I have noticed alot of players going back to being hacker, and alot that never used hacker before are now hackers. In PvP on Syntax I notice way to many using the Arbelest tree mixed with Ravager, and seeing Code Infection 1.0, 2.0, 3.0, and 4.0 stacking as well as Infect Area 1.0 and 2.0. Also watching hackers take out MA's and Gunmen in a max of 3 rounds is just plain nuts, and seeing alot of hacker attack timers being less than 4 seconds means they can use the same hack every round, and no way in hell of getting off a attack on them, especially with upgrade attacks running. I don't mind so much the Howitzer tree, that one is fine, its the Ballista and Ravager tree I see alot of hackers using, and even with high resistance and defense to hacks, there is no way to outroll them in interlock making them the uber class once again in combat. Also noticed a couple of hackers that have been able to use several hacks in one round of combat. This is something that I think should be addressed. Back in CR1.0, you could not stack the code infections, or infect area hacks, but now they do stack and the hacker's opponent goes down fairly quick unless they have a huge supply of anti-biotics and healthpills on hand. I could see increasing the amount of damage for the code infection or infect area and take away the stacking of these, that would solve some problems, and for the interlock, put all the hacks on the same timer and increase the time to fix the multiple hacks in one round problem. I have /bug this numerous times and nothing seems to be getting done about it. And its making PvP not so fun. It's almost as bad as the spam healers, but at least with them you have a decent chance of taking them out in interlock Figure if I post this message on here, it will finally get noticed as the /bug hasn't gotten any attention and I bug this at least 3 times a month.
Now Now, if this isn't the pot calling the kettle black?
I theorize that the increased number of hackers is in direct response to the over-powered nature of the MKT tree, and the increase is those using it. Since hackers have the best defense against thrown attacks this is totally expected. I have been using various MA loads the past few months and I don't usually have much trouble with hackers in or out of interlock; factually I've only been hacked to death twice. I'm sure that if i was using a Spy loadout I'd be feeling the same way as Lucious.
yes, it is annoying that all the code infections stack, and it can get out of hand rather fast if you aren't quick to pop those antis. What I think really needs to be addressed here is the healing over time consumables. Health Inhaler 4.0 from the bartenders are described as healing 90 damage ever 2.5 seconds, for 10 seconds. However, they only heal about 21 ever 2.5 seconds for 9 seconds, meaning they heal ~63 points. Currently they are not even worth the 10,000$i that each of them costs, and have prectically no effect if you have more than 1 DoT effect on you. I believe that if this was adjusted the stacking of code infections would be much more bareable.
Also, if the Devs feel that stacking of code infections is appropriate, they should increase the chance that an anti 5.0 will sweep them. I wil agree that having 4-6 DoT effects running at once is very frustrating; it makes getting a special attack off practically impossible. While, I know they are intended to interupt abilities they shouldn't be an end all solution to winning a battle.
EDIT for spelling
Using the MKT tree with Reason maxed out should give me a really good viral resistance and such, but it doesn't, even with Hyper-Deflect running (and having it capped at 50), I still get nailed frequently by hackers, and when the Mech or Merv zerg is around, add in the multiple hacks from howitzers, and the MA's who interlock to make you die in a matter of seconds. So something is amiss here, and the hacker class is back to being out of control once again, same as the MKT/Master Assassin load that everyone runs around with on Syntax. Syntax is not the home of the Zion Zerg. Occasionally we get lucky and outnumber the mechs and mervs for about a hour or so, then we get pummelled.
Hacker is perfect as it is in my opinion. If anything, they should add a low level roll out move to the basic hacker tree like Spy has.