I know this has been discussed before, but I feel like this needs another round of discussion.
First and foremost, Head Count needs fixed.
Now that that’s out of the way I can get into what grinds my gears about Rakk Attack.
They seem to be meant as primarily an offensive action skill, yet they don’t really do much damage. They do a fair enough job at keeping annointments procced, but not much else. With splash and action skill damage on a COM they can make quick work of trash mobs. This, however doesn’t warrant sacrificing at least one roll on a class mod to center a build around Rakk Attack like other VH’s can now. I would love to see a noticeable buff to their base damage and possibly bigger bonuses on Interplanetary Stalker and Grim Harvest.
I know I’m beating a dead horse here but the survivability of Rakk Attack is well below Fade Away and Gamma Burst. This primary comes from the fact that you don’t get the health return from Falconer’s Feast until the Rakk return and the value is too low(especially without R4KK P4K). I would love to see the health returned when the Rakk damage an enemy and it bring back 10% of Shields and Health.
This kind of ties in with the survivability issues, but there is no CC with Rakk Attack. This leaves the largest survivability gap between Rakk Attack and Fade Away/Gamma Burst. My suggestions for this are rework Rakk Commander/new COM. After all, Gamma Burst’s survivability comes from Red Fang taunt. New COM/new Rakk Commander passive ability would be Enemies damaged by Rakk Attack have a chance to become blinded for a short time. Blinded enemies lose track of their target and take an extra 50% critical damage. If this was done correctly it could bring some synergy with Hidden Machine to Rakk Attack builds.
My fingers are getting tired so my rant will be coming to an end. I would love to see some improvements made to Rakk Attack to bring it up to the same platform as Fade Away and Gamma Burst.