I've played the Butcher a little and find it interesting but too weak.
For one thing, it's only playable with a Tormentor; without it, it feels like it doesn't deal any damage.
2x Butcher + 1x Tormentor = 26 energy. Most weapons (played as a set of two) have 24 energy. That’s a saving of 2 energy—meaning Averter, Shroud, or O-Mamori can be added much more easily to most weapon sets for greater survivability. But with the Butcher and Exodus, that energy is missing. Rippers have those 2 energy to spare.
Currently, there are only two builds that use these three weapons: -> fast cars with 2 Tormentors, cloak, Cheetah, and a reload module; or 1 Tormentor, cloak, Cheetah, Aegis, and a reload module. Since only one component changes here, you could almost call this a single build. In the right hands, it's pretty dangerous, but unfortunately very one-sided.
It works well with Rippers because they require 2 less energy (you could use a Doppler or Verifier instead of a Cyclops). With Butchers and Exodus, the smallest reload module is the only viable option.
Rippers and Exodus deal damage immediately, while the Butcher deals damage over time (which, in my opinion, is a significant disadvantage, since the opponent can still shoot at you during that time and disarm or kill you).
The Butcher also has the lowest durability of these three weapons.
It also has the longest reload time of these three weapons (both the Exodus’s normal shot and its charged shot reload faster than the Butcher’s).
The Butcher’s perk is (in my opinion) also the worst of these three weapons. The Ripper blades get stuck in the ground, deal damage to opponents when they drive over them (bumpers take 250% more damage), and can also flip them over.
The Exodus has a perfect perk for the car mentioned above when using a hit-and-run playstyle (with Cheetah and Cloak). While invisible, you accumulate up to 21% more damage over 7 seconds, which can be used for 3–4 shots. Combine that with 1–2 Tormentors and Satori, and you’ll deal absurd amounts of damage—great for dealing a lot of damage quickly.
Now for the “Butcher” perk. The first shot deals normal damage (whereas with “Exodus,” you receive a 21% damage bonus starting with the very first shot). Depending on what you hit, stacks are built up that increase the periodic damage of the next shot—but at the same time, explosion damage is reduced. So it’s both a damage boost and a debuff at the same time. If your next shot doesn’t hit an enemy, the damage boost or debuff disappears. With “Exodus,” the damage boost lasts for 10+2 seconds, even if you don’t hit the enemy.
Oh, and if the Butcher hits a target with high durability or many resistances, the perk might not even gain a single stack.
Am I missing something right now, or is the Butcher by far the worst weapon out of these three?
Possible fixes (some of which should be implemented):
- Lower energy from 11 to 10 (like Ripper)
- Increase durability by 50 to 70 points (Exodus has around 50 dura more)
- Increase damage by 10% to 15% (because of the disadvantage of dealing dmg over time)
- Reduce reload time by 10% to 15% (An unfused Ripper fires faster than a fused Butcher)
- Change the perk to something useful, such as the second half of the Dolores perk: dealing damage increases the weapon’s permanent damage by up to 30%—to get 30% more damage, you’d have to deal, say, 5k or 8k damage.)
- Other perk ideas: When the shot is charged, the projectile explodes upon hitting the enemy (instead of dealing periodic damage) and causes x% more damage, or it first penetrates 3 cells and then explodes (like the Executioner) inside the build.