Survivors - Captain
Updated 2 weeks agoCaptain
Captain's strength is unfortunately concentrated in just a few skills. I want to balance out that strength a bit. As for the elephant in the room, using skills in Hidden Realms, I have something planned for that... eventually. Trust me, it'll be worth it.
Default Passive | Defensive Microbots (nerf)
- Microbot base fire rate reduced from 2/s to 1.2/s.
- Microbot maximum fire rate reduced from 10/s to 5/s.
- Microbots can no longer delete stationary projectiles like AOE zones or telegraphed attacks.
Comments:
Captain invalidates several enemies in the game because his microbots destroy so many projectiles and can also destroy the infrequent lingering projectiles that are meant to force good positioning. I am greatly reducing Captain's passive survivability through the Microbots, but in exchange he will be getting some hefty usability buffs to his beacons.
Default Primary | Vulcan Shotgun (rework)
- Damage reduced from 120% to 100%.
- Now has no damage falloff when fully charged.
Comments:
Although Captain relies on his primary a lot, it's a tad overtuned when you can spam it. However, the charged variant is not that strong, and I think deserves to be used a bit more often. Normally the bullets have damage falloff that reduces their damage linearly past 25m, but this is now removed once fully charged.
Default Secondary | Shock Taser (buff)
- Shock now takes 30% of the target's health to end early, rather than 10%.
Comments:
The shock effect is almost never any better than a stun due to how easily it is removed. Additional changes may come in the future, but for now this will be enough in enabling an extra shotgun blast or two before ending the effect.
Alternate Utility | Diablo Strike (rework)
- Damage reduced from 40,000% to 12,000%.
- Fall time reduced from 20s to 10s.
- Cooldown reduced from 40s to 30s.
- Proc coefficient increased from 1 to 3.
- Now uses a different falloff model that scales its damage down to a minimum of 50% at the edge.
- Cannot proc effects on friendly fire damage (most notably, will not kill you with bleed).
Comments:
Sitting around for Diablo Strike to land is just not fun. While I know this change will mess up all the Captain players' memorized timings and such, it makes it much easier to mix into normal gameplay, and in my personal opinion, much more fun.
Default Special | Orbital Supply Drop (rework)
- Each selected beacon now individually recharges over the course of 3 minutes, allowing for more than two uses per stage.
- (Indirect) Lysate Cell now affects both beacons.
- (Indirect) No longer counts as a combat skill for Red Whip and the reworked Warbanner (both prepping and calling the supply probes).
Comments:
No matter how good the beacons are, if they only have a single use then many players will never use them because they might need them more later. With a 3-minute cooldown, you still need to pick and choose your usage, but it no longer pressures you to get the perfect placement, and is a lot more useful in general.
Default Beacon | Beacon: Healing (buff)
- Healing radius increased by 50% (10m->15m).
Comments:
Healing Beacons are one of the weaker beacon types in Captain's arsenal, not due to the effect being bad but because of how you have to mostly sit still to use it. A larger radius should allow for more mobility while still gaining the benefits.
Default Beacon | Beacon: Shock (buff)
- Shock radius increased by 50% (10m->15m).
- Shock now takes 30% of the target's health to end early, rather than 10% (same as tazer).
- Now has a radius indicator like Healing and Hacking beacons (taken from WolfoQoL).
Comments:
Shock is being buffed across the board. Additionally, Shock Beacons' use tends to be a bit too limited to the early game due to how small of an area it actually shuts down, so it's getting a range buff.
Alternate Beacon | Beacon: Resupply (buff)
- Now recharges over time, regaining 1 use every 45 seconds.
Comments:
Resupply is Captain's true worst beacon type, which will now no longer have limited interactions. Even when placed at the start of the stage, you can still get use out of it for the entire stage's duration. For longer cooldown equipment like the Preon Accumulator, bringing along a Resupply Beacon can effectively give it a 45s cooldown.
Alternate Beacon | Beacon: Hacking (buff)
- Hack radius increased by 50% (10m->15m).
Comments:
Hacking beacons are really annoying to use with such a small radius Especially now that beacons recharge over time (which is a much bigger buff for the other beacons than it is for Hacking), I think it's perfectly fine to give this beacon type a bit of a buff and standardize its radius with the others.
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