)
Comments:
my TS skills were rusted.
I failed using Cluster Charges to get through this madness of difficulty, so i went back to PBM Hellfire fear - the strongest Gunner combo. 1 Down, first try with this combination.
Toughness modifier value should totally be toned down, something down to 87.5% to 75% damage taken reduction respectively for tier 1 and tier 2. Also remove the small enemy scaling (grunts, swarmers, etc...) since that break the breakpoint of almost all weapons in the game.
Or Toughness modifier gone, replaced with Shorter Wave Timer modifier to make this more engaging, haz 5 is just sleeper with wave timer, and i don't like that.
The reason is simple: It's not fun to fight bullet sponge bugs in a horde shooter game. Even the Swarmer can't be killed by a pickaxe swing right away, you know something has messed up.
Player Vulnerability modifier value can have a little bit of nerf too, considering Stalker in Player Vulnerability II can out right Insta-kill nearly full HP player in 4 players scaling, is absurd. Something down to 25% to 55% player damage taken increase respectively for tier 1 and tier 2.
Other modifiers are fine as they are.
Build:
Hurricane Plasma Burster Missiles 21212
Coilgun Hellfire 23212
Zipline 212
Shield 223
Tactical Leadbursters
Pickaxe 11
Armor 1213
Perks:
Resupplier + Born Ready + Deep Pockets + Dash + Iron Will
#deeprockgalactic #drg
Негізгі бет [DRG Experimental SS5] pre-nerf Hazard 5+ All Modifier Mining True Solo Gunner (PBM & Hellfire)
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