It’s not so much as secondary tracking as it is, technically, “engaging” the Monster. It activates the Monster’s combat programming and reveals health/armor. Maggie’s harpoons do the same thing.
It’s a really bad idea to go around throwing stasis everywhere, anyways. If you do it, it gives the Monster increased traversal CD and helps it get away much faster AND tips it off as to where you are. Kind of a double-edged sword.
Also this. It’s a blatant nerf to Abe for absolutely no reason. I’m gonna have to 9001% disagree. He’s easily one of the most balanced characters in the game.
I have two responses to this:
How often do you actually see that? I’ve been using him since release and never once tried this.
Why not simply make it so a non-damaging ability doesn’t reveal the Monster (edit: by “reveal” I meant initiate combat)? It wouldn’t be a nerf and it would serve the exact same purpose.
Initiating combat is what causes the traversal bonus, so if you removed this wouldn’t it take the traversal with it and thus make it harder for the monster to escape the excessive Abe stasis spam? I remember when he was paired with Val and a Goliath could barely get around a corner with tranq+stasis.
Then again, TU9 is making all traversal cooldowns the same. I suppose this would be a fair change at that point.
This measure is too extreme. The Abe player would still throw stasis at bushes, anyway. I think finding a way to compromise like mentioned above is much more fair.
Abe is annoying when combined with Val, I can agree with that. However touching the range of his grenades seems counterproductive.
The easiest way to deal with this is by simply removing the reveal, while keeping the traversal stuff in. But as a monster player I think this might make it too easy to escape from Abe, so I’m not entirely sure if the easiest way is the best way.
Reducing the range or radius wouldn’t keep Abe balanced, sadly. He only has three grenades, and they’re already in a state where they’re not the most effective tool for snaring a monster; you can pounce out of range to dodge mortars for instance, or use a traversal to get out. Heck, Abe performs best when you pair him up with Val or Sunny; or both of those, for an impossibly strong team - Your chase game and/or tracking doesn’t need to be good when the monster player can’t go anywhere.
Ugh no, Abe is fine where he is currently at. He has about the worst tracking only above jack. If he can spam stasis to find you then stay out of it . This remind me how I’d out played @Sidewaysgts on broken hill mines with Abe
I remember that game. I was going to destroy you but then sideways messaged me saying you had been crying into a mouldy cabbage again about losing once again. So I let a tyrant take most of my health and then dilly dallyed around Abe all “oh no…much skill, can’t hit you… dying… muh”
I meant stasis alone. If the Monster gets shot, it still counts as an engagement, so they’d still get the bonus when “combat” starts. I get your point, though, and you’re right. It would be a pain in the ass to take away. Hadn’t thought about it on the other side of things.
No. Abe can throw a grenade a good distance (I don’t think it’s 80 meters. That’s quite a long way and I’d need to see some form of proof), but he never gets a chance. There’s ALWAYS something in the way that will cut it short.
60%, like ALL stasis.
I really fail to see how. Abe can’t cover a whole map in grenades. They last 15 seconds, and have a limited throw range. If he’s close enough to hit the Monster accurately, he’s close enough to dome it, or at the very least hit it with a tracker.
BECAUSE IT’S A NERF TO THE MOST BALANCED TRAPPER.
EVERYONE ELSE but Crow and Abe has hard CC, which allows for a full stop on the Monster, while Abe’s can simply be run through/jumped out of. (I say “simply”, but it’s never quite that easy)