I’ve spent a fair bit of time with the new crew, and playing them really does feel like less thinking is required.
Sunny- Shield Drone; Being a deployable, it has no ammo/battery and can charge forever. When the team is focused on dancing 10m-15m around the Drone, Sunny is free to attack or Boost whomever is being focused.
Torvald- Shotgun; This is his primary weapon, akin to Flamethrower & Lightning Gun. The whole point of Assault’s primary is CQC (close quarters combat). When you’re in the Monster’s face, hitting the weakpoint area becomes much easier. Since he spends the entire magazine with a single click (and quite rapidly at that), very little aiming is required.
Crow- Stasis Gun; Out of all the Trappers, Crow’s snare is the only weapon which functions independent of the environment. All other snares can be moved away from, broken directly, or broken via LoS (line of sight). Once Crow’s snare hits, Monster has no choice but to ride out the duration, allowing Crow to get in a few potshots before switching back to snare, with time to spare.
Slim- Healing Drone; Another ‘set it and forget it’ weapon. Far as I know, the Healing Drone has no cooldown, or so minimal as to be irrelevant. Although Slim trades raw healing power for better utility like Val, this does not change the fact that he can heal and revive without drawing attention to himself, or even pausing his damage dealing.
In short, the T4 Hunters are simply too easy. Despite having the most automated skills, they do not suffer from a lack of power. I want to be mad, a weekend of playtesting with any regular player could have told TRS that T4s have a problem. But at this point, they have let me down so frequently that I’m just depressed, though not surprised. If you actually made it this far and are not a fanboy, have a cookie on me