First of all i would like to say i like to say i enjoyed the beta (lvl 17 ended). Here is my feed back on gear.

Increase the slots to 5:

I feel like 3 slots just isn’t enough. The loadouts always feel like sacrifices especially when it comes to stats like CD, Movement, Sprinting, and Shard generation. Some may argue that this would make some hero would become overpowered, but i disagree. Rath for example, would be nice if i could dedicate 3 items to offense, one to defense, and one to utility. Or if you play Miko, you could have 2 utilities, 2 defense, one offense. Giving 5 slots also give a better range of cost spent on gear. Deciding wither you want to have early game armor protection over, late game better protection is annoying. The Miko example, what if i had a 310 shard defensive item if game had a lot of attacks early. And a 1094 shard item that i could unlock later, without figuring out if its worth taking less healing gear. Also from what i read on mental mars, all heros has a epic gear thats specifically buff your hero. So if their 3 slot you already will be dropped to using 2, when you could have 4.

Loadouts after match up:

Even if they keep the gear slots to 3, we should be able to pick our loadouts after the match up. As it is right now, we can’t counter build against the other team. If for example you pick thorn with gear designed for high damage output, all damage increase. But you notice that the other team has Rath, and 2 tanks. Would have been nice if you could have took your loadout with some CD, shield pen, and damage reduction. So lets say the other team has Kelvin, your assuming his is going to have high CC duration and Health regen, you can now choose a build against it. Even if you have a Rath that want to run all Damage, your can run all tank. On that note if you wanted to fair gearbox can limit the item type for load outs. Like you can have a max of 3 offensive, defensive, or utility.

Changing the Loadouts:

A suggestion connected to picking Loadouts after hero picks. When in the starting base i think you should be allowed to change your loadout, at a penalty. The course of the game match my change, and i think you should be allowed to change your load out to adjust your load outs. For example your on meltdown you notice that you team isn’t able to build enough defensive, you can change your load out to have more shard generation, and less buildable cost. Or the (GOD DAMN) Galila is running bank on your whole team, you can go back to base and choose a load out that helps you deal with her. The penalty would be trading in loadouts resets them, and your a refunded (does 35% sound fair) some of the shards spent. So the more you invest in a loadout, the more risk by trading it in.

More out of combat Gear:

It would be nice to have some gear for more passive play. I though of this when i noticed that when you build something. Example:

  • Increase minion speed when close to the
  • Increase damage or fire rate on turret
  • more damage to minion or thralls
  • Increase the effects (healing, speed buff, thumper)

This might (a strong might) help with the issue of pushing minions. I noticed in Meltdown that even if i help my minion take out a wave, only 2 or three…ARE REBORN AS: PAPER CLIPS!

the last one

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Legendary, and Epic gear with special effects:

This one is because of the MOBA i played. These gear would have a tier or 2 lower stat but would come with cool ablities. Example would be like, “Killing a minion makes it explode dealing 10% of its life in an AOE.”, or “Melee hits push units further away”, or “when your shield becomes 0 it releases an AOE plush” the effects wouldnt be over powered just small perks.

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Thank for reading my Feedback, comments welcome, but please be civil.

I’m in favor of having more options for sure. In the case of mobas building to counter your opponents is a pretty big thing and this is very limited at the moment. But I’m not sure how much I would deviate on my builds to be honest, I mostly just try to capitalize on the strengths of the characters with the 3 slots I’m given. I wouldn’t mind seeing something a little more geared towards counter play equipment in ranked though.

Add to this i like to see a new stat added that boost projectile speed, some characters have slow moving ranged attacks and boosting the speed the bullets be a nice gear item

There already is legendary gear with those sorts of effects.

I’m against an increase in gear slots. I believe the intent is to make sacrifices because you can’t have everything and should remain that way.

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Counter building in MOBA’s is sometimes a VERY BIG part of being able to win a match or be able to have a comeback. With how the game is currently setup, this can not be done because you your team is formed in a blind pick setting and this is also when you select your loadout.

I would say maybe they should add a 4th sloth which has a small pool of gear you put in it. This 4th slot can NEVER BE ACTIVATED FIRST. However the player can select which gear item out of the pool to use and is able to activate anytime after they have activated their first gear item or it could be connected to reaching a certain in match level.

Another idea would be again use a small pool system but for each of the 3 slots, which again the player populates the pools with their items and still follow the rules of gear allowed for slots (ie. slot 1 pool can have different version of the same item type, but that item type can not be used in any other slot pool)

How about instead of having just 9 loadouts shared between 25+ Battleborn, each character got their own specific set of loadouts. You’d just allocate gear within the profile page of each character, like you do in most other MOBAs.

The majority of my loadouts are built with a specific character in mind. This means they are usually not suitable for anyone else. Because of this I sometimes have to scroll through 7-8 irrelevant loadouts just to choose the one specific to my character. I also have two loadouts per character, one PvP and one for PvE. So that means I can only have loadouts for 4 characters before I have to start to share loadouts, which is often less than ideal.

The current system seems inefficient and woefully inadequate for 25+ characters. Since the loadouts are already shown after character selection anyway, why not make them relevant to the character you choose?

I don’t think more slot would really allow you to have everything. Having 5 slots of offensive gear vs 5 slots of defensive is the same result as 3 slots of offensive and 3 slots of defensive.

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Makes good sense to me. I like the way gear works but the loadouts do seem rather restrictive given the size of the roster.

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There was a note about allowing load out picks after hero select in the base.

Agreed, i can see low velocity with heros like Benedict, Miko, and ISIC ( man that dude us funny). But found it fustrating when ACOG scoop in Fox and Mick was just missing dodging players.