To start things off, this is both my honest opinion and in the best interest of the overall health of the game.
I intend to hone in on Deande, but I do have some other topics that should be addressed. If you disagree with any of the following, voice your opinion (but please be respectful and thorough with why you disagree. Your two cents mean nothing if all you type is hate).
TL;DR The following is about tank and assassin balance changes, Deande in specific is towards the bottom.
Tanks: Makes sense to start with the largest problem in the game right now. Tanks make up a huge percentage of the Battleborn roster. They’re popular, they’re safe picks, and they get the job done. Normally, this wouldn’t be an issue. The problem comes where their damage output starts to rival “classes” that are actually meant to deal damage. High shielding, health, and health regen, I get it. Abilities and helix perks that push those stats, makes sense. Where things start to get iffy is when they drop Battleborn faster than an Orendi can, with little to no threat to themself. That is not healthy (and before anyone asks, yes, I’ve taken level and item advantage into consideration with all of the aforementioned and later topics). I know it seems scary to make major changes like lowering the damage of any given class, but trust me, it won’t hurt them. The only thing it’ll be hurting is the scores of people who rely solely on tanks to get them wins.
Assassins: Not very many Battleborn fall into this category, the most notable two being Mellka and Deande, Marquis and Thorn if you count snipers. My best assumption with these guys is that Gearbox didn’t want them to be “broken” so they severely cut into their damage. Now however you define broken, I think we can all agree that the product that made it to shelves is without a doubt, not that. While a fighter like Phoebe or Rath can rely on their primary attack and sustain to get them through a fight, Mellka and Deande don’t inherently have that, and they certainly don’t have the range that a Marquis or Thorn does. They aren’t meant to duke it out in lasting brawls or scuffles like a fighter is. They’re meant to get in, deal their damage, and get out. Forcing their primary attacks to be a huge part in that only makes attempts to kill a huge ordeal, and often times unsuccessful.
She’s easily my favorite. Do not think that means I intend to go on and on about how neglected she is, but the game has been out for a while now and you still don’t see a lot of people playing her (or Mellka for that matter). There’s a very good reason for this.
Passive: While The Element of Surprise is a nice damage boost, you don’t get near the usage out of it that you should. Three seconds is nothing and chances are, if anything, you’ll get maybe a Blink Dash and/or a few melee strikes off at most. Increasing the damage of a variable by a percentage of the damage dealt by that variable will only help as much as the damage that given variable does (lots of variables here). In short, 25% bonus damage to something that already does mediocre damage is not helping all that much, especially when the time frame that you get that bonus damage is so low.
Weapon: Her war fans aren’t all that bad. The melee strike combo feels nice, and the secondary works well while giving her a form of counter-play to range. Other than a slight boost to damage, my only complaint here is that Uppercut should not send her up into the air as well. Using it is just as inhabilitating and disorienting for you as it is for them, while also making it extremely hard to hit them with anything other than your primary. As crucial as it is for her to take it in pvp, the cons make it a bit of a burden both for her and whoever gets caught in it.
Holotwin: The decoy is excellent. Its AI is often times quite dependable and the damage it deals, followed by the subsequent explosion keeps her score from being in the negative. All jokes aside, good Deandes shine when they use Holotwin to its best. Its a good ability and doesn’t need much in the way of change.
Burst Dash: Probably the least useful thing in her kit. I know, I know… that’s a strong thing to say. To its credit, late game it can do pretty huge amounts of damage if you are building right (inclusive of both items and helix). The reason I dislike the ability is how underwhelming it ends up being and the fact that it can actually help your opponent. The dash has subpar range at best and the hitbox is so small, you can end up missing it entirely unless you take Ground Zero (which cuts you off from Double Trouble, which is pretty core on her in pvp). Its pushing effect completely nullifies the reason for using it, and the weakening effect only helps assuming they fight back.
Blink Storm: The saving grace to her ultimate is the stun. The damage is disgraceful. At an unmodified 50 per hit for 10 hits, it will at most be doing 500 to 1 enemy, or 100 to 5 enemies. To put it in perspective, 100 damage isn’t enough to kill a minion, much less a Battleborn or major enemy. 500 damage can be done with virtually any other ability in the game.
All these things put together just makes trying to kill someone an ordeal. It feels clunky and unsatisfying. The slightest slip up can lead to losing the kill and in most cases losing your own life. Building skill/attack damage on her can substantially improve her damage output, but damage isn’t the only problem she faces. When an easy kill ends up being your own demise because they can just bunny hop out of your Burst Dash and turn the fight around, it just isn’t fun to play. Skilled players may disagree, but no Battleborn should be locked behind a level of skill, skill should solely improve the capability of the Battleborn.
Again, respectful input is appreciated, and with high hopes, maybe we can gather some attention.
Thank you for reading through all of this,