Thanks!
Iâve been doing fine with Fl4k on M4. Been running a Red Fang com so I just let my pet tank everything and he/she mostly never dies. Rakk attack with ASE anointments are definitely better for burning bosses, though.
The one skill in blue for health regen on pet damage is surprisingly great. Youâll go from 1 to full in about 10 seconds with just 4 points even on m4. Just you know, taunt up so you can regen, or go invis so and reposition so you can regen. Fl4ks sustain is weak because he dpsâs harder than zane and close to amara, thats balance. Fix his bugs and pets and he will be king hands down
Bust Aid has great healing but is crippled by being in one stationary spot. While Who Rescued Who is 2% at max. Thatâs not a lot, and it does nothing between combat.
FL4K needs more then just bug fixes to keep up with permanent uptime of action skills and double projectiles or Anointment stacking craziness. On top of extreme tankiness and flat health return.
Yeah. Better accuracy and handling while in Fade Away is pretty lame. I think the while airborne and sliding anointments are more useful then Fl4ks Fade Away anointment, and thatâs pretty sad. One good anointment for Fade Away or a Fade Away boosting class mod would be awesome. I still love Fl4k though and he does need some love SOON. After the first few months of Gearbox trying to nerf him into oblivion.
He has a 0 second cd with any multi pellet or multi enemy attacking weapon. So anointments are always up for fadeaway or rakk. Fl4k started the double projectiles and still uses it better than anyone but amara. Fix his bugged skills and he gains damage reduction from blue, crit, armor damage, damage reduction from red. If his damage reduction skills worked his sustain would help way more.
Wait, what? His dmg reduction skills donât work? None of them?
His hunter eye skill gives half values, his one that shares damage isnât working properly either, never seen the pet take damage when I do playing gamma burst so I took off that skill
Cooldownâs start after action skills end. So he never has zero second cool downs. There are ways to mitigate cool downs sure, but just any pellet weapon doesnât reduce cool downs to zero. While Two Fang even with max cm investment gives 50% chance to shoot an extra projectile. Compared to Zane who pretty much has permanent double shots and action skills.
Also are you saying shared spirit doest work. Edit, just shot myself with and ogre a bunch of times. Seems to work fine.
Rakk Attack does allow you to have 100% upkeep. But for F4de Away, outside of the Brainstormer/Stagecoach/Bangstick it is basically very rare to carry your anointments into the next F4de Away duration. And this is even more so for GiTM - hence why that build is so crippled at M4.
Hunters Eye I did know about. The dmg relegation to the pet might still work tho. Because when the pet is Gamma Bursted it cannot die. Maybe that threw you off?
Keep in mind too, once the level cap hits you can go Megavore, Power Inside, and GiTM together. I wonder if they are play testing at a newer level cap to see how the characters perform?
(donât get me wrong in current state, yes FA needs attention and a decent COM(thatâs not busted))
Iâve only just been leveling Fl4k and already Iâve seen there were opportunities to make him way more effective and diverse, even before they nerfed/adjusted some of his skills.
The biggest disappointment to me is how limited the pets are for engaging any real combat, once you get into Mayhem its really only an aggro draw and a free Second Wind ally if you take the green tree skill for it. I looked through all the pets and I definitely found them lacking.
The Jabber seems like it should be the most well rounded pet for DPS given its options for weapons, but Iâve found it doesnât even really add much in Normal mode, let alone Mayhem. The Skag seems oddly more well rounded, though the Horned Skag really needs to be adjusted to actually knock away enemies rather than just a quick little interrupt that sets them right back on their feet. The Eridian Skag is surprisingly hit and miss with how it works, free Singularities should be a huge advantage for Fl4k, if only they worked like they did in BL2.
The Spiderant is the biggest disappointment for me, thereâs not much incentive to take the Countess unless running the Handsome Jackpot and the Scorcher feels very underwhelming, as an Incendiary element creature I feel like it should be adding a DoT on enemies for its Attack Command, if not an AoE Nova. That and how its bonus is so much narrower compared to the Horned Skag.
Fade Away needs better Anointments yesterday, throwing in more Accuracy and Handling doesnât matter when youâre automatically dealing crit damage regardless and the Nova Anointment is way too under-powered to be useful. We either need some form of additional damage or a better form of utility for it. Gamma Burst seems to be the only one working in a straightforward fashion, though for me at least it still gets all buggy when using it on the other two pets instead of the Skag. I really wish it would lend some more utility to that.
Rakk Attack is whatâs carrying me in endgame for now, though messing with the augments Iâm curious to see if the Cyro augment wouldnât be more useful if they tweaked how it worked. Maybe instead of just adding the element it makes the Rakk spread out around the target and explode into Cryo Novas, give it an AoE option compared to the normal Rakksâ single target focus and a high Freeze chance for crowd control.
2 capstones wouldnât drastically increase FAâs performance. The Power Inside is a powerful DPS boost, but is additive to many of Fl4kâs other DPS skills. It is ultimately far inferior to stacking ASE anointments. What it would do is end up doing is make stuff like the Brainstormer and Stagecoach even more powerful since they can capitalize on 100% TPW upkeep (and anointment upkeep). Oh and Rakk Attack builds would become even more powerful for the same reason.
Both GiTM and pets wonât benefit from merely tweaking parts of the skilltree - they need a big overhaul to work. Buffing more pet damage wonât make a difference when the pets need at least 3 - 4x more damage to even kill the weakest of enemies at M4. Likewise, plastering an additional 25-50% additive damage to GiTM wonât do much when the build is losing out 2-3x DPS compared to base F4de and Rakk Attack courtesy of anointments.
For pets, I think the fix is actually rather straightforward, and Gearbox already took a step in the right direction in the Day 60 patch - change the scaling. And for M3, that change was almost sufficient, its just that M4 came out at the exact same time, which basically invalidated it. The solution is to change the scaling from 1.10 as it is right now to 1.13. While at level 50, it may seem like pet damage is still lacklustre, when the level cap eventually increases, pet damage scaling will exceed enemy health scaling by about 5-6x which should be enough for them to at least kill regular mobs efficiently.
For GiTM, I think the solution is quite abit more complicated because it currently suffers from a lot of problems. The duration is too short to do anything meaningful, but lengthening the duration wonât help as that only means it cannot benefit from ASE anointments even more. While LnTâs nerf is in itself not harmful and even justified to an extent, Fl4kâs lack of mag size and unremarkable reload speed means it hurts GiTM alot. Pre-LnT nerf, GiTM worked to increase Fl4kâs strength and versatility, because the pseudocrits meant he could more effectively exploit LnT - but now GiTM instead constrains Fl4kâs versatility to Calls and large mag guns, which compounds Fl4kâs already poor DPS. When a skill constrains rather than expands your versatility, the pay off needs to be big (like Athenaâs Maelstrom, Kriegâs BB or Amaraâs Driver), but currently it has among the lowest DPS of any Fl4k set-up.
This needs correction. For Zane at least.
The Seeinâ Dead classmod is pure cheese and that is currently the only thing propping the entire Operative class up. In fact, itâs his only good class mod and is a bandaid fix for the class.
Iâm not saying your wrong I just think the distinction needs be made.
Same thing with Amara too really.
just because Fl4k has problems doesnât mean Amara or Zane OP, they have problems too and they shouldnât be nerf
they are giving much more enjoyable experience because how life steal works ,fl4kâs health regen so low you have to play like a chicken its really sad, they really should buff fl4kâs survivability at this point.
It doesnât need to be buffed, people just need to use the tools FL4K has better, and GB needs to make changes to enemy aggro to make their survival options effective.
Well, Fl4k was initially nerfed because GiTM was âoutperforming other buildsâ (even if that wasnât actually the case, and it certainly wouldnât be/isnât the case now). Ditto Moze, though in fairness Hex Moze was actually the top build before they engaged it in an hilariously petty fashion.
By Gearboxâs prior logic that should make the existence of Zaneâs and Amaraâs outlier builds even more unjustified, but it was obvious by the first DLC they would never actually be able to remain consistent with the balance standards they set up till the November 3 patch.
Hereâs the thing, the nerfs were never about Fl4k doing too much damage in comparison to other characters.
GITM was nerfed because there was no circumstance where, in the 8-11.6 seconds GITM lasted, you could not put out 6 shots. 6 shots is all that was nessessary to match the potential damage of non-GITM Fade Away, so even with slow firing, high damage weapons like snipers, rocket launchers, and Jakobâs shotguns GITM was always the better choice.
Now you only have ~5 seconds to shoot 8 shots, which means that GITM is no longer good with every type of weapon, and instead is only better with high fire rate weapons.
Leave No Traceâs issue was that it was allowing shotguns, as well as other multi-pellet weapons, to gain infinite ammo due to the fact that high pellet shotguns could potentially fill their entire mag with one shot.
So while both of those skills could be buffed, simply undoing the nerfs wouldnât address the original reason that they were nerfed. And Im not convinced they even need to be buffed, as Fl4k is completely capable of taking on M4, and it doesnât make sense to buff a character because they appear weaker when compared to other characters who have blatantly overtuned class mods when they are not even weak when compared to the enemies we are fighting.
I donât think this was the only reason. I think they were trying to limit the amount of sustained DPS FL4K could put out with all weapons in general, because nerfing this skill affected all guns pretty noticeably. If it really was only due to the way it worked with shotguns, then the way the skill worked with high pellet count shotguns should have been reworked, not the entire skill nerfed. It was one of his best skills and it was a lot of fun.
There were better ways to adjust this than nerfing the duration, which was really important for his mobbing survivability.
Heâs capable yes, but something like the Takedown is pretty tough with him. The thing is, even with these skills in place, he wasnât a great mobber with a Fade Away build. Nerfing these skills hurt his mobbing damage even more than it hurt his single target damage, which didnât need a nerf.