That is big, though you still can’t talk to the team mates to coordinate.
Still a help, like in the HoR boss phases where he cycles being immune to things. Makes me want to have preloads for various elements now at least.
Quite a bit of nice QoL and bug fix, but only the one bit of new. Probably understandable. I can only hope the crunch didn’t lead to too much of what I used to call spaghetti code they have to rework and maintain.
Looks like they also realized that the whole primer/detonator/combo thing was still a mystery to most.
The other big one to me, esp. from feedback from family playing a Ranger behind my melee Colossus … players can now shoot/use gear through teammates. Much needed. I can now ground pound and “go bowling” with less guilt.*
And I didn’t die on Temple of Scar because: it was on Easy, I had a team of four, and I was on my Colossus. Noticed the fan, stood in it a while before I figures out what it was! ;) But the first run on Easy I like for that … now I know! Because of all this is was also fast. But only one MW drop there. I can see spamming that one on easy though as a good way to quickly run up your stronghold counter for the one grind. Probably why it had people.
Heart of Rage is probably faster to do with a team of four on GM1 assuming all are geared enough? My fresh, ungeared 30 could solo it on Easy, with a crappy build, but it felt much longer than the Scar run. It being a lucky loot run, was a good pick me up after the lonely solo slog.
(* Bowling … get a Colossus, put on all the melee augments you can, and esp get the shield damage when sprinting one equipped. See packs of trash, ready shield … sprint through them, never stop just keep bowling! It does not detonate a combo though, you need to manually use the shield bash not just run over them to trigger the combo, so hit that key/button when you see one primed.)