Improvised Cover -> Actually puts you in the cover created. Here's the reasoning behind this. Implemented in a cache or cosmpiercer where you have to make your own cover (common PvP scenario). Improvised cover is a 3 second balance, then a 2 second balance to take cover. Your opponent depending on class can remove/take cover faster than a Scoundrel who just made it. 5 seconds is an eternity to get back into cover to be able to use TRIGGER or MULTIBOMB which is a big part of our kit. Just something to consider, thanks!
Tripwire -> Sets up the bomb on ALL exits in the room
Tripwire -> hits those not in crew (maybe enemy list?)
Currently this skill takes a 5 second balance to place a bomb on a single exit in a room. This means that it is removed from viability once battle has begun. If the room has even 2 exits this makes chasing down a fleeing opponent very hard for the Scoundrel because you cannot spare 10 seconds to try and catch them OR try and set anything up. Not to mention that HIDE currently costs 6 seconds. Stickybomb is the best option at 3 seconds but has to be done on a reload. Just something to consider.
Affliction Encroachment -> pulls the target from cover upon affliction (POINTBLANK the only way to apply it, when you use PB on someone in cover you leave your own cover, hit them, wait for the affliction to pull them from cover (up to 5 sec), take cover again. (Alternative - have PB work while leaving the scoundrel in cover?) **needs tweaking -- FLAVOR RECOMMENDATION ( P.I.E.C.E. Whip as a skill name and flavor description to replace pointblank. Apparently the community wants this bad *heh*)
Strangle -> First tick isn’t half damage.
1st tick 1% internal, 2nd, 2% internal, 3rd, 4% internal 4th, 8% internal, etc
And cannot crash while being strangled
(NOTE: I believe this to be a bug but the first tick of GUILE STRANGLE is half the damage it should be) Suggestion as follows, first tick isn't half damage. As an alternative have each tick of Strangle do escalating internal system damage (in addition to it's damage) and prevent the target from crashing. 1,1% - 2,2% 3,4% 4,8% etc. Strangle is a trans skill in Guile and I believe was intended to be a FORCEFEED (damage based) alternative. If a target has 75% internal damage you can TRIP, BIND and they will be bound for 8 seconds (this is the forcefeed req btw so we’d be using FF at this point anyway). You can STRANGLE after you get balance back from BIND (3 sec assuming no aff or musc damage) leaving 5 seconds which means that in perfect scenario STRANGLE should only hit a person for 2 ticks before they can interrupt. 3 ticks if they are slow about it. 4 ticks should theoretically be impossible or they can't escape anyway and they should just die. Wetwiring will be curing aff and systems on it's own and many people are currently choosing to WW REGEN upon BIND since it can be done while prone and bound. This way if the person chooses to continue to regenerate instead of interrupting the strangle (scoundrel will lose the internal damage while they regenerate also).
Kneecap -> Scale to internal damage and not muscular
Scale to internal damage and not muscular. Here's the reasoning. Scoundrel currently has 0 way to do muscular damage other than pounding a connecting wetwiring system and a little bleed over into muscular. Our kit is setup to damage MIND, SENSORY, and mainly INTERNAL. This just makes sense and is a REALLY easy fix.
Shoulderroll -> Allow Shoulderroll to be targeted either to Player OR Prop. Most classes just instantly pull you from cover immediately but others like to stay in cover and it forces a scoundrel to fight OUT of cover just to get them out of cover. This would help the scoundrel to match cover with a target to be able to use Fling/Stickybomb/Facesmash again.
Bind -> Currently people can wetwiring regenerate -AFTER- being bound and afflicted with entanglement, which means if we miss on forcefeed or don’t use an interrupt on balance they get in a free regeneration. This means we can’t use skills like Strange/Pummel as the enemy will out regen the damage. The fix would be to make the entanglement affliction prevent wetwiring regeneration.