Looks like something got changed very quicklyChanges have been added, you can't sac these kits any more
At this point just add in my suggestions and let this kit not be toxic and fun to play with for once
Appreciated greatly.Burst, Medic, and Jugg can no longer be sacced.
More Sacrificial changes will be looked into, this is to keep these combinations from being oppressive in the meantime.
Thanks for the thread.
Question, why does sac has to be the one targeted here when medic is freed from the question with unlimited resources to heal a jugg still. I can justify the things like medic objective wise and maybe burst for the ridiculous damage output, but Dwarf and Jugg are still healable by medics without restrictions or need of resourceBurst, Medic, and Jugg can no longer be sacced.
More Sacrificial changes will be looked into, this is to keep these combinations from being oppressive in the meantime.
Thanks for the thread.
Question, why does sac has to be the one targeted here when medic is freed from the question with unlimited resources to heal a jugg still. I can justify the things like medic objective wise and maybe burst for the ridiculous damage output, but Dwarf and Jugg are still healable by medics without restrictions or need of resource
You have to cancel the fight and look for the sac after already starting a fight, as opposed to a Medic, which you can see from a mile away. Medic also needs a looking at imo, but we can get to that in another post.
Medic just got a nerf on jug too. It hasn't escaped criticism, it's just a bit trickier to work on since it's played by so many people and is an essential part of SnD.Thanks for the thread. A nerf's been added that reduces its damage reduction from 40% to 30% (not counting armor).
Additionally, one will be added that reduces the rate of healing for Juggs, making it heal from Medics 3x as slow. (Delay from 0.5s per heal to 1.5s)
We'll see how that plays out and adjust more as needed.