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Was trying to convey my frustration at having encountered so many of this type of enemy and how OP /broken they feel.
But having played some more ( and readin your comment ) i realise its nothing to do with your mod and everything to do with the Vanilla spawn-system not working right atm.
Thanks for your sweet Mods ( i love tacticool )
Not all at once but every Mutant spawn that i came across was a Burer our in the open with barely any cover and they can attack grab your gun while keeping the shield up almost nonstop all at the same time ..
It didnt feel challenging after the 4th encounter just tedious cuz they take too long to fight with such constant shield uptime.
I like alot of your other mods and most of what this mod does but Burer's feels bad to fight they can do too many things while completely invulnerable and if they grab a gun the damage is FAR more than what that gun can do normally.
Some quest though, since they are poorly designed the mod tends to make them 10x times worse. Ex: The overall quest around the chimera chase. Dunno how to fix :/
Also the Cat (Bayun) seems a bit too strong at applying bleedings. I might be wrong but I feel it should not have much armour penetration as base and more of a overall flesh threat
I appreciate all the mods that make the game more enjoyable, it's going to be very difficult to actually fix all the flaws of the game. Just frustrates me 'cause I WANT to love the game. Burers being tanky is certainly not the most annoying thing I've had to put up with.
Fighting multiple at the dig site was pretty awful. Wait behind cover forever for the shield to go away and then fire one shot, and it took quite a few shotgun shells to kill them. Overly long.