Today I found that a chunk mesh generation visual improvement that went into 2.5, was using a lot of temporary memory, which caused the memory garbage collector to run often. That causes big lag spikes every few seconds. I have a fix and we are planning on getting another build out.
Why the Stun Baton nerf - and why not mention it in release notes???
Intellect mastery lvl 5 gave you always charged stun baton. Now the last lvl is 300% shock damage.
Nobody cares about about shock damage. The baton damage has always been crap - the crowd control was the only point of the weapon. Intellect tree does not have any guns anyways and now it lost the only thing that gong for it in combat.
It's funny how strength has 2 melee weapons with amazing perk books and great skill points and Stun Baton is the thing that gets nerfed. Clearly someone has favourites. It would be much better if the weapons would be untied from the skill trees entirely.
I had already changed that perk myself as it seemed both OP and lazy that level 5 was just a better version of level 4. Level 4 still exists and is strong enough. I'd rather each level be more unique. It isn't that big of a change. And the increased shock damage increase isn't trivial. Now instead of relying so much on pure crowd control it will kill things faster. But you consider that bad?
The button was too op at many cases, slicing through zeds like cheese is fun, at some point there was no challenge felt, let`s see other`s opinions, too. I think this nerf is in a good direction.
So far, the additions and fixes and changes are worth the wait. Thanks guys !
I never said moving water around is an exploit. having a single "block" that infinitely refills your jars is. They could make it so every player-placed water block can be drained, or a certain volume that spawns in the world. no need to check it for whole lakes
Or many ditches with water that are around town? If your base isn't near a town, that's really the only time you might not be close to water if you choose not to build near water. Dew collectors have almost no value anymore.
I had already changed that perk myself as it seemed both OP and lazy that level 5 was just a better version of level 4. Level 4 still exists and is strong enough. I'd rather each level be more unique. It isn't that big of a change. And the increased shock damage increase isn't trivial. Now instead of relying so much on pure crowd control it will kill things faster. But you consider that bad?
Even level 4 intellect mastery is barely needed as tech junkie vol 6 already gives a 50% chance to charge on power attacks and 25% on light.
Removing perma-charge is a great change, though i would like to see a way to generate charge without hitting zombies so i can prep my baton in advance. Chance to charge while running?
Edit: Though nerd tats rag-dolling enemies still is very annoying.
Edit: Edit: The ragdoll effect appears to have been turned down, you can once again target their heads! Still annoying but no longer god awful.
Side note, does anyone else find it weird that stun baton gets its own dedicated candy buff? Should really be baked into its base kit imo.
Even level 4 intellect mastery is barely needed as tech junkie vol 6 already gives a 50% chance to charge on power attacks and 25% on light.
Removing perma-charge is a great change, though i would like to see a way to generate charge without hitting zombies so i can prep my baton in advance. Chance to charge while running?
Edit: Though nerd tats rag-dolling enemies still is very annoying.
Edit: Edit: The ragdoll effect appears to have been turned down, you can once again target their heads! Still annoying but no longer god awful.
Side note, does anyone else find it weird that stun baton gets its own dedicated candy buff? Should really be baked into its base kit imo.
I suggested this elsewhere, but I wouldn't mind if Nerd Tats was removed and was instead used as the final rank of Intellect Mastery. 300% shock damage isn't much at all...
I suggested this elsewhere, but I wouldn't mind if Nerd Tats was removed and was instead used as the final rank of Intellect Mastery. 300% shock damage isn't much at all...
Just ran Insane/Nightmare infested Grover High 3 times(i swear they have reduced the number of zombies in it again this patch), the 300% shock damage IS noticeable however could easily be skipped to save a skill point. In fact i think its a skip in future playthroughs already. I would prefer something more relevant like shocked zombies take 20% increased damage from all sources. Or charismatic nature effects apply to you as well as allies and party members?
The removal of perma charge barely changed anything, the stun baton that was god tier at crowd control is still god tier at crowd control, you just actually take hits now and then. 10/10 change.
Construction workers no longer hitting like a truck is both welcome and saddening. There is no longer any zombies that can threaten me in the endgame anymore.
Still hate the ragdoll, if i wanted to knock them down i would use a repulsor! This smells like Fubars doing...
I had already changed that perk myself as it seemed both OP and lazy that level 5 was just a better version of level 4. Level 4 still exists and is strong enough. I'd rather each level be more unique. It isn't that big of a change. And the increased shock damage increase isn't trivial. Now instead of relying so much on pure crowd control it will kill things faster. But you consider that bad?
I feel the same with Lv 4 and 5 fortitude mastery, they both increase max health by 50 each, I'd personally much prefer if level 5 made moonshine more useable, remove the blur effect, half the damage boost and health recovery from it but double the duration.
Today I found that a chunk mesh generation visual improvement that went into 2.5, was using a lot of temporary memory, which caused the memory garbage collector to run often. That causes big lag spikes every few seconds. I have a fix and we are planning on getting another build out.
The setting that the dew collector requires tubes is simply brilliant. We now have an item that needs a container, and the once discarded clay bowls can make a comeback. To be honest, if glass items were not crafted in the forge, it might lack immersion. It's not scientific to say that they were removed from the forge to prevent players from not being able to make glass jars in the early game. Just like my current mod, I don't prevent players from obtaining food from loot in the early game. But I set the probability of players getting food from loot to 0 after a certain level. Empty water jars can be obtained by players through looting in the early game.
I did not know about the Stun Baton nerf until now, since, as you said, it is not in the patch notes. Now I am sad. The balancing between weapons is certainly wonky, and this did not address it.
The stun baton is still probably tied for strongest weapon in the game. a charge every 2nd hit still makes it OP and can stun lock pretty much everything. the shock damage tradeoff after playing with it actually makes it stronger almost instead of a nerf since with a repulsor mod you can send squads of zombies flying and they take that shock damage while not being able to attack you, especially with a rad remover on the baton.
actually it isn't useless at all. probably makes it a bit more useful since you can generate 9 jars at a time now and both the mods for collection seem to speed it up. and it's a good place to store your empty jars in any setting (even with 0% return you never run out)
The stun baton is still probably tied for strongest weapon in the game. a charge every 2nd hit still makes it OP and can stun lock pretty much everything. the shock damage tradeoff after playing with it actually makes it stronger almost instead of a nerf since with a repulsor mod you can send squads of zombies flying and they take that shock damage while not being able to attack you, especially with a rad remover on the baton.
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actually it isn't useless at all. probably makes it a bit more useful since you can generate 9 jars at a time now and both the mods for collection seem to speed it up. and it's a good place to store your empty jars in any setting (even with 0% return you never run out)
What are you talking about? What storage? It will still be slower, and you can just fill the jars and boil them all at once, especially since you don't need a crucible anymore... only a forge, and it opens in crafting much earlier than the dew collector.