Survivors - Mercenary

Updated 4 days ago

Mercenary

Mercenary simply lacks a bit of damage. Having incredible survivability doesn't matter when everything takes so long to kill.

Default Secondary | Whirlwind (buff)

  • Damage increased from 2x200% to 2x250%.
  • Now has the Agile property, but movement speed scaling is reduced by 60%.

Comments: Merc's secondaries always felt awkward because they canceled your sprint. Well, no more. This skill is now agile, but the movement speed scaling has been drastically reduced so that it feels about the same as normal. Additionally, like many Mercenary skills, it deserved a damage increase.

Alternate Secodnary | Rising Thudner (buff)

  • Damage increased from 550% to 650%.
  • Now has the Agile property, but movement speed scaling is reduced by 60%.

Comments: Like with Whirlwind, this skill is now agile but the movement speed scaling has been drastically reduced, though movement speed only affected the small horizontal component of your movement in the first place. The damage increase is also the same as Whirlwind's.

Default Utility | Blinding Assault (buff)

  • Damage per dash increased from 300% to 375%.
  • (Indirect) No longer counts as a combat skill for Red Whip and the reworked Warbanner.

Comments: Blinding Assault feels extremely wimpy, often taking all 3 dashes just to kill normal enemies. This buff, while not massive, helps reach key breakpoints on many common foes. While it slightly goes against convention, it also no longer counts as a combat skill in order to allow item synergies that Merc otherwise doesn't get much use out of.

Alternate Utility | Focused Assualt (tweak)

  • (Indirect) No longer counts as a combat skill for Red Whip and the reworked Warbanner.

Comments: This change is in order to keep certain items useful on Mercenary: Red Whip and the newly reworked Warbanner. Red Whip will no longer deactivate on dash, and Warbanner will no longer proc at your dash's start location so that it doesn't go to waste.

Default Special | Eviscerate (buff)

  • Damage per hit increased from 110% to 130%, matching the damage dealt by Mercenary's primary attack.

Comments: This is an attempt to increase Mercenary's low damage, especially when using the default special. Sure, it does provide very good survivability, but it should at least deal the same base damage as his primary attack.