Personally I feel that other than needing being a bit slower the PF is where it should be. It's made to kill big things mostly, and to be so so vs fast moving infantry. How do you keep the Fist as a viable anti tank, anti huge monstrous creature weapon while making it more difficult to wield vs infantry? That should be our main question when considering changing mechanics. I can kill a tank with a single loadout, Meltagun and Melta Bomb, in about 8 seconds flat. Wielding the Fist it takes about 5 times as long to kill a vehicle.
Um.. Yes? It's also supposed to be unwieldly, yet doesn't feel like it is in EC. SM is a great example of putting a tempo on a weapon like the Thunder Hammer. It was inescapably fast when it swung, but the tempo of its attack chain meant it took breaks and was briefly vulnerable when it wasn't attacking. This isn't the case with the PF. It's "just" another melee weapon, same speeds, inescapable with lock on and lunge, can't be interrupted, can't be countered, same tempo as a knife, just as spammable, and it wins at everything. That's why it's a problem. It's not the damage, it's the speed and the ability for it to just spam quick attack to litterally beat everything.
Oh please tell me you are kidding me... As i can only equipp one healing spell, and there will be 4 Marks (+undivided) I can basically only heal 1/5 of my Allies? Goodbye new healing powers, nobody will be using you. Hopefully this never get's implemented
lol... Misplaced question mark! Attack speed is definitely too fast(Fast attack). Perhaps the lunge attack could be a bit slower as well with the fist, the actual lunge portion slowed. The lunge is the main problem, and with the server stability issues I was having on Maggon, the lunge is a teleport half of the time.
We've discussed giving a power to the driver, rather than an equippable item for loadouts. At one point in the not-too-distant future there will be engineer/vehicle-focused characters and that's when we'll really go all-in on the repair mechanics.