Survivors - Bandit

Updated 2 days ago

Bandit

Bandit is one of the stronger characters among the non-dlc cast, so the buffs here are very small and are accompanied by some nerfs as well. Overall, a bit of safety in his utility has been shifted into much more interesting secondaries.

Default Primary | Burst (tweak)

- Damage per bullet reduced from 100% to 90%.
- Proc coefficient increased from 0.5 to 0.7.
- Now actually has a bullet radius (just 0.1 though, same as Commando's primary), giving it a bit more lenience on collision.
Comments:

Bandit's primary deals kind of insane damage for how spammable it is in combination with backstab. In order to keep Bandit in check with some of the other changes they are receiving, it's getting a damage nerf, but will scale a bit better with proc items.

Alternate Primary | Blast (buff)

- Bloom is reduced by ~80%.
- Now actually has a bullet radius, and one larger than normal (0.3) to help it feel more accurate.
- Damage reduced from 330% to 300%.
Comments:

Make no mistake, despite the damage nerf, this is a massive buff. Blast has a distinct niche to fulfill, but fails at that niche due to its poor accuracy. This buff reduces how much Blast's accuracy is impacted by firing in quick succession, and combined with a large bullet radius, it ends up really consistent in hitting distant targets.

Default Secondary | Serrated Dagger (rework)

- You now lunge forwards upon using the skill.
- Hitbox size increased.
- Cooldown increased from 4s to 5s.
- Hemorrhage damage reduced from 133% per second to 100% per second.
- Hemorrhaging enemies now take an additional 25% damage from skills (does not stack).
Comments:

Serrated Dagger is alright, but making it actually have motion (plus more accurate hit detection) makes it way more fun. Additionally, to make it feel worth taking over the obviously much safer Serrated Shiv, its hemorrhage now applies a special damage bonus akin to Commando's alt secondary in Returns.

Alternate Secondary | Serrated Shiv (rework)

- You now throw two shivs in quick succession upon use, but the damage per shiv is reduced from 240% to 160%.
- Cooldown increased from 4s to 5s.
- Hemorrhage damage reduced from 133% per second to 100% per second.
- Inflicts an alternate version of hemorrhage, and hemorrhaging enemies are additionally slowed by 40% (does not stack).
Comments:

Throwing a single weak projectile feels disappointing, so why not at least make it two? Along with a unique hemorrhage variant, this skill stands out in being able to applying two stacks of Hemorrhage at once and help keep enemies at a distance.

Default Utility | Smoke Bomb (nerf)

- Damage reduced from 200% to 150%.
- Cooldown increased from 6s to 8s.
Comments:

Two separate AOE stuns every 6 seconds, combined with a surprisingly high damage coefficient, makes this skill deceptively powerful. In order to make Bandit not completely trivialize crowds and to give more benefits to using Lights Out, this is getting some nerfs.