So before I get started, I'd like to state the obvious:
- I know there's a whole post on this sub regarding the latest update & feedback.
- "EpIc DoEsN't cArE", "ThEy WoN't Do ThIs", or any other version of these statements are already well known, so we don't need to mention them here.
- I get it, some of you don't like jailing. That's fine, I'm not telling you how to play the game.
- "JuSt PlAy In PuBs"…again, I'm not telling you how to play.
- This may sound like a "bitching post", but I assure you, it's not. Just read through to the end.
While some of the quality of life changes in the recent update are really good (material stack increases & crafting requirement decreases), and some are a good start (material drop rate increase), the major change in this update really isn't (trap effectiveness).
As a player who solos most of his missions (including SSD / Endurance), the changes to trap effectiveness has really screwed how I play. I do jail in high Twine just so I'm not wasting materials on a potential failed mission. However, most of the time I run a damage constructor build, which relies on stalling elements to increase the damage done to the husks. With this change, you have essentially nullified that tactic & made one of the most used heroes in a constructor build (The Ice King) useless. In addition you are requiring us to increase the number of traps (and most likely structures) used in any given mission.
The game has always claimed that you can "defend your fort the way you want" (direct line from the 2017 E3 Trailer), but it seems that is no longer the case. That's fine. If you want to restrict how we build / trap, at least do it in a constructive way. As numerous others have stated on this sub, a better alternative to the "trap immunity" update would be to remove the timers and require a certain kill count to complete the mission. You already do it for portions of the Repair & Evacuate Shelter missions, so you know it can be done.
But if this is the horse you're betting on, then I'd like to make some suggestions that could help with this change.
- As others have on this sub have stated, you claimed you were going to fix most of the major bugs / issues BEFORE implementing these changes. Since that didn't happen, make fixing these THE top priority now.
- Increase drop rate & quantity of crafting materials (again).
- Increase the maximum amount of building materials (per minute) the B.A.S.E.'s Recycling ability generates. Maybe to 250 or 300 (up from 150).
- Perhaps even have the Recycling ability generate crafting materials based on the traps covered by the B.A.S.E.
- Allow us to reset our current traps schematics to spec out for the new meta. And when we either reset or recycle our trap schematics, not only return the evolution materials, but also our perk-up & re-perk materials as well. This doesn't have to be all the way back down to the Common level, perhaps just to Uncommon or Rare.
- Honestly, the only traps that should be affected by this new "behavior" should be the Sound Wall & Wall Lights. All of the other traps use physical elements (tires, cannonballs, etc.) on the husks, to which they shouldn't become "immune". I understand why you are reducing the affect of the impact / knock-back over time, however, it seems stupid to me. That's because if I hit you with a tire, no mater how many times I hit you with a tire, you are still getting hit with a tire. In fact, the impact / knock-back should increase over time with something like this.
I get why you are doing what you're doing, but there are better ways to accomplish what you want without affecting everything else in the game.
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