Explosives Demo He's not bad persay, but he needs more. He has changed little in either numbers or mechanics since his inception. Overall it seems his role of "aoe damage through explosions" has never truly been filled as one would expect. The main issues I see are as follows. 1: Mines These could just as easily be combined into one super skill, most likely still a Tier 1 skill. Create & Place mines dont need to be separate skills, except to eat space. This frees demo up to some form of new semi-spammable T1 or Passive. 2: Satchels Satchels are incredibly niche in there usage. So much they are often forsaken all together. The fuse is very long, and any enemy thats roughly 1.7 speed will have moved entirely off the radius unless the satchel was placed well in advance. The best solution IMO would be to rework satchels to have a toggled detonation. This would probly be a marine action somewhere. One mode sets satchels to a timed detonation, ie 3 seconds after placing. The second setting is manual detonation, and clicking the satchel will blow it up. To limit the potential for hilarious boss OHKs, limit the number of Active satchels, and if the player overproduces, the old ones simply defuse and "die." 3: Wall of Fire Let's face it, this skill sucks. It's mechanics are buggy, its damage scales poorly, and its not large enough or effective enough to make a difference. Imo just replace it entirely with something fresh and new. Preferably something more in line with the demo's theme, like a "mother of all bombs." Currently firewall is a poor skill with no niche. I assume its designed for large scale horde slowing and heavy damage over time. Problem is it fails at both roles. Nanomedics Sear is far superior for dots, and Traps is almost unrivaled at slowing, ie, stopping in their tracks, enemies. Sub Commando Sub could really use a thorough look over. I ask the question what exactly is the role of the class? Operations is clearly a high damage dealer combined with long range aoe. He's also a Final Fantasy style Death Knight, trading HP for Damage (in our case energy). But what purpose does SubComm have? His very name implies he's a stealthy, lone wolf survival character. Do we really need more of that? MobRecon and SubMM already have the lone wolf scout roles handled extremely well. The irony is SubComm is mostly random skills, most with a team effecting nature. 1: Perception This skill needs massive revision, or a total replacement. It's never useful except for detonation. Even on an OpComm its better to just get HS for maximum dps and aoe detection. There's never a good opportunity to put this skill to any kind of decent effect. It's always just "kind of helpful." 2: Killing Me Softly I'm not going to lie I hate this skill. I've always felt the Jedi Lunge was way too gimmicky and reminded me way to much of the (ironically named) Commando Knife in MW2, which makes you teleport upwards of 20ft (its 216 inches "in game" units) to stab enemies. Anyways, gameplay wise its just a riskier osok that cant do crap to bosses. It's only good usage is honestly Infestors, Huggers, and Agrons. Nothing else really warrants its usage. I'd honestly be happier saying adios to it. 3: Mind Meld This skill serves little real purpose. It turns any enemy into a tank, however, enemy AI is often still active, making them pesky to control. Whats worse, their threat level remains the same, and they are often ignored outright in favor of chasing players. I would like to see some kind of revision. I remember Khorne and I posted the improved variant "Damnation" a while back, which basically turned enemies into living bombs. Essentially a mix of the current MM and VI. Arcane also suggested a dual purpose skill, that had radically different effects on friend vs foe, but I can't remember it. 4: The Whole Damn Tree I ask Ability, what is the purpose behind SubComm, and what is his reason for existence? The very name subtlety suggests stealth and infiltration as his forte, yet I see an odd mix of "psychic" based skills and team support, mixed with very selfish passive skills. He's mostly a gimmick class and I still don't understand how he ever filled a permanent seat on any team, other than for abusing the Mind Meld health bug. I suggest we just redo the entire damn tree into a "Leadership/Commander" class. Then it splits his role into a class of very self centered skills (all of Ops skills only influence him), or a team oriented support class. The groundwork for this leader class is already there, and multiple players have already stepped forth suggesting various leadership classes of their own. HS could easily be retooled into a more fitting "command" style skill. Likewise Combat Hardened also has some potential for a more team focused skill. Currently I just feel that SubComm fills no real role or has any purpose other than flash. Marksman Am I the only person who thinks Criticals and Concentration should be switched? SubMM relies heavily on his use of Quick Aim to deal the most damage he can while cloaked. Ironically, these drains concentration ridiculously fast unless he's using a Stinger/GLaunch. Concentration by itself takes forever to build up, and the player is almost always shooting. Even with the slowest of automatic weapons, its almost impossible to find enough down time to build up concentration unless you specifically run around holding fire. The skill was originally designed under the assumption SubMM would also prove to use Sniper rifles almost exclusively, which has proven not true. Now, Criticals work be more fitting on SubMM. They allow his damage output to maintain more constant, and he no longer is burdened by his constant fast firing of guns compared to concens extremely slow build up period. Meanwhile, on Assassin, he almost always uses snipers, which have natural synergy with Concentration, given how slow they are. Last but not least, we could rework critical-osok synergy into concen-osok synergy allowing for greater damage thresholds for the marksmen. Nano-Medic I'm pretty sure Mind Blast is the oldest skill in all of NOTD. It's received virtually no changes, ever. If I remember correctly Peera said it was so old it was once referred to as a place holder skill. Overall it's a weak skill, has no synergy, and has a name thats unfitting of the class. I say we just rework it into something more suitable. I like the concept of an early game stun, but i find mind blast on a whole to be a let down, especially when Nano-Haste has been made so appealing. One things for sure, the days of going NanoMed to killsteal the starter ghoul horde with mindblast are long behind us, so why not update skill... Psi-Ops It also seems that Psi-Ops skills are intentionally on trees where they have the least synergy possible. Imo Mind Link and Speed of Thought need to be on the same tree. This creates a very powerful natural synergy between the two. The Psi-Ops links allies for the sight/damage reduc, but then can also use them as waypoints for easy access teleports. Currently Speed of Thoughts usage is somewhat limited without heavy use of flares, Ivan/Olgi, or Field Nexus.