

@as1r0nimo your sticky burning damage start to dealing as pve damage, after you die and respawn to safe house or check point
@bill
I agree the idea of pulse resistance mod, it is good to because it means " if player totally not being scanned, they have to lost some damage of something else"
But, increase pulse resistance of yaahl of system corr not a good choice, maybe
I think it should having different between of 90% and 100% pulse resistance, just like against ridgeway wicked with 90% or 100% bleed resistance
HB is extremely strong with close range in pts, with chest and backpack , stacking 200%armor with AA12 then change weapon and kill ppl with 100% damage buff
It's too overpower, but HB deserve this because it had more difficult that other build (compare with striker) , so here my thoughts, do not nerf the damage and bonus armor, but increase the difficult of stacking:
decrease the buff duration time to 3s from 5s
-lot of meta weapon having around 1.9 to 2.2 reload time, means HB have less time to aim after reload
Headshot no longer apply pulse, instead headshot refresh pulse duration of target
-HB have to combine their tech pulse mod or pulse skill, but not trigger damage and armor with headshot only
Remove weapon handling of 3piece HB instead 30% reload speed and 15% skill haste, 15% skill duration time
-Combine with suggestion 1(nerf buff duration),HB no longer offer swap speed from weapon handling, AA-12 would not being so popular for stacking HB
@as1r0nimo your sticky burning damage start to dealing as pve damage, after you die and respawn to safe house or check point
I am diehard PvP player, so let's cut the chase and focus on PvP only
In-Sync will be no longer combo with shield, and I do think that's good since In-Sync is always the Tier-0 choice of all builds w/ shield and no other talents except of exotic could top it
But with the rework on shield (receive more damage in PvP and disorient while shield breaks) I do agree on the disorient part, but letting shield taking more damage is somehow unnecessary for me.
The time-to-kill for the meanwhile is pretty short comparing to older versions while front dps players is in desperate needs of that shield to help them pushing forward toward enemy and dealing as much damage as possible before they or enemy die.
But in PTS, at least for now, shield has become none other than just a piece of tissue, I repeat, I do think the disorient penalty only would be enough for punishing players who use shield without preplanning and combat skills.
On the other hand, the MAJOR problem of shield is being "meta" since everyone could do a "corner glitch" with it while equipping 3.4x - 15x scope, this glitch allows players to shoot behind a wall and/or shield, where players couldn't get shot at.
Without the sufficient countermeasure (e.t.c parabola, AOE skills like mortar or chem and position adjustment), this glitch has a huge advantage while taking left side cover, while being vulnerable when taking right side cover or even no cover, fix the "corner glitch" then shield should become fair but not the only option for all red blue attribute player.
I think that only decrease the dmg bonus for intimidate would be a fine nerf/balance, while it could be better if the damage bonus is bound to your extra armor and/or weapon mag's percentage like how it works similarly with System Corruption, but rework this talent into stacking increase with time?
The main purpose of intimidate, at least in PvP, should be first-strike plus high burst dmg, while your opponent live longer, you're gotta be taken more dmg, and the more dmg you take, the less dmg you could do.
But in PTS, other builds are having much better performance than intimidate builds while without high damage talent, for example, ridgeway paired with wicked (18%) or unbreakable with concussion (10%).
(By the way, Intimidate having bug in PTS that there would be non-limit stack for damage, also throwing traps is still dealing PvE dmg e.t.c, fix these bug pls...)
Then here are some thoughts about Countdown...
The map is great, map size design is suitable while having some high ground spots, indoor designs are excellent, why don't you do a 8v8 or 12v12 PvP mode based on this map, maybe like Control Point, King of Hill, Payload or even Team Deathmatch (the likeness of Div 1's Last Stand)
Usually, I am not willing to post at ubi forum since I thought this game is dead and devs wouldn't care about anything that ppl say on site, but with new updates incoming, since there's some sort of power trying to revive this game huh? It makes me has more interest to stick around for PTS 2 and PTS 3, and let's see what the new items could work for me and what thoughts I may be able to share to everyone here.
@ubi-froggard
Sorry for replying so late
I don't sure when these two talent are disabled in pvp, at least they already disabled before hunter fury, but these never mentioned on patch notes
(the only one disabled and mentioned on patch note is -- first blood)
here are few question about pvp talent, some of them are over a year
1, about the true patriot and pestilence, they are strong and destroy pvp balance, designer are nerfing patriot white buff before disable the combo of patriot and pestilence
would there any chance to buffing it back? I mean there not necessary to keep the nerf without the combo
2, about memento, one of the patch (also patch note mentioned) we can having trophy by emp destroy enemy's skill, but it disable again after fix the bug/glitch of infinity trophy ( firefly seeker something else)
same, would there any chance to take it back please?
3, about the talent, reassigned and tamper proof, these two talent are disable in pvp, but patch note never mentioned
fix it please
thankyou for reading