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On the design topic, I simply dislike a rank 1+2 dmg AoE with 0 effect, especially on a kit that already has a standard attack limited to those two ranks. For me the flavor of run and gun is still present with the back 1. But I didn't want to create a class that rewards frontline AoE spam since it was unfun to me, and also would require the numbers to be too high for what I deem to be an effective move/strategy
I do respect and support the rework, cause fixing and improving old classes like this is great, it just feels like it strays too far from the original for me.
I don't think he needs to have a straight forward backrow damage option, not every damage class needs to be able to powerfully hit every rank.
I can see where you're coming from, but I feel the change just entirely abandon's part of the class's whole identity. Having the strong shotgun that you had to consistently reposition to utilize felt like a core part of the class. Now it's just a basic ranged attack that shuffles for some reason.
on another hand, that's why you can use it only on rank 2-3 to balance it, one shuffle, team act-out pull or push and you cant even go back unless using BFG,or move
also you need to make good team composition for him so others still can do their magic stuff while being pushed here and there