So I’m about 3/4 through my first play through of the new Cthulu update, on normal difficulty.
Overall, I’m liking the new balances, for the most part. I like how Dash has been nerfed, and also how Pandoran upgrades are announced - it explains the subtleties of each type we were perhaps missing, as they all look so similar - but that’s for a different thread. I like how I still haven’t bumped into any mortar Kierans, sorry, Chirons, yet - it’s all making a lot more sense. Most of the points in the change list I’m all for, so good work, Snapshot.
The Scylla now represents more of a challenge, which is great. On my first (and as yet only, in this build) encounter, my A-team were under-equipped, and I had to have a do-over to get through without anyone dying (save scummer that I am - it’s for testing - that’s my story and I’m sticking to it). It did represent a sudden upturn in difficulty, and I kind of like that. But, at the same time, many of my dudes had higher level perks, such as Rage Burst, Mark for Death, and the newly renamed ‘Onslaught’. It all felt a bit like playing snooker with a piece of rope.
I get it - it’s kind of supposed to feel like that when up against a Scylla, but I can’t help feeling these three perks have been a bit over-nerfed.
Rage Burst now feels more like Impotent Rage Burst. My standard anti-Scylla tactic was to dash an assault/heavy in with a Hel II cannon, and Rage Burst it into next week. Not anymore. Good, I like a challenge, but not when the perk that is supposed to literally burst rage spreads that rage so thinly, that you need to be at point blank for it to have any effect. The armour on the Scylla is now so tough on its legs that it’s pointless going for them. Rage Burst will now inevitably hit some legs, so it all feels rather like throwing a Tic-Tac at a whale, or chucking a sausage up an alley - it hardly tickles the sides. Against normal sized opponents, again, unless you’re absolutely up close and personal, like adjacent, at least one burst is guaranteed to miss. I think the cone needs to be narrowed, even just a bit.
Mark for Death. This one has gone from being ‘Ok, Pandoran, you’re number is now up’, to ‘I’m going to tickle you, but there’s no rush with this - carry on as if I’m not here’. An extra 10 damage per bullet is sort of negligible when you’re dealing with an enemy with HP in the thousands. For the WP it costs (when up against a Scylla), it’s just not worth it - not while you’re constantly running away from mist to preserve WP.
‘Onslaught’. What to say about this? Inspire was majorly OP, I agree. But this is another over-nerfing. To imbue one other teammate who happens to be in range with a meagre 2 AP hardly conjures the image of an onslaught. The instigating soldier even has to spend 1 AP to give someone else 2 AP, so the 1 AP garnered overall is about as close to an onslaught as in real life, saying to a fellow soldier in a life or death situation ‘Come on now, mate - lift a finger. Can’t be arsed? Ok, never mind, forget I said anything’.
I’m being a bit harsh, I know. Overall, I think the work done on this update is great, just these three perks seem to have swung wildly in the other direction.