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.