User blog comment:Pootis Man/SAS 4-Terrible balance issues./@comment-24659969-20141109062910

My opinion I totally agree on:


 * Cap scaling for HP regen stuffs. For example HP regen at level 1 goes 0.05%/second, +0.025% and at max 0.65%/second. While this might sound weaker on early (level 1 with 2000 HP only heals 1 HP/sec), it makes it viable on higher level where your HP is 10k++ and skill maxed = 65 HP /sec . Augments starts at 0.04%, max 0.4% grade 10. This also keeps the game from unbalanced because 1.05% HP regen means you gain a new life every  a minute and half. After all, tanking is not the real purpose of this game right? Do you want to make Byosynth get HP-on-damage 0.05% ( 0.4% grade 10) damage dealt returned as HP instead Get HP-on-Kill ?

As for energy regen, I think it i good as it is except we starting to get max energy increase per level other from skill/augment only.


 * Movement speed bonus on Heavy Gear skill; would it be better to make it scales; for every level, decrease penalty by 4.2% and increase move speed by 0.42% so at level 25 you gain 100% penalty reduction and 10% movespeed


 * Deadly Force: Agreed on more damage buff for it. But also in the same time, I think a 'nerf' for killing spree wont hurt, like increase the duration of killing spree (both buff and 20 kills time)  while reducing its effect. So basically it makes the base damage of Assault increased while keeping its potential max damage same and more easier to get. If you increased it, it will defeats the game chalengge after all.


 * Agree on Quick animation for opening Strongbox.


 * Bad blood: please include note "percent return damage calculated before damage reduction".

(Half) Disagree with:


 * Disagree with concussion chance scaling. Ria strikeforce or just any kind of shotgun fires multiple X pellets = multipled X times chance to proc. Agreed on increased base chance. I would nerf the duration though and make any enemies stunned to be immunity to stun for maybe a really short duration (probably a sec or 0.X ) . This coming with expectation that Heavy gains movement speed buff from Heavy Gear idea.


 * Hold the line: Disagree on slow as it defeats the purpose of concussion. Agreed on stronger effect. This will make it a little bit more on par againts assault class.


 * Agree on Brute strength increased effect and damage. But push power for the bosses maybe should be only 1/4 or not work at all. Else it would be funny if a rock speed build heavy pushed boss to stuck it or into certain area which may cause bugs.


 * Aerial bombardment; rather than leaving a smoke, how about make it shrapnel artillery effects which means any zombies hit will be slowed by 50% for [scaling on level] duration? This means for fast zombies, they will still be slowed even after leaving the AoE (especially if the zombie only hit at the edge of AoE).


 * Protective Aura: 75 per level? Nope nope nope. With mentioned HP regen above = leave it like now at 1500 (lv 25). Too high will defeats the game chalengge. Agreed on increased range though. This is ain't SAS3 with its small maps.


 * Totally disagree with Rubicon move speed buff. Leave it at 15%


 * Disagree on turret masteries level 2 and 3 idea. Defeats the use of Cyro turrets and grenades, reduced challenge too much.


 * Premium ammo masteries: disagree on ammo cap increase since it means no use for anyone who put 0 into field supplies. Put that directly into field supplies skill instead. For example level 1 field suplies 25% ammo clip cap 20, +12.5% clip + 7.5 cap per level, so at level 25 you gain 325% clip with cap 200. The mastery should just all about increasing the HD ammo damage percentage (and maybe even piecing?).


 * Shotgun masteries bounce effects, will creates too much trails and not good for technical performance reasons (see frozen bullet trail bug). After all, how would you draw the trail for instant hit shotguns like Stripper for example? Agreed on mini knockback effect.


 * Disagree on ammo pricing idea. The scaling of money you gain as level increase is more than enough and it also puts in "Bullet management" so it scales with player experience level where high leveled players expected to make less stray or miss shots. If it is cheaper, there wont be a chalengge at all and should just make the bullets infinite by then.

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Okay that's just my opnion after all.