Survivors - CHEF

Updated 2 days ago

CHEF

CHEF is really fun to use nowadays, but is fairly overtuned. Additioanlly, I believe that CHEF is the buggiest character in the finished state of the second DLC, so I have had to put in a lot of work to fix oversights.

Default Primary | Dice (nerf)

  • Skill duration increased from 0.35 to 0.45 (roughly 28% decreased fire rate).
  • Cleaver damage decreased from 200% to 150%, and cleaver damage when returning decreased from 400% to 300%.
  • Cleavers can return slightly earlier if not holding down the attack button.
  • Cleavers proc coefficient when returning reduced from 2.25 to 1.5 (this is actually a bugfix).

Comments: Dice feels pretty good to use, but is definitely overtuned. The damage decrease is the main change here, the fire rate reduction actually ends up making it feel more consistent if you choose to tap fire.

Default Primary - Boosted | Boosted Dice (nerf)

  • Cleaver damage decreased from 400% to 300%.
  • Cleavers proc coefficient reduced from 2.25 to 1.5 (this is actually a bugfix).

Comments: Boosted Dice really needs a nerf for its crazy boss damage, and this also keeps it consistent with the unboosted version.

Default Secondary - Boosted | Boosted Sear (nerf)

  • Fireball damage reduced from 700% to 450%.
  • (Indirect) Activated oil pools are far more powerful.

Comments: Boosted skills need to be toned down quite a bit in general.

Alternate Secondary | Ice Box (tweak)

  • No longer prevents skill recharge while in use.
  • Oil pools can now be frozen indirectly by the splash damage of ice cubes.
  • Frost can no longer be applied to currently frozen enemies.

Comments: The goal is to make Ice Box feel more fluid. The splash damage change in particular is a small interaction that has such massive ramifications for making oil pools actually useful for the alternate secondary.

Alternate Secondary - Boosted | Boosted Ice Box (nerf)

  • Damage reduced from 1500% to 900%.
  • Radius reduced from 15m to 12m.
  • Oil pools can now be frozen indirectly by the splash damage of the ice cube.
  • Fixed a bug where this boosted skill would allow you to use another boosted skill afterwards.

Comments: Boosted skills need to be toned down quite a bit in general, but this one especially sticks out. Boosted Ice Box does a frankly insane amount of damage combined with the already powerful AOE freeze.

Default Utility | Roll (nerf)

  • No longer grants armor while the skill is active.
  • Charging visual effect no longer deals a small amount of damage (like why though).
  • Speed boost when charged decreased (speed range goes from 133%-233% to 140%-200%).
  • Superjump (first jump during use) height reduced by 25%.
  • Uses a custom damage type to inflict the Chef's Kiss damage tracker, rather than causing all damage to inflict it while in use.
  • (Indirect) No longer counts as a combat skill for Red Whip/Warbanner synergy.

Comments: CHEF's utility is superior to MUL-T's in every way, and it was way too fast. Lots of unnecessary features have been trimmed out, and the application of its debuff tracker for Chef's Kiss has also been refined.

Default Utility - Boosted | Boosted Roll (rework)

  • All unboosted changes are present.
  • Old boosted effect completely scrapped (no longer locks the user into an animation that bleeds nearby enemies).
  • New boosted effect: inflicts oil on hit and leaves a trail of oil puddles while grounded.
  • Additionally, fully charges almost instantly when boosted.
  • Can now use other skills during the animation like the unboosted version.

Comments: Boosted Roll feels extremely pointless in vanilla. Yet another debuff, yet more crowd control, sure, but it takes away the part of Roll that actually feels good: the fact that you can attack while using it. With this rework, it feels more like a component to your kit and now enables oil mechanics when not running Oil Spill or Glaze.

Alternate Utility | Oil Spill (tweak)

  • Cooldown reduced from 10s to 8s (matching Roll).
  • Maximum repeat uses reduced from 3x to 2x.
  • (Indirect) Activated oil pools are far more powerful.
  • (Indirect) No longer counts as a combat skill for Red Whip/Warbanner synergy.

Comments: Oil Spill lasts too long, but also has too long of a cooldown. This fixes both of these.

Alternate Utility - Boosted | Boosted Oil Spill (tweak)

  • All unboosted changes are present.

Default Special | Glaze (nerf)

  • Cooldown reduced from 12s to 10s.
  • Damage reduced from 300% to 225%.
  • No longer inflicts Weaken.
  • (Indirect) Activated oil pools are far more powerful.

Comments: Weaken should remain a REX-exclusive debuff. And while the reduced damage looks like a massive nerf, it's really insignificant compared to Oiled being such a strong combo tool and activated oil pools having been buffed significantly.

Alternate Special | Yes, CHEF (nerf)

  • AOE radius reduced from 20m to 15m.
  • AOE damage reduced from 400% to 250%.
  • (Indirect) No longer counts as a combat skill for Red Whip/Warbanner synergy.
  • (Indirect) Many boosted skills have been nerfed.

Comments: It feels wrong for this skill to steal Band procs, and its range feels a bit obscene, so its damage and radius are being reduced. Other than that, it's pretty much unchanged, because it's really fun to use. Its power level is indirectly being toned down, however.