I’ve spent well over a thousand hours with Brick, and my suggestions center around making his Melee and Rocket Launcher play styles more viable. As it is, general gunplay with Titan or explosive guns with Blast Master make other play styles pale in comparison.
For Brick:
Brawler Tree:
Iron Fist: +6% -> +10%. No class mod boosts it and given melee really suffers at endgame compared to gun play it’s needed. The extra 20% at 5/5 would be helpful without being overpowered.
Endless Rage: Don’t touch it.
Sting Like a Bee: Don’t touch it.
Heavy Handed: +12% -> +15%. This is boosted by class mods, but in order for it to be competitive with the combination of Master Blaster and Revenge this very much seems called for.
Prize Fighter: +5% Critical Hit Damage with melee attacks in addition to enemies dropping cash prizes. It would really fit the skill name and give a reason to invest in this skill at endgame.
Short Fuse: Don’t touch it.
Blood Sport: Don’t touch it.
Tank Tree:
Hardened: Don’t touch it.
Safeguard: Don’t touch it.
Bash: +10% -> +12% Daze Chance with melee attacks. Mordecai’s Bloodwing grants 100% chance at 5/5 and Lilith’s chances to daze in multiple skills are 100%, so I see no reason Brick should not be able to achieve around the same rates they do (96-108% chance at 8-9/5 with Skirmisher class mod).
Juggernaut: A cosmetic change. The actual value of Juggernaut is 12% per point, so the skill should say so instead of the 10% shown.
Payback: Remove the elemental DoT damage increase as it does not fit the character at all. As it is only Bullet Damage gets the full 8%, so increase Melee Damage and Grenade Damage from 7% to 8%.
Diehard: Don’t touch it.
Unbreakable: Don’t touch it.
Blaster Tree:
Endowed: Don’t touch it. A 15% multiplicative damage increase is fine, especially with the way explosive effects work in this game. With a 100 damage sniper rifle hitting at a x4 multiplier that 300 explosive damage becomes 345. That’s a seriously big deal.
Rapid Reload: Don’t touch the Reload Speed increase. Fix the Recoil Reduction, because it is currently bugged and actually increases recoil. Also, increase the +6% to 8%, so that the skill can single-handedly cancel out the recoil from weapons that do not possess a stock at 5/5, and almost entirely cancel the recoil of a weapon with Barrel 4 and no stock at 9/5.
Revenge: Don’t touch it. Some might think the fact it doesn’t buff Rocket Launchers to be a bug, but it’s more a feature. Rocket Launchers use Grenade Damage, and if Revenge triggered Grenade Damage his actual Grenades would make Roland’s Grenadier a joke.
Wide Load: Don’t touch it.
Liquidate: Don’t touch it.
Cast Iron: +8% -> 12%. It is resistance to one kind of damage, making it very situational. Secondly, if you’re going to be throwing rockets around this will help make the play style less suicidal. Juggernaut might be on-kill only, but it provides 12% protection against all damage, so this should at least match it.
Master Blaster: A cosmetic change. The actual value of Master Blaster is 15% per point, so the skill should say so instead of the 12% shown.
Finally, this isn’t his skills, but it’s worth mentioning: the Blast Master class mod is the only one with the same fifth line regardless of being material 2 or 3. That should change. Material 2 should be Explosive Damage Resistance (therefore stackable with Cast Iron, and being comparable to Axton’s Grenadier and Claptrap’s Sapper), and Material 3 should be Explosive Elemental Effect Chance. By doing this Blast Master could have more of an emphasis on Rockets with Material 2 while still being gun focused with Material 3.