need add more get scrap's method or personal picking or Huner and Technician can pick up 2~3 times. if future has more class peoples get scrap will be very hard Ex. today has 4 Huner i can't see anymore scrap. if more Hunter or Technician,scrap's skill will be done. Huner's Complimentary Throwable Maybe can, i use "4th" throwable give me prompt "next throwable get free" etc. not now i use "5th" throwable thrown give me prompt. Quest Sara need nerf by Prove It (Lv. 65) This quest need kill poison witch 8 but idk witch type is more so kill 8 is very hard maybe -4~6? i english is very bad but i try it my say.
Same suggestion with debuffer. Right now if there's 2 or 3 debuffers in a game, I have to wait really long if I miss a debuff chance on a tank, especially poison and pipe bomb. I do believe stacking duration and proloning the up-time should be fine/balanced since the items are consumed upon debuffing a tank, and they don't come cheap, we have to decide if we go more utility or just buy defibs to help the team.
It's all good man. As for scrap, I don't have any use in hunter/tech role yet so I can't really say for sure. if it makes things easier in terms of throwable usage. Sure, I don't see why not. You could also add in the same prompt with |E| Supporting Role Buff where next first aid kit/defib usage after the 4th use of either item gives you another first aid kit/defib for free respectively. I do agree, we used to only have 3 types of witches to have to deal with back in the past, but now that you have more witch types, getting a poison witch to spawn is a bit harder than it sounds. Maybe lowering the requirements down by half or to 5 might make doing the quest as a low level slightly easier, given these low levels don't have access to the Custom COOP servers for 1 more map that has multiple witch spawns. Will reply to that idea soon
just dont nerf technician because it's overused now , when people going see good players hunter dps they going change class lol
To elaborate on some things mentioned here: The chance for scrap to drop already increases for each Tech/Hunter player on the server, more players = more drops which should balance out scrap earning. I can consider adding Complimentary Throwable messages. That quest is rather old when there were significantly fewer witch types so I can probably lower it somewhat. The main issue with this is that some of the effects, such as Muscle Inhibtor or Berserk Gene are quite powerful, and having them be on 2 or even 3 times without cooldown can make most Tanks a joke, especially when combined with each other.
From my experience so far, berserk gene is the powerful one if stacked infinitely in my opinion. We manage to take down an SST in cleanse by me spamming pipe bombs at him, but it did result in close to 40 plus bounty and 1 death from me. There should be a risk and reward, I propose things like Antiviral Pills stacks on with other debuffers with a fixed limit (for example 3 debuffer's separate debuffs), for muscle Inhibtor we could do something with diminishing returns, the first one reduces by 20%, second debuffer while applied during the duration of the first debuff will be 12% reduction instead. For Berserk Gene, that should never be stack, 100% agreed.
Obviously add more scrab insolvable problem,If has 1 Huner or 1 Technician always in front, Behind need scrab's class player always can't get scrab. result rob scrab this is unhealthy. thanks for Mute watch. Now Hunter Class Player are many.
Why not change the method into Kill per scrap Each 1 ~ 3 scrap can be gain at : 0.5% on CI 5% on Super CI 10% on SI 60% on Uber SI 100% on Tank Edit: Auto-get scrap upon kill Well this may solve issue from scrap got taken quickly.