_Fracture8 Posted October 1, 2014 Share Posted October 1, 2014 (edited) Well, I guess all of you know where this is heading. This is of course referring to what I personally think are the most bullsh*t, rage-inducing, monitoring smashing changes that have come to the infested. I have to stress how irritating this faction has become as of late. They're not fun and their game mechanics are flawed. I shouldn't be screaming bloody murder at the enemy for using unfair tactics, I should be screaming bloody murder AT MYSELF for not reacting fast enough or taking priority over the Ancients instead of focusing on the fodder Chargers So here's a timeline of my thought process over the evolution of the infested spanning the last few months. Ancient Eximus (Venomous variant): Wow thats rather irritating. An enemy that moves at a snails pace that deals damage in a 20m radius with no warning, gives you a very damaging and common toxin proc. Oh also you can't melee them because of the poison cloud surrounding it. Hmm thats way too op I'm sure DE will fix that in time. Issues: - Defence missions aren't a test of protecting the pod, it has become more "how long can I survive in toxic farts before I pass out and let the pod get swarmed?" - The effect travels through walls, you may not see the enemy slowly chipping away at your health but you knows its there Ancient buff: Ok Ancients have new abilities, that Healers annoying but I can man up and take the extra difficulty no problem. Hey wait a minute I thought the playerbase didn't like attacks that ignore shields and hit you straight in the HP/Energy. Oh well we asked for more difficulty and this is what we got, that'll teach us for speaking out. I mean it can't get any worse right? Wait GRAPPLES?! FROM THAT DISTANCE?! Oh so you can't dodge the follow up attack, great just great. Issues: - Ancient Healers make everything around it near invulnerable with their Damage Reduction (DR) in late game. - Multiple Healers DR stack and can chain heal everything around them - Attacks from Disruptors/Toxics ignore shields (which last time I checked was a negative idea around the forums) - Grapples often happen with little to no warning - Runner that explode on death can bypass shields and damage HP/Energy if they get too close (And it's impossible for them NOT to be close to you unless you use stupid amounts of energy to keep them at bay or are perched up high in which any Ancient can just drag you down anyway) - Melee becomes suicide in a crowd of anything over 2 ancients and a few chargers Mutalist Osprey: Crap we can hardly go anywhere since this thing farts in such a massive and damaging radius. Melee's become almost completely unviable now because I can't hit the damn things. And those healers don't help either. Well I suppose this is a good thing, the infested did need a little more difficulty right? Oh more lethal toxin procs. Perfect. Issues: - Melee becomes even less viable due to huge space restrictions - Hard to hit with melee, again it's less viable - Health becomes even harder to hang on to Toxic Ancient Buff: Hmm another Toxic Ancient, oh well no biggy its not like I'm about to be one shotted or anythi-*Ancient lets out a massive fart with yet another lethal toxin proc to follow*-WHAT THE HELL WAS THAT. Oh so it one shots pretty much everything? Oh. That's cool... Just *Deep sigh of frustration* Great... Just what we wanted, thanks DE. Issues: - Farts can take half your HP/One shot. These are not fun. These are not good design. - Fart radius is MASSIVE (for a fart). - Fart's happen whether you stop the Ancient or not. Using knockdowns or killing it during its tiny 0.5 seconds charge time doesn't work. You will die anyway Toxic Crawler fix: Hmm I never really understood why the toxic crawlers always had the description "upon death releases toxic cloud". Hey I remember that being taken out because the community said it was annoying, much like the old toxic ancient clouds. Oh. They've put it back in again? It's not a 2m radius like last time? Then how large is it? OSPREY CLOUD SIZE?! WHY?! Issues: - Crawlers are impossible to spot in a crowd - Melee becomes even LESS VIABLE unless you are happy with losing 100HP per Toxic Crawler killed - The range of the cloud is huge The upcoming enemies: Oh cool another livestream. New enemies? Oh wow that looks sick! Wait. So even more toxic damage? Pus damage? Toxic pools of bile? Nanotechnology buffs for the infested and debuffs for us? And cute little nibblets that slow us down? (presumably to stop us from leaving the effect of neverending amounts of toxic clouds and vomit that will soon cover half the map). I... I need a moment... FUUUUUUUUUUUUUU-cut- Issues: - Our movement is restricted enough as it is without having to worry about bile pools and nibblets knawing at our ankles. Where are we supposed to go if 50% of the map is covered in fart clouds, bile, and nibblets? - Melee 2.0 for infested would become near completely redundant for anyone who isn't Valkyr, Loki or Trinity. (And a huge applause to those who want to try it out, I'll see you on the floor beside me with Nikana in hand) TL;DR - Ok so on a serious note I'm sure you get the picture. While I am all for the infested getting a buff, I feel that DE you may gave gone just a tad overboard as of now. And with the latest enemies coming our way, well. I don't really know what to say, thats insane. Now that I've had a chance to look back on those changes I realise that the Ancient Buff was well needed, and the Ospreys are a cool addition and were well needed (albeit annoyng as f*ck). However in my eyes you will cross the line with these upcoming additions. Like I said, when I fail I should be mad at myself and not at the game for using dirty tactics. Bullet point list of fixes that may help: - Put a charge time of 3 seconds on the Toxic Crawlers cloud spawning after death, also give them distinct audio AND visual warnings before release (maybe a glowing effect or something?) - Put a charge time of 3 seconds on the Toxic Ancients fart attack, also give them distinct audio AND visual warnings before release - Osprey charge time increased to 2 seconds, give them the same visual effect as the Toxic Crawler before charging - Ancient Healers DR does not stack - Give Venomous Eximi either a range nerf on the poison effect or a complete overhaul on how the toxic aura is applied to players (on sight perhaps?) - Ancient Grapples are given a 2 second charge time before release along with distinct audio AND visual warnings. Range nerf may need to be applied as well. IMPORTANT EDIT: I shouldn't have to, but I may need to point out that I'm using sarcastic humor and exaggerations in this post. Some people don't seem to understand the concept of a joke or the fact that I'm largely provoking the idea of the infested being "OP". They're not OP, They need a buff, but there are still some changes that need to be made because of the horrible artificial difficulty DE is implementing. One shot farts are not ok. Being grappled with little to no warning is not ok. Sneakily placing a suicidal toxic crawler in a mob of infested is not ok. And this needs to be fixed before it becomes a serious problem. Edited October 4, 2014 by KilelrDrone492 Link to comment Share on other sites More sharing options...
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