It looks like they nerfed the Garcia. It only shoots 2 times then needs to pump-action but if shoot during the animation you lose ammo. Anybody else that has this problem?

Uh-oh I hurt someones feelings…again.

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I can’t spell. I give up

Not what I said. I mean there is no diversity, I like using Iron Bear but would like buffs that would incentive other playstyles.

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Does your class mod have a +x number of grenades modifier on it? I recall reading that the mods with +x grenades threw off the ammo calculations because you were “carrying more than possible” just something to check and play with. It is annoying

I haven’t tested in Mayhem 4, but gotta say with the Specialist Bear you can easily one shot certain badasses with Hammerdown Protocol in Mayhem 3. Makes the skill feel impactful as it appears it should be.

Yeah, but they’re not gonna incentivize “not using your action skill” on purpose. That’s not the game they designed? Lol

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I agree. Maybe I said it in a wrong way. I love Moze, it is my most played VH and I play them all.

The buffs to Iron Bear are amazing and will help builds centered around it. But almost all buffs to Moze till now are centered around the bear while issues like Mod not working on PS4 or skills that are almost useless are untouched.

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MoD not working isn’t a hotfix problem or a buff problem. It’s a prevalent bug that they have to track down and sort out. They are probably having a really bad time linking it to anything and therefore don’t know how to fix it. Considering we can’t even determine what it is on the surface going on (there are some splash guns that just don’t trigger MoD at all. Maybe that’s somewhere they can look) I don’t blame them for not figuring it out yet.

And a general rule of thumb is that, if you don’t have news to report, you don’t report that you don’t have news.

When it comes to skills, the super useless ones have very niche uses (force feedback is probably really nice for non-GR using, non-Mayhem Playing, Snipers with Amp Shields)

Bear is getting the attention because Action skills are the pride of this series, and when Gearbox saw that people were choosing to ignore a skill they put a LOT of work into (try all the different weapons and look around the cockpit. Almost every weapon has it’s own display in there), they decided it was time to do what it takes to get people to use it :slight_smile:

I’m not saying this to say you’re wrong for wanting different Moze updates, just explaining where I think the team is coming from with this.

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I do not know if this has been brought up somewhere already OR if this is even the place to mention BUT I am having serious issues completing CREW CHALLENGES on the guns, love & tentacles DLC…

The host can destroy the statues BUT it doesn’t count for my coop partner until he goes and does it in his own game.

And the legendary hunts don’t complete for either of us when we kill them. We have to quit out to our own solo games and do it then for it to complete AND for some reason out multiple attempts in coop mode killing the SAME random spawn counted towards the achievement for my coop partner but not for me… so I am on 50% (we have killed 2 different ones) but he has the achievement unlocked as if he has killed 4!

Does auto bear and the rocketeer mod work when playing Co OP. Right now if you arent host the mod doesnt work

Here’s an idea…and one that even fits within their “all buffs must be centered around IB” mentality…replace that stupid Dakka Bear skill with a one point skill that makes your AS call AB directly instead of having to enter IB and jump out (and also counts as using your AS).

This would allow players who don’t like using IB to create builds and still benefit from ASE anointments without having to do what they hate…enter IB. It would also allow IB players who love AB an option to build a strong AB and use it remotely as an alternate playstyle. This would also provide the side benefit of buying time for GB to fix the horrible IB enter/exit animation issues that people hate.

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The problem exists at least since a month.

See Legendary Garcia bugged with Fl4k?

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@Noelle_GBX Is there any intention of making the Boom Sickle match the regular Sickle statistically? Right now it fires far slower but with far more powerful bullets.

Actually, there are a couple ways to play Moze. Heavy splash damage builds with big damage weapons like anarchy or the lob and BM com, fire forever builds with BM/DW and GM com, or you can just hop in IB and tear down the house for while with your giant mech.

The issue is that you’re limited in that you NEED Vampyr to survive. You can do a variety of builds, but you will always be limited by that. Massive shields from SoR mean nothing when you don’t have a reliable means of healing those shields and your damage is reliant on being at 1 hp all the time, thus losing health gate- and honestly Desperate Measures doesn’t give enough extra damage to be worth the risk. A lot of enemy attacks just destroy shields instantly and put you in FFYL, and regening shields that big takes forever, making the massive shield pool useless. IB also needs splash weapons to live. So nearly every build relies on DW tree and Vampyr, unless you’re using the new Sapper com, but that means you’re giving up a ton of damage in the process as it doesn’t work with the 1hp builds needed to get the most out of DM.

The SoR tree, out of the all our trees, is the one that needs the most love.

Meanwhile Amara has multple healing skills spread across her trees in the forms of Sustainment, Soul Sap, Samsara, Clarity, and Mindfulness- with all accept Sustainment being easy to reach, plus an almost always on 40% DR that’s also easy to get. And none of them rely on a limited resource like grenades to use. Plus, you know, anointments on shields and grenades are so much easier and less annoying to use than with IB.

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I certainly hope this either isn’t true or is a glitch and will be fixed. This is legit my favorite gun for Fade Away FL4K.

You assert yourself that adjusting a mechanic and correcting a bug requires coding ability and awareness of interactions in possible further bug creation yes.

Yet you think applying a weapon buff is just a simple task?

The weapon can interact with the build, COM, Relic, Shield of all VH’s so as you can see there is a lot to take into account. Some coding does involve changing a numerical value but even that needs to be error trapped and tested in intensive loops to prove it’s validity.

Sometimes, what seems a small change can be pretty difficult to incorporate into existing code.

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This doesn’t seem to be working.

Just ran through DLC2, and I got a couple of legendaries out of one rare chest there (Nagul Neshai, after the final boss fight on the ship). How many red chests did you hit and where?

The 2 after Aista and all chests in Cursehaven on Mayhem 4. All greens, blues and purples.

A couple legendaries from a red chest isn’t too uncommon without event. Meanwhile, red chests in base game are around 90% legendaries just like last time.