![]() ![]() It even surpasses the stronger Commando assault rifles! Also the MAC-10, not only that it's cross-perk with SWAT, but it also puts the strongest non-incendiary SWAT SMG to shame with its incendiary capability. *** Mitigated with the introduction of the ], a particularly destructive and incendiary EnergyWeapon assault rifle with a large magazine and high damage output in addition to the ability to the ability to set zeds alight. ![]() The Firebug's stated roles of crowd control and providing light are done with far less disruption from other classes, whom all have flashlights or night vision goggles that don't actively interfere with other players, and who can also sweep out more Zeds without covering everything in view-obscuring fire. This reputation is mostly due to how poor players of them can easily make things go pear-shaped in moments on the harder difficulties by trying to burn the big zeds, or by people disliking their flames either busying up the screen with particle effects or causing allies (especially ones that need to be precise, such as Gunslingers and Sharpshooters) to miss their headshots from zeds flailing around while on fire. ** The Firebug class is a very distant second by the same regard. ![]() It has gotten some positive changes over time such as exclusive weapons and buffs to its perk skills, but is still considered the least effective perk by most of the community. The later addition of multi-Perk weapons caused some of the game's community to outright dismiss Survivalist as a worthless class, since other classes could now be more flexible and effective than the class that's supposedly designed to be the ideal multi-tasker. Players had already been able easily swap Perks mid-game since Early Access to fill gaps in their team's composition, which didn't help Survivalist's touted "jack of all trades" value to its detractors. As an example, players prefer to have an actual Berserker on their team (who has all melee-related Perks that mesh well together) to hold back the Zeds effectively, over a Survivalist who does the same essential role less effectively even while played well (in this instance, the Survivalist class has a hodge podge of skills and is missing valuable passive and active Perks for melee). ** After its release, the Survivalist class was pretty much agreed to be a MasterOfNone at best while being a waste of a class at worst, and this was because being vaguely adequate at everything was far less appreciated by the community than having a dedicated class doing their defined role. While the class is still vulnerable to close range attacks, it's a far more useful Perk to use after the changes. Its reputation got so bad that it was totally retooled through changing both L5 skills, both L10 skills, and one L15 skill into basic passives for the class, removing a L20 skill that did nothing but give a small damage bonus to off-perk weapons, and replacing them all with new and more useful skills. * LowTierLetdown: ** The Demolitionist was often regarded as one of the weaker classes in the game after launch due to the following: their weapons often were too expensive to be used on a regular basis, the class being vulnerable ''especially'' in the earlier levels, most of their explosives didn't function at extreme close ranges (as their grenades/rockets won't detonate without being in the air for a few seconds), being completely shut down by Sirens until level 15, and Hans Volter (the only boss at launch) having resistance to explosive damage. ![]()
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