And as you acknowledged later, Iron Bear is a different case, and this ideology you state here works for the other three Vault Hunters.
It just falls flat on Moze, because while the other characters have different Action Skills, that doe different things, Moze has a single Action Skill, and you just equip the different weapons / augments that you want.
Which, is why I’m as bent about it as I am. It was deliberate, and it just felt like they said: “Well, Moze players will either cope with it, or play something else”
And… that could be excused, had they not just spent WEEKS buffing Moze to make her good again.
It replaces your entire character. You end up with different weapons, no grenades, a different health bar, different movement speed.
Ok, so I’m going to put on my Game Designer hat. I don’t design video games, but I’ve got enough design time, and published games under me that I can take a stab at it from a non coding side, which I admit, means I’m not sure how viable the designs are.
Moving forward, Iron Bear should take queues from the gear that you have equipped.
I’m not suggesting it should be like the Digi Clone, where you can spec into it having a copy of your gun, but there are plenty of things that can be handled.
Damage = Scales off the Mayhem Level of the gun you have equipped when you enter Iron Bear.
Weapon Manufacturer - You can build this in in various ways.
Atlas - Fires Tracking Rounds
Torgue - Fires Splash Rounds
Jakobs - Fires Ricochet Rounds
Dahl - Fires more accurately
Hyperion - Fires uh… I don’t know? something Hyperion-ey
Vlaadof - Fires FASTER
Tediore - Projectiles that MRV
You could incorporate Gun Types, if you wanted. Giving changes to IB based on Gun types, similar to, or in replace of manufacturer. I’m not sure you could do both MFG + Gun Type Bonuses, that might end up really code heavy, and sloggish on consoles.
OR, you could make these Action Skill Aguments in the trees. You could make give them nifty names, and allow players to choose what they want. We already have augments that are “similar”, but they are rather boring / restrictive / still don’t matter what you’re using.
You could incorporate Moze’s shield into IB if you wanted, for purposes of Movement speed / Amp / other cool things on shields.
But, the point should be that you’re gear choices matter to Iron Bear. Gear choices matter for every character ('cept Moze) when it comes to Action Skills, even if just because the Action Skill doesn’t replace / shut off your access to the gun.
As long as Iron Bear is completely independent of What Moze is currently equipped with, any further balance changes that happen in game, will continue to leave Iron Bear as a “yeah, we’ll get to that”, because the action skill has zero to do with Moze’s gear.
Hell, if they would have just scaled Iron Bear’s Damage based on the Mayhem of the guns you had equipped, a lot of the current frustration would have been gone. From what I do know about coding, this should have been as simple as replacing a static value in the equation that gives IB damage, with a variable that is seeded with the value from the gun.