It’s cheesy, but currently, Moze in Dakka Bear is amazing for the GTD. It requires a dedicated Auto-Bear build on M10, my hybrid build can’t last long enough against all of the damage, without spec’ing for Bear’s toughness. But other Mozes may have different approaches.
I can clear the first boss with 80% confidence now, using a split-screen Amara/Moze duo on M10. Going up to 3 and 4 players is a lot more difficult, and AutoBear doesn’t last nearly as long with the extra adds. Oddly, I can run True GTD with my duo up to the last boss without much problem, assuming I can make the jumps.
And that’s the issue. Even a 10% increase to speed is enough to ruin the pattern for me. I couldn’t figure out why Moze kept overshooting this past week, when before she was always falling (literally) short. Turns out her new shield was giving her enough of a boost that my trained over-compensating was too much.
I still hate the jumping, but I can navigate them fairly well with Amara. Moze still has issues for me, even without the speed boost. I think the unforgivable instant-death is a real mistake for a game that, arguably, has a more mature fan base, given the franchises age. I’d rather deal with extra spawns or a “timeout zone”, similar to the Circles, where I can rejoin the group after they clear the next wave.
And then there’s the group play. After all they did to improve the action of reviving your allies and increase FFYL survivability, it falls short against enemies that can knock you across the map, off the map, or keep you juggled in the air until your allies die. Reviving allies needs a complete overhaul OR they need to tone down the knockback.
I get that the knockback is a part of the crystal charging and the unforgiving falls. But it ruins the experience of co-op play. I play with two friends, and if one goes down, me taking the time try to revive them in a fight, will most likely result in both of us dying. The team loses DPS, since I can’t fire. I’m taking a ton of damage since I can’t move. And when we both die, then the third person is usually SOL. Some ways they could make this better are:
- Enemies only have the stronger knockback while on the crystal platforms. The FFYL party can move off the platform a bit to get revived.
- Increase the revive area so a single hit doesn’t move you out of range.
- Like the crystals, allow the revive to pick up where I left off after I got bumped. Sure, my ally can still bleed out, but don’t make me start over every half second when I’m getting mobbed.
- Better still, once I start the revive process, allow me to just have to stay near them, so I can keep fighting. And if I’m out of range, moving closer continues the revive (like the crystals).
- Make it very difficult for reviving players to be moved, maybe even give us a bit of DR. Hell, make it a perk or aspect of other skills or traits, such as melee damage or DR on gear.
And seriously, the bosses have way too many immunity phases. It actually feels worse, on the first boss, when I’m too efficient. If I’m playing Moze and using a non-Rocketeer COM, I can burn through Annie’s shield faster than I can get IB back up between phases. So I have to actually reduce my DPS to drag the fight out longer. That’s a terrible system.
Geez, I could go on and on. I can only hope that GBX pays attention and makes adjustments for future content. But I won’t hold my breath on them listening (like they did with making the events optional). Most likely they will double down (like they do with most everything else), and make the next takedown built around timed-jumping puzzles that have to be completed during combat, whilst escorting and protecting the worlds’ slowest NPC, who will randomly sprint away to toss themselves into the void.