Infested Arena 2
Now On B.net NA and EU!
Welcome Back...
It has been 43 years since your last encounter with the Infested, which took place on a space station in a remote part of the Universe. You thought you were victorious after defeating the Broodmother. Little did you know that the Infested followed you back to your home planet in the Galminus system and have since been mutating, evolving and multiplying directly above you. It is clear to you that the Infested are far more powerful than they were last time. Mutant strains and cross breeding has brought about new and terrifying Infested units. But, you are not easily discouraged...43 years has brought about advancements of your own. Prepare yourself the Invasion is about to begin...
Evolving from Infested Arena to Infested Arena 2
New Arena Invasion Dynamic
Infested Arena had 4 hallways which spawned the same amount of Infested units (a total of 2 different types: ranged and melee) at the same intervals with randomized Special Infested Units (SIU's) spawning at 1 of the 4 hallway locations at set times.
Infested Arena 2 has a randomized Invasion dynamic where at the beginning of each round randomized Drop-pods will fall from the sky in random locations. Once the Drop-pod lands it will begin generating eggs which after a short time will hatch and release the Pods designated spawn unit (i.e. Spewer Pod will spawn several infested spewer units). There is also a % chance based on active players and difficulty selected to generate new Drop-Pods at varying locations and varying times into the Arena. There are 4 basic Infested units (Infested Arena only had 2) each has it's respective Drop-Pod. Furthermore, you will easily be able to identify, with the "Infested Pod" dialog, all the current pods found within the Arena. In addition, Special Infested Cocoons will drop from the sky into the arena and after the duration will hatch a random SIU, all of which can be tracked using the "Infested Pod" dialog.
New Special Infested Units
There are now 10 SIU's including new ones, such as: Behemoth, Vile Imploder, Stalker, Desecrator. Some of the SIU's from Infested Arena were removed because...,well, they just weren't any fun.
Infested Blood Transfusions
Infested Arena 2 Introduces "Infested Blood Transfusions." Each time a Special Infested Unit or Boss is killed there is a chance for them to drop "Infested Blood" when one Specialist picks this up all specialists receive 1 Infested Blood. You can use a new menu to load up a stat tree in which you can further modify your Specialist by injecting yourself with the Infested Blood - Things ranging from increased movement speed, damage, extra shields, armor to having a chance to apply the "plague" or chain explosion reaction each time you attack.
Each available stat change found within the Infested Blood Transfusion Tree is modeled after Infested units you are fighting (Infested Bulwark Plating - Increase Armor +1/2/3/4/5)
Specialist changes
My original plan was to incorporate several new Specialists in Infested Arena 2, but after consideration and plenty of feedback I decided to change the fighting mechanics with each specialist. In Infested Arena everyone had energy and all abilities had close to a 10-15 second cooldown. Many times people would run until there ability was up. This wasn't to much fun. How could I make battle more fun and enjoyable? I decided to go with an action game battle dynamic. Each Specialist now has a total of 6 abilities (up from 4) and cooldowns are down around the 1-3 second mark.
Infested Arena witnessed 5 specialists who almost were identical in operation but with different special effects.
In Infested Arena 2 each Specialist is completely individualized everything about them operates differently from other specialists. Read on for details
A Few Examples of The New Battle System
Seifer's New Battle Mechanics
Built for Tanking.
-Seifer uses fast regenerating Energy to perform his abilities.
-Seifer has a "charging up" mechanic known as Ravager's Roar to boost his attack power and armor. With each roar Seifer receives 1 Ravager's Mark which will keep Seifer's damage and armor up until he uses "Igniting Wave." Once used all Marks will be removed. How do you get the most out of your Igniting Wave? Keep charging up with Ravager's Roar.
Fulgore's New Battle Mechanics
Built for damage from the shadows
-Fulgore uses Fast regenerating energy for a few of his abilities
-The rest of Fulgore's abilities operate off of a combo system known as Marks of Death. Each attack Fulgore executes has a 20% chance of awarding 1 Mark of Death. Other abilities and upgrades can apply additional Marks of Death just by using them. Fulgore can then choose to use his other abilities powered by Marks of Death. Once a Mark of Death ability is used all Marks of death are consumed. Depending on how many Marks of Death Fulgore had when executing the ability will determine the effectiveness of that ability (i.e. Vexing Shadows requires at least 1 Mark of Death. For each Mark of Death consumed when Vexing Shadows is executed Fulgore will teleport and deal extensive damage to 2 enemy units. If Fulgore has 5 Marks of Death then a total of 10 enemies will be warped too and attacked).
Blaze's New Battle Mechanics
Built for Siege and AoE
-Blaze uses Fury to power the majority of his abilities. Blaze's Fury meter starts at 0 and as Blaze attacks his Fury meter will begin to rise reaching a maximum of 100. As Blaze reaches certain thresholds of Fury he will be able to perform various abilities. Blaze also has abilities that require no Fury and will actually add a certain amount of Fury to Blazes Fury meter when used.
-Blaze utilizes "Presences" - Blaze can only have 1 Presence on at any given time and depending on which presence Blaze has on they will positively/negatively effect him (i.e. Fury Presence grants 150% additional Fury increase with regular attacks, Increases damage by 40%, and movement speed by 10%, but at the cost of degenerating Shields, and 50% increased damage from all Infested attacks.)
and much more.
Dead Eye's New Battle Mechanics
-Dead Eye uses Fast regenerating Energy to power his abilities. Dead Eye has the capability of dealing extreme damage to single targets as well as using superior crowd control abilities to protect his teammates. Dead Eye has access to Critical Strike Upgrades which allows every attack and ability a chance at dealing 200%, 205%, 210%, 215%, or 220% damage depending on critical strike upgrade level.
Salv's New Battle Mechanics
Salv can be used to focus directly on damage and AoE or Healing. Salv has access to Quick Access Heal buttons which allows him to cast his healing spells (via buttons on the leaderboard) at great distances. This way Salv can keep track of his teammates health and still remain an effective damage dealer.
Salv uses fast regenerating Energy to power his abilities and has great Crowd Control abilities such as "Mind Sync" which allows Salv to convert up to 10 Infested Units (SIUs included) to his side for a duration. This ability can turn the tide of battle quickly if the right units are "Mind Synced" (i.e. Mind Syncing a Special Infested Behemoth - sends the Behemoth to do massive AoE damage to all nearby Infested Units).
NEW SPECIALIST Psion's New Battle Mechanics
Psion is a new addition to the team and although requires a persistent player level of 7 Psion is a power addition to Infested Arena.
Psion uses fast regenerating Energy to power his abilities. Psion's main purpose is to rain down destructive electrical magic from above. All of Psion's abilities have some form of electrical attribute. Although Psion's Health and Energy starts out low Psion Energy Reserves start out higher than the rest of the Specialists.
Psion is capable of enabling "Flight Form" which increases his Electrical damage and increases his movement speed. Psion can traverse cliffs and has the ability of summoning his favored ally "Arc." Arc's weapon is increased along with Psion's weapon. Whenver you upgrade Psion's weapon the benefits transfer to Arc.
Psion is also capable of restoring teammate shields via the Quick heal keys located next to the leaderboard. Instantly clicking on the appropriate team icon will heal the corresponding teammate.
Persistent Player Level
All of your kills are permanently recorded within Infested Arena 2. Whenever you start a new game of Infested Arena too you will notice that your kills refelct all prior kills you have recieved while playing Infested Arena. As you Level up (via your Persistent Player Level) you will be granted access to exclusive Hero Specialist Units. In addition, you will partake in the Persistent Level Player Stat Menu.
The Persistent Player Level Stat Menu allows you (upon starting Infested Arena) to add upgrades (dependent on your Player Level) to your Specialist. In other words, the longer you play and the higher your Player Level the more initial upgrades you can make to the Specialist you have selected.
Bug: If you cast Salv's Medusa Sting on a flying target, Salv will semi-permanently gain the Medusa Sting's crit buff on all his attacks. This doesn't fade even after several minutes or death. If you use Medusa Sting on a land unit, he will lose the buff again when the Sting's effect ends as normal.
Bug?: Salv's Medusa Sting cannot hit flying targets.
Bug: When starting a new game, about 10% of the time the interface bugs out and you don't get the prompt to choose a specialization(tank, healer, magic dps, etc), and the frames for Salv's quick healing or Psion's shield recharge next to player names, Marks of death, nuclear charges, etc. don't show up and are invisible. You DO get the dialog where you can select premanent level bonuses, though(+2% damage, etc)
Blaze is somewhat balanced. If he's always attacking with the healing effect (whatever it is that gives you 1.5hp/shields per attack) on Protective aura and you spend all of your money on armor, then I doubt you could die, and can probably beat the game. But the trick is getting the healing effect-until you have both shields and life regen from that, it's not easy. But yeah, once you get that, you can probably stay Fury Presence unless you're fighting a boss, then depending on your upgrades you might need to go back to the armor presence.
Only really played Blaze so far, and I love him. He's very hard for waves 1-4, by 11 you should be good until 21 (just farm the King Propagator, I do it every game. It takes a long time for good stuff, but it's nice) and after 21 then you'll be having some troubles again (well, I do). If you max T2 gun/armor/airstrike/season and you can't kill stuff on wave 21 then you aren't trying.
For those who think airstrike is rigged: it doesn't take armor into account. It's spell damage ("ability damage") and can easily be powerful, thus the 50 Fury cost (although depending on the build you can probably still spam it like its nothing)
@Bejita463: I didn't know you can heal people who are at full - never bothered trying (I use plus-icons next to names, these do not allow healing full health/shields targets).
If you can heal people with full health, then it's just silly.
P.S. Just did a Blaze game on hard. I tanked lvl20 boss in zerker presence, no assistance from anyone. Shields never dropped below half. I had full fury upgrades, around 2/3 through T1 armor and was in T2 air strike upgrades. Didn't even have to drop into def stance. Bloody sick.
@luckyo1: Go
I'm sorry, but you are wrong. Healing does not require that anything actually be healed, and this is very easy to test. Go into a solo game with Salv, bring up the stat menu, and start healing yourself. You'll get 3 exp every time. If memory serves, Salv has 245 energy at max level, and Psion has 265. Since both heals take 25% total energy, Salv can cast it more often.
@Resistance682: Go
If you think I did not understand that you were saying Blaze is not ridiculously stronger than he should be, it is my post that was not understood. To quote myself "I haven't ever played Blaze and had the people I was playing with think Blaze was well balanced."
I like Blaze too, but I don't understand how you can be any good at using him at all and say with a straight face that the things you can do with him are okay.
Extravex: if the point of air strike is to be somewhat random, but high damage skill, then it needs a very reasonable chance to either fully miss or miss enough missiles to actually not have a meaningful impact.
As it stands now at lvl 5, with 8 missiles the chance of it missing any single trash infested in strike range is essentially negligible - all small infested in range typically die with first two missiles, and in some rare cases where they do survive 2/8, 3rd kills off whatever is left. This is most likely because AoE range of each individual missile is larger then you probably intend, or perhaps because SC2 tries to auto-aim missiles?
I've noticed the risk effect of random spread only on airborne targets (overlord, overseer and the long range siege infested unit), that appear to be much less vulnerable to air strike, especially small overlords that tend to need 3-4 full air strikes to die. By comparison most gound SIUs die to 1-2 strikes late game and 2-3 mid games as they seem to sponge the damage of (almost) entire strike. This in spite of having more HP then small overlords. This may be something worth looking into.
Also, smaller trash infested absolutely need to live through about 2 missiles if random effect is to be felt at 8 missiles. As it stand now, you one-two shot them, which is why people can afford to invest in armor early - the aspect of "overkill" comes into play here, allowing for more freedom in choosing your spec.
@Bejita463 On the topic of exp gain, healing and shield healing requires damage taken. Psion is better here because shields are the thing to go first. Also because of blood based life/shield gain from attack talents most players will not take all that much damage you can heal.
First of all, let me say that I just registered here to say that I really appreciate the hard work you did on this map. It's definitely one of the best out there. I've great fun playing it and I'll eagerly wait for future versions. Thanks Etravex :)
Concerning Blaze, I've tried Gachatar's strategy, and was astonished how absurdly overpowered it was. This is no theorycraft, these are simple facts. And no, you don't have to wait 5 hours to annihilate everything :D I invite everyone, in particular immature and dense posters like Resistance682, to just try it and see by themselves before speaking non sense and being rude towards informative users. JUST TRY IT.
I fear a simple moderate "DPS nerf" won't be enough, but I suppose we could try this way and starts from there. At some point, with such a high fury generation, you can just spam Airstrike non stop, which is just absurd. A fury and/or a cooldown increase along with a DPS nerf would be more appropriate, in my opinion.
There is also the survivabilty issue. It seems that Protective Presence is more effective than expected, is it working as intended ?? Seriously, asides from a few SUIs - which you can easily handle with other skills - you are hardly ever in danger.
Once again, in the end, that's just a balance issue. This map is awesome, and I hope you'll keep updating it :)
Cheers.
@Resistance682: Go
You still don't get it, do you? Airstrike's damage doesn't just jump to 8*10k from zero when you put the last upgrade point into it. It scales linearly until then just like every other skill does. Which means that if AS does 8 times the damage of other skills maxed out, it does 8 times the damage of other skills early game with 5 upgrades, 10, and so on. And from my experience SIUs are hit by about 5 missiles at average. Larger (mutated SIUs with the green aura and huge model) are hit by all of them, just like most of the bosses. And with your convenient grenade's debuff it's actually around 150k damage.
@Resistance682: Go
And as I already said, you need an extremely small investment into armor to be viable as a tank, thanks to protective presence more than DOUBLING your armor. You don't need a single armor upgrade until level 15, and even at level 30-40 you only need about 6-8. Sure, that's still an investment. But for losing about 10% of your AS damage you can out-tank Seifers, provided that you got the Desecrator blood skills, which you'd get anyway for the insane life leeching alone.
And although airstrike is a bit random, from my experience it's very evenly spread in practice. I've never seen two missiles falling to the same place so far. From visual confirmation, about 90% of the spell targeting cursor's area is always covered for any given cast. Plus, each missile has a relatively large area, and even the smallest infesteds are hit by 2-3 at average.
@luckyo1: Go
And you're right, you can't fix stupid.
You clearly don't understand the fact that airstrike hits random radiuses and does not guarantee and all-kill, nor can you survive alone with just airstrike. Have fun getting rid of blitzers with no weapon damage upgrade in waves 5+, have fun with your said "OP" airstrike. You don't seem to understand that Blaze is paper without his armor upgrades (which are dismal, 0.2 or something per 195 minerals until you hit 1 armor per 750 min, which you would spent on airstrike instead).
Remember: you don't have enough money for multiple specs, and most people definitely don't play for 5+ hours. And you must be playing with stupid scrubs if you're dwarfing everyone in experience by using Blaze.
That's right, you can't fix stupid. You probably play with people your own level (aka, stupid people) which is why you think Blaze is OP.
Well let me tell you, I can out-EXP you with Salv & Seifer & Psion, possibly Fulgore.
There's a reason why I'm 25 and you're not, little kid. :)
@Bejita463: Go
Oh, I think you interpreted my post the wrong way..
I was defending Blaze, stating that Blaze is NOT overpowered.
@Etravex: Go
Airstrike does NOT do 100k damage alone. It does 11k13k MAXIMUM after 5 hours of gameplay.
4k-5k base damage + 100% ability damage upgrade + other misc. bonuses = 11k13k damage PER missile with RANDOM radius and RANDOM hit chance.
Not sure why everyone is complaining about Blaze - Dead Eye can take out SIU/bosses before they can even reach him, Salv has black hole, Krug has turrets, Fulgore has cloak+VS/DL, Psion has arc and lightning, Seifer has great tanking abilities, etc..
@iXoZTwisted: Go
That is because not only does the CD decrease but the duration of flying as well decreases. Therefore deceptively giving the impression that nothing is happening between ability and cooldown.
Now you might say "this doesn't seem very fair," and in all truth it might not be. But the truth of the matter is that your hero's 'time scale' is increased allowing him to do more in less time. I can't slow him down again when using certain abilities; and any abilities that last for a duration will obviously also receive 30% less time with the buff.
The best way to understand how Infested Frenzy works is comparing it to Neo in the Matrix. You move faster while the rest of the world continues to operate off a normal time scale.
Keep in mind that Infested Frenzy affects "everything" Incapcitate normally last 30 seconds? Fully upgraded Frenzy drops it to 20 seconds. Normally regen 5 health a second? make that 6.7ish a second. fire faster move faster. Cast time for an ability such as Airstrike? cut the cast time down by 1/3 etc...
Hope this helps
As for Blaze; if in fact he does receive a so called "nerf" it would be based off of DPS alone. Keep in mind that Blazes attack is much stronger than others because of the randomness of his missiles drop locations. There is chance built into the skill. Now for large bosses it's easier to hit. But you can't guarantee that all 8 missiles will hit a single target. You can't even guarantee that that half of the missiles will hit a single target. Regardless, there is a lot more leeway given to Blaze because of the chance factor. His Airstrike is meant to be powerful. Now as for 1 shotting SIUs and taking 1/3 health off a boss with fully upgraded Airstrike that will have to be looked into. It's not ok that 1 Airstrike can do 100k damage if in fact that is the case. But rest assured I want Airstrike damage to remain high.
If ur hero is moving faster and stuff doesnt that mean his cloak and fly runs out faster? Just test out Psion with 3 Frenzy's so 30% CDR. His fly is 10 secs max and 15secs CD so with 30% CDR he should be able to almost fly infinitly. .5 secs of downtime. But this isnt the case. Psion still falls down with 5 secs left.
Blaze isnt the hero for EXP Seifer is... Theoretically i guess in a 5 hour game Seifer can get 30k and then some. This takes 5 hours of hard ass grind but the exp is there XD Healers are probly up there too depending on EnergyRegen.
@beerwolf: Go
Not actually true. Salv is 'the' character for exp. Max out energy regen with player skills, choose healer spec, and get regen from blood talents as fast as you can. Throughout the game spam heals constantly, and never allow your energy to fill up. You'll dwarf everyone's experience. This can be done with Psion too, but Psion has slightly more energy than Salv does, and both heals take the same percentage of energy. Salv pulls ahead because of this.
@Resistance682: Go
It doesn't matter how long the game lasts. Blaze becomes ridiculous extremely fast, and remains that way the entire game. This can be done with autoattack as well as airstrike, actually, though airstrike is worse and decidedly easier to see. You can completely replace Seifer with either build, and you ALSO do the same thing as Psion or Deadeye depending on which build you use, only you do it better. I haven't ever played Blaze and had the people I was playing with think Blaze was well balanced.
You aren't using him right if you're coming to different conclusions.
I'm not very keen on the whole "Kills for XP" thing, regardless of AFK'ers... AFKs I've yet to come across. As it is, it's unfair for someone to go Healer or Tank role, and lack XP in Mid game due to their AoEs no longer able to kill anything. And then single target DPS'ers like Fulgore will be lagging far behind... e.g. - If Fulgore's got 1.5k kills, the other DPS would be sitting at around 4-5k Kills... as an example.
As it is, currently, Blaze is THE Character to use if you want to farm XP.... he's almost ALWAYS the character with the most kills past mid game.
First of all, the most likely reason why exp gain is not shared is because of AFKing. If you share all exp, people will just go AFK mid-game and still get full exp. As it stands now all exp you get is from kills you do from auto attacks as well as damage taken during AFK.
I'm not certain I'd want a wave of AFK leveling players to come into the game en masse, and that's what's likely to happen if full exp sharing is implemented. For a great example of this problem on a much larger scale refer to: WoW, Alterac Valley AFK honor farming.
On topic of Blaze yes, you can have both. Technically, all THREE:
1. Fury generation 2. Armor + life leech + shield leech 3. Air strike damage
1. Comes from weapon speed, AoE shot, double shot and range attack upgrades. This should slowly trickle up from wave 1 and get close enough to be maxed by wave 10 at latest, usually some time before it. 2. Armor + life leech + shield leech: Blood (leftmost climbable tree) and stance will carry you as top armor target of the team on wave 1 - wave 15ish depending on luck with blood. At this point, you are already maxed on fury generation (pre-blood), and have a few air strike upgrades, and should start spending about 1/4 of your income on armor. 3. Air strike damage early on (wave 1-5) comes from skilling it up to lvl5 asap, potential blood upgrade (+5%*3 from attack, stackable) and your experience points. Wave 5+ you should start spending whatever you have left over from fury gain upgrades on this. After you max weapons, and before you start playing with armor, you should get several levels worth here as well.
Essentially, you are average on wave 1-5 (1-3 if you're lucky with blood) and use open season during these waves. After those waves, you exclusively use air strike and steadily become more and more deadly until about wave 10 where you finally max your fury gain and start to top everyone else by at least 100% on kills and exp gained.
If you still can't follow instructions above, or are so bad at this game that you still manage to not get above build to perform, then to quote Blaze "you can't fix stupid". Blaze's OPness starts around wave3-5 and continues throughout the game.
@luckyo1: Go
Your theory of airstrike and Blaze wiping out everything is only possible with pure offensive spec, not sure where you're getting that idea from that you can pay for both armor and airstrike spec.
Take into consideration most people don't play 5+ hour games and that you don't get 2k+ minerals per round as you would do in rounds 80+ or whatever.
You all need to take into consideration most IA2 games don't last 5 hours.
Not everyone will achieve max upgrades. Not everyone will get max bloods.
Taking THAT into consideration, Blaze is not OP. I don't care what you say - you can't have both airstrike spec and armor spec, and healing blood spec, armor blood spec, attack speed blood spec, or whatever until 5-6 hours into the game.
We're talking about 1-2 hour games that go from round 1 to maybe 40-50 at maximum. Not everyone plays extensively, and taking THAT into consideration, I'd say Blaze is definitely not overpowered, but rather his mob control skills (AS, OS) are very good if heavily invested into.
But what do you pay for having a pimped out AS/OS spec? You have no armor until round 60+, you need to rely on healers, you need to rely on Dead Eye / Krug to deal damage to heavily armored bosses as OS is rendered useless on bosses later on. But if you went AS, you still won't do great damage until you've specced Magical DPS + 10% Ability Dmg (x10).
Oh and did I mention you still have to run around to survive until you have good armor in round 80+?
Did I mention not everyone plays 5+ hour games?
@Oddlot0930: Go
Agree, completely. And Etravex himself said this before, that this is meant to be a team game. So, why not have shared exp? That would give people incentive to help newbies, etc so they contribute more and have more fun playing the map.
Though, afk'ing could be an issue. Issues would be afk'ing with randoms, in which case, a "kick afk'er" button could fix that. But that won't work for deliberate afk'ing when something like 2 people work, while 2 chill and get free exp. I suppose something like base.exp.gain*current.apm or something could work.
Although I'd prefer to see each job being able to sustain just as monstrous of an exp amount simply from doing their job. As in, SUI's being worth more exp for deadeye and fulgore. Heals and tanking moves giving more exp for salv, psion and seifer.
This might be kind of out there, but here goes. Could try reworking the system, so no one gets exp from trash creeps. SUI's and bosses give generous amounts of shared team exp, but which alone doesn't amount to much. The bulk of the exp will come from using abilities. Each will have an exp amount attached to it. Normal attacks will also earn some exp (.1 per attack or something like that). That way afk'ers don't get much for their time and those who play actively with abilities and proactively hunting SUI's get a lot more exp. Could even have bonus exp for completing boss rounds quicker. Just a thought.
What do you guys think?
The thing is though, Etravex will nerf blaze horrifically, then everyone will just complain that he's been fucked up. There's never going to be a winning argument. And I'm not griefing my team mates, I'm trying to urge people to HELP them. Tell them effective strategies for neutralizing certain enemies. If I play with a rubbish player, I try and give them as much advice as I can, so when push comes to shove, I'm not the only one taking kills. I want the people I play with to be better, so that I can have a more enjoyable experience. if this means I have to spend time mid-game explaining tactics, then so be it. If I see my team mates are lagging in kills/xp, maybe a salv is sitting there doing nothing, I might point out that while he's doing nothing, he can still get 3xp a heal even if the person he's healing has full health.
Maybe at this juncture, at least experience wise, it might be better to gauge it towards goals and playstyle. Such as boss kills, and continued with the ability xp gains. I think that you should just drop kills for creeps all together. Not permanently, but it's a short fix to players gaining MASSIVE amounts of xp while others suffer. Without killing being the objective for xp, you have more players using more skills, and being more tactical. Rather that just sitting there and getting kills while afk for an hour.
Would just like to confirm what the sensible people here are saying. Discovered Blaze's OP independently before this discussion went up.
I consistently get 2+ times anyone else's exp, independent of their skill level. Even lvl 20+ anything elses couldn't even come close to my damage output. Mind you, I was lazy and went attack power only for a while. To confirm: You do more damage than deadeye 1v1 (with maxed ability damage bloods goes up to 200k per salvo I believe, makes headcarver jealous) You heal faster than salv with the regen blood talent(1.5shield+life/10 times a second) You have more armor than seifer at less cost(take one damage from normal mobs, about the same from bosses when in protective) You have an ability that stops dead anything you want, besides bosses and roamers, while adding 50% damage (next best thing is psy charge, but even that isn't as imba) Your AOE does multiples more damage than anyone else.
I've tested all this multiple times. If you say he dies to imploders ... that's it actually, nothing else should even scratch you, then you should learn to target fire. Even then, I left my comp for several rounds at a time past 50, only to come back to him still sitting there killing stuff.
Of course this could be easily fixed, if the rocket's CD was increased to a solid 6 or 7 seconds. But as it stands now, the nerf on fulgore and deadeye was completely unjustified compared to this build. I don't think they'd come close even with the double barrel on top of the new weapon mods. And this guy doesn't even need unlocking : |
EDIT: would only fix the damage due to rockets. He'd still be an imba aeo tank pew pewing everything in sight with his chaingun, taking 3 damage from any boss with his protective. Got to 200 or so armor, put bosses to shame.