Nope itâs because they stack characters and gear wrong. Thatâs why the list of friends playing goes down by one a day. I mean Activision/Blizzard advertised infinite warfare alot and it resulted in lowest pre order in COD history. Sounds like game design / dynamics not marketing.
Not having gear is not what made Overwatch successful and Battleborn comparatively not. Can someone back me up here? I donât know enough to present solid proof but⌠yeah.
Itâs not the gear itself but random nerfs to things that donât rly matter while ignoring more crucial chabges that need to be made⌠like fixing the glitched corners on certain maps and scaling the gear based on stats
I am behind this nerf 100%. The 19.6% buff on the Edge allowed OM and WF players to completely shred players and sentries once their shields were down. I know this because I was doing it. A lot.
16% is still plenty strong, and still worth the 1800 shards, in my opinion. And the buff to skill damage makes stuff like Bolaâs Target Finder even sexier for Orendi and such. Gear selection should be about player preference, not a one-note solution that is clearly superior.
This is also a good time to mention that, in all likelihood, Legendary Gear will not be available in the Ranked queue, if and when it arrives. Hey. Man. Donât get too attached to things. 
Besides, itâs not like they canât undo the change, or nudge it back up a little. Iâm very excited to see them tweaking gear a little bit instead of outright disabling it. Pushing and pulling the numbers shows they care. Trust meâyou want that, even if it doesnât always make you happy. Itâs way better then devs that donât give a crap.
The buff to skill damage was very minor and doesnt make much of a difference tbh.
[quote=âXelaris96, post:61, topic:1540902, full:trueâ]The buff to skill damage was very minor and doesnt make much of a difference tbh.
[/quote]
So a decrease from 19.6% to 16.8% attack speed you see as a massively huge difference that renders a piece of gear completely useless, but an increase from 7% to 9.1% skill damage as so minor that it âdoesnât make much of a differenceâ?
If youâre going to whinge about tiny changes, at least be consistent about it. Proportionately, the skill damage buff was way bigger than the attack speed nerf and, even numerically, theyâre incredibly close (2.8% less attack speed, 2.1% increase skill samage).
Iâm not worried about this at all because, unlike attack speed and attack damage, all active skills have a cool down so the damage output is not sustained. As for crits, itâs really really hard to crit most Battleborn, especially when they are moving. Which is probably why they boosted crit dmg so that when you finally get a crit it has more punch.
Yes.
Problem?
[Full Disclosure]
Dear reader, what follows is melodramatic and packed w/ hyperbole. You have been warned! 
You are fighting a losing battle my friend because everybody on this forum is a snowflake where reality does not apply to us. We each get to have our own reality where math, and the laws of physics, and the biological underpinning of our physiology has no effect on how we perceive or interact w/ the world. We are all just that special and proportionality is just a made up word that has no effect because in our snowflake universe math doesnât apply when it doesnât agree w/ our biases! And because we are snowflakes there is also no such thing as negative confirmation bias. So because it does not exist it cannot affect our perception and because we are snowflakes our perception cannot be affected therefore we perceive perfectly. Therefore everything we believe and thus everything we say is the absolute and only truth and thus the only reality. So how dare you reference the scientific research that seeks to explain how humans perceive the world. Because we are not human, we are snowflakes!
This is not necessarily true. Take, for example, Miko and his poison on attack. His poison is buffed from skill buff items and it requires no cool down. This same type of thing applies to most âon attackâ effects (ie. Zwie die, Melka posion, reyna sheild thing). Now will it REALLY be an issue if instead of ~45 damage, Mikoâs posion now does ~48 damage? I donât think so, but I guess weâll find out soon enough right! Hah!
and thus Mephistopheles said:
âThatâs how the well-trained mind is known to me.
What you donât grasp, you lack entirely;
What you donât touch, seems miles away to you;
What you donât rekon, you think canât be true;
What you donât measure, that is no amount;
What you donât coin, that, you think, does not count.â
what you said reminded me so much of this part from the play!
Thanks for reminding about that. Iâve edited my comment accordingly.
Some days it feels like someone peed on my special snowflake.
So, you wake up feeling melted and gross?
Doesnât everyone?
were you using it in pvp? just an fyi, you can only use that stuff in low level pubs in pvp. that is why they keep nerfing legendary gear, because it really isnt meant for competitive play and they are realizing slowly that it might not have been the best idea to allow it in pvp in the first place due to the passives.
that being said, i am strongly opposed to attack speed nerf on gear because it hits melee way more than anyone else. melee already struggles in high level incursion, with the exception of galilea, and el dragon. neither of them really need attack speed gear due to mutations, so it is kind of ironic
Erm, tbh the real value of the legendaries is the unique attribute on top of the the usual regular attributes, like the non crit shots having a chance to crit and just ffs play it or leave it, constant complaining over a 1 % attack speed decrease is just lolz.
Well seems how 20% gave most characters like .5+ or so attacks. I guess it was worth.
Sucks for melee though.
Considering I play as Shayne and am a Master itâs not that big of a difference. I still dominate the field just by using Boots of the Brutes, Vow of Vengence and a random purple with 8.04 attack speed and 210 health.
@hexhammer eh, you really only need 10% attack speed or more to actually see the difference in both animation and DPS. Since this guy went from around 20% atk speed to around 16% he should still be fine, I know I am.
I still use attack speed on Orendi in PvP. She already has more than enough skill damage, and early game a lot of her actual pvp combat comes from her basic attack. Makes Orendi more well-rounded (since shadowfire pillars regularly miss).
A significant amount of the time the shadowfire pillars get used on minions, which melt anyway without skill damage. The ult already does enough to kill an escaping player without buffs, too. Nullify damage is worthless except for the firewall thingo which again, is mainly useful for minions.
I wonât argue with any of that. My first trial kits for Rendi included AS/AD too, and I definitely see the potential value.
My thinking is that in team comps, you want everyone to play their strongest card with as much extra punch as they can. In Rendiâs case, that means skill damage with a freaking hammer. SFPs can certainly miss, but in the late game sheâs got the next one ready in like 5 seconds. If the rest of the team is creating scrums and pitched battles, Rendi can unleash hell with SFP and PS (seriously Pentakills can happen⌠Iâve seen it).
I donât know if this is as much of a thing any more, but Encore (half damage second SFP) used to be like a big thing for combos. SFP, SFP, Null, SFP, SFP all in a matter of a few seconds. Itâs pretty terrifying to watch.
All JM2c, not saying youâre wrong by any means.