AMARA
I feel this character is the most well-balanced. However, with so many actions skills + augment combos, I feel there should be a feature to cycle between two action skill combination presets without opening the skill tree menu. Example:
-Action skill preset 1 is The Eternal Fist, augmented with Stillness of Mind and Blight Tiger
-Action skill preset 2 is Phasecast, augmented with Soul Sap and Soulfire
Still, only 1 action skill can be used at a time, and using 1 puts both on cooldown. This will help Amara be more flexible during mobbing and during cooperative play, and also make leveraging what makes her action skills unique more interactive than it currently is.
MOZE
Mostly, Iron Bear itself needs to scale better for Mayhem 2 and 3 mode, with better armor and damage, and access to a skill that allows it to regen armor either passively or through life steal, possibly both depending on equipment or augments. Additionally, the capstone “Tenacious Defense” in the Shield of Retribution tree does not really work in practice; the attacks that do manage to break through the shield are going to healthgate check Moze anyway, which she will usually fail, or the shield will never break to begin with, so it is ultimately not a useful capstone. I don’t have suggestions for how to change it that don’t involve completely reworking the skill. Maybe someone else on the forums could offer a replacement/rework that keeps the capstone relevant.
Additionally, Iron Bear with the Auto Bear skill should be able to be deployed without actually stepping inside of Iron Bear, for those that prefer to stay on foot but still want to leverage Annointed bonuses, by holding down the action skill button instead of just pressing it. Deploying Auto Bear this way should still count as entering and exiting iron bear, clearing status effects, starting shield recharge, etc, but will ultiately be smoother and faster for players using Auto Bear.
Finally, Iron Bear should also have access to what I suggested for Amara, and be able to deploy with 2 different weapon + augment loadouts that you cycle between, without opening the menu to change it, to allow Iron Bear to be used for different types of engagements on the fly, especially during COOP play, proving grounds, etc, to better leverage the flexibility of Iron Bear’s weapon variety.
FL4K
Fl4K’s biggest issue right now is that their fade away crit build is easily S tier, but every other build is underperforming, D-C tier, B tier at absolute best in slot gear; they do not even come close to the power level of the “meta” build for either mobbing or bossing which makes their variety lackluster. I feel the focus should be on buffing their other methods of play and their pets’ scaling into end game, before trying to fine tune Fade Away.
ZANE
First of all, a quality of life imporvement for solo players and general buff to the Barrier. Zane’s Barrier should be able to be deployed directly into the “picked up” state by holding down the associated Action Skill it is assigned to. I.e. Pressing the Action Skill button throws it down on the ground as normal, but holding it will make Zane simply put it over/in front of himself and carry it around. Additionally, both Zane and his Allies should be able to benefit from the augments Charged Relay, Nanites or Some ■■■■■, and Retaliation even if the shield is picked up. Right now, Deterrence Field is the no-brainier pick, because it can be used as a sort of “ramming shield,” because it is still active even while picked up.
For the Under Cover capstone, “Distributed Denial…” does it actually do anything…? I’ve tested extensively with all sorts of shield types and mods, and it either seems bugged, or the effect is pathetic, or it does literally nothing. This skill does not even make much sense. I suggest instead, it this capstone should allow Zane to ignore Cryo Immunity, allowing him to freeze Annointed, and bypass damage resistances on bosses (but not outright freeze them, though he should still get Calm, Cool, Collected benefits from using Cryo on bosses).
For his Digi-Clone, it should simply get better HP scaling, it is not very tough in Mayhem mode.
For the drone, its damage scaling should be buffed slightly. The “Almighty Ordanince” augment should either be massively buffed or reworked entirely; the damage radius is small, the projectiles are slow and unreliable, the damage does not really compare to simply using Boomsday instead over time, and the action skill duration reset is redundant with class mods, Calm, Cool, Collected, and actively detrimental to the infinite kill skill uptime build.