I think the healing on vamp is fine. Sure it helps them sustain, but that’s sorta the point of a backline brawler caste. Backliners are made to exist off-weeds. And the health regen is only when they hit their abilities iirc… it makes sense they’re rewarded, no?
Warrior/bers heal is a lot worse balance impact imo… on every slash? Sure they get shot more but that’s like 300 extra hp… Very tanky, compared to vlurker hitting every ability and getting like 150 hp. They really gotta risk their ass to get that. Idk, maybe i’m wrong
I feel like vamps probably fine now, since you can counterplay it by just shooting it (no more 2 range stun). 2 range reposition/conditional stun ability is still powerful, but not unbeatable like it was before.
Summary
I do agree that it’s super powerful. Mobility + healing is an amazing combo, since you get hit less, are able to position in better positions then your enemy (because you can position faster then your enemy), and thus avoid dmg more reliably. So your healing is worth more value, and can sustain in a fight a lot longer (more effective hp).
That ontop of it’s incredibly high dps output (and effective usage of dps, because speed means can use dps easier) means it’s a titan to go up against.
Still, now that the caste has counterplay, it’s more or less the same as other castes imo. Sure it’s gonna be frustrating to fight (even in small groups), but if you position well and fight back well, you’ll get out alive. With tailjab nerf it’s gonna be harder to kill, since it’s no longer an instant disable and they’ll have to risk health for dmg.
It’ll be pretty unlikely to get instakill combos off on it tho, like buck pb → mk2 bursts. So many escape options on vlurker. Maaaybe in groups… I’d say it’s very difficult to leverage teamwork on it to get a kill, because of its ability set being so safe and sustainable.
It’ll probably still have a really easy time killing marines tho, especially if catching offguard. Dmg on vlurker is bonebreak in like 3 seconds lol, just like acid rouny
It rly does feel like a oversouped version of acid rouny tbh. The health pool on it is huge when it can sustain it for so long. Still, when compared to acid rouny, I feel like vlurker does slightly less dps but has way easier escape/engage options, which probably makes it more reliable overall.
Personally i never had problems with vlurker outside of the annoying ass stun. (altho i only frontline really, and haven’t played in a bit)
will have to see ingame how the nerf goes tho
I think in terms of balance discussion u gotta compare it to t2s, all incredibly powerful. Not to t1s. I feel like in that comparison, vlurker is pretty similar in its current state to them. Overall harder to kill, and having a lot higher group pvp potential then base lurker.
I think the worst part is theres just not a lot of glaring weaknesses to its kit. But I don’t completely think that’s poor design. It makes it a lot more fun to play. And to win, you actually have to outplay it mechanically, positionally, teamwork-y, etc.