I just don’t get it. Buffing everything route isn’t necessary. It’d be fun at times but a little too crazy.

Yeah, I was afraid of the hidden recharger Ghalt.
Thinks of sleepless nights
No, No, Not again
Starts Shaking in fear

But yeah, with these helix changes, I want to see more options for S&A to back initiate (Initiate behind enemy lines). This was powerful due to Fleet footed pre buffs, where Fleet footed was slaughtered.

Did it do something else before? I only played Shaurox in the full release.

Pee the Sheild buffs (20 Dr, 600 sheild) S&A where most powerful jack of all trades/initiator, where fetching and stealth became large team fight winning tools.

Well just tell me what they took away from them, or where I can get the info, and I’ll see if I think anything should be changed.

But between me and Gearbox, we have done nothing but buff Stealth Strike and Fetch to my knowledge. With the exception of reducing Fetch’s damage, but I reverted that.

Yeah, back in the WU, with the QoL changes, they nerfed Fleet footed duration (And the Lv.5 Helix) in two. Its current values are half of what it used to be.
I will go more in depth later, busy right now.

#Patch v1.1

Alani

  • Riptide: Added the duration of the hasten.
  • Helix: (L10) Undertow - Added that Emergence slows all enemies in its targeted area, as well as its whirlpool afterwards.

Ambra

  • Extinction Event: Removed the blue and red targeting diamond. Instead, the visual effect Ambra sees while aiming Extinction Event is shown at the very center of the radius, and gradually more of the visual effect is revealed. The rate at which the visual effect is revealed, correlates with when Extinction Event makes impact. Increased the volume of Extinction Event and added the time before the meteor makes impact to the description.
  • Helix: Fleshed out Ambra’s helix.

Attikus

  • Helix: (R6) Chain Breaker - Added the condition that it can only happen once per full cooldown.

Benedict

  • UPR-SM23 Rocket Launcher: (Removed) Slightly increased the speed at which Benedict reloads his rocket launcher.
  • High-Tech Ego: (Talent) Benedict uses a new prototype multistage fuel in his standard rockets. Causing any non-homing rockets to gain increased velocity the longer they are in the air. Landing standard direct hits also boost Benedict’s ego, granting him up to 25% reload speed for a short time, based on how far away the target was.

Galilea

  • Sentinel’s Greatshield: Absorbing damage with the Greatshield no longer prevents Galilea’s shield from recharging.

Kid Ultra

  • Support Drone: Drones will now turn invisible if the ally they are attached to cloaks.

Montana

  • Hailstorm: Added the duration of the slow.

Phoebe

  • Technocratic Parry: Visually Phoebe’s 4 rapiers take a defensive position around Phoebe, creating an angled semi-cone in front of her face and torso.

Shayne & Aurox

  • Guayota: Improved the description to include how much shield capacity Aurox grants Shayne.

Thorn

  • Helix: (R3) Burst Propulsion - Fixed an issue that caused the bonus damage to be unable to score critical hits.

General

  • Mechanics: Started the mechanics page.
  • Bullet points: Any numbers that are red mean that they scale with the player’s level.
  • Bullet points: (Removed) “I planned on doing a write up of how I would change the base mechanics of the game too. Such as having silences stun non-Battleborn enemies again, a built in counter to certain CC chaining, etc…”
  • Bullet points: (Removed) Ambra from the list of unfinished characters.
  • Text: General text fixes.
2 Likes

#Patch v1.2

Characters

Ambra

  • Helix: (M2) Sun Bearer - The first Sunspot Ambra summons now creates a halo around her waist. The healing is increased if the halo is only healing one target. Ambra can’t heal herself with the halo while she is moving. Up to +15% Healing
  • Extinction Event: Added a “halo” above Extinction Event that shows a starry night sky.

Boldur

  • Boldurdash: Fixed an issue that allowed Boldurdash to stun enemies on uneven terrain.

Caldarius

  • Helix: (L7) Adaptive Harmonics - Landing a melee hit increases Caldarius’ attack damage for a short time. +18% Attack Damage for 3 Seconds

Deande

  • Tessurim War Fans: Deande’s sprinting animation can now cancel her thrown fan attack animation.

Ernest

  • Helix: (R8) Hard-Boiled - While in defense mode, all allies within range occasionally reflect projectiles that hit them. +20% Reflect Chance

Ghalt

  • The Hook: Enemies can no longer be body blocked by Ghalt’s allies while they’re being pulled.

ISIC

  • Plasma Dash: 22 second cooldown. Changed the functionality of Overcharged Plasma Dash, as it was very lackluster before. ISIC can now target Plasma Dash anywhere, including in midair. At the end, he creates a platform that only he can interact with for 8 seconds. The platform is the size and shape of Plasma Dash’s targeting visual, and slowly turns from blue to red, indicating its remaining duration.

Kid Ultra

  • Helix: (L9) Frag Astra - Bola Snare explodes every time it penetrates an enemy, as well as silencing all enemies for a short time. +3 Seconds Silence Duration

Kleese

  • Helix: (L7) Geezer Pleaser - Added it back.
  • Helix: (R7) Tampered Mortars - Added it back.
  • Wrist Cannon and Shock Taser: Pressing (Mouse 2) while firing Kleese’s Wrist Cannon now provides increased zoom similar to that of Thorn.
  • Helix: (R6) Watt’s the Matter? - For a short time after using Energy Mortar, Kleese can phase through enemies. +3 Seconds Phase Duration
  • Helix: (R4) Unstable Rifts (Notes) - Increased the time before they explode from 0.5 seconds to 1 second.

Marquis

  • Bindleblast: Bindleblast can no longer be destroyed.

Mellka

  • Helix: (R3) To the Last Drop - Mellka’s pistol will never consume its last shot while an enemy is envenomated. In addition, Mellka’s pistol gains increased range for every bullet missing from the magazine. +1% Range per Bullet

Montana

  • Lumberjack Dash: Fixed an issue that allowed Lumberjack Dash to stun enemies on uneven terrain.
  • Helix: (R2) Lumberjack Blast (Notes) - Moved Lumberjack Blast to where Push It Push It Push It was. Making it so all players have access to a helix that has Lumberjack Dash’s default mechanics.
  • Helix: (M2) Push It Push It Push It - Lumberjack Dash knocks back enemies an unlimited distance, at the cost of a shorter stun. -1 Seconds Stun Duration

Oscar Mike

  • Airstrike: Allies within Airstrike’s radius no longer have their screen shook.

Phoebe

  • Blade Rush: Added a 4 second wound.
  • Helix: (M5) Blade Sweep (Notes) - Drastically reduced the chance that Blade Sweep will fail to activate when True Strike is used.

Rath

  • Genetic Syphon: Increased the values to 9.3% melee and 12.5% skill life steal.

Thorn

  • Helix: (M4) Sated Thirst - Volley’s arrows wound enemies. +4 second wound duration
  • General: Removed her legendary.
  • Helix: (L7) Scourge-icide - Landing a charged arrow on a cursed enemy causes the bonus damage to deal damage to nearby enemies, as well as applying Nature’s Curse.
  • Helix: (R2) Fell Wind (Notes) - Added the duration of the hasten.

Whiskey Foxtrot

  • Helix: (R3) Scoped Up (Notes) - Reduced the size of the perimeter around the scope that obscures the player’s sight when they ADS.
  • Scrap Cannon: The shrapnel now ricochets off of enemies, instead of disappearing on contact.

General

  • Bullet Points: I made a rule for myself, that all the characters I considered to be “slayers” (and Pendles) were not allowed to have any CC that could interrupt skills. But as a trade off, they are the only characters that can have offense based talents, as opposed to the defense/mobility based talents of the other characters. Slayers: Benedict, Caldarius, Marquis, Orendi, Oscar Mike, Thorn, and Whiskey Foxtrot.
  • Bullet Points: All non-slayer characters have or will have at least one stun/bind, pull, knock up, knock back, or silence somewhere in their kit.
  • Mechanics: Added a first person visual effect to indicate when a player is wounded.
  • Mechanics: Added an unique audio cue for when a player is damaged by a sentry.
  • Mechanics: Monuments - Reduced the high of the 2 central pillars by 50%. Upon killing the enemies’ first sentry, plants will now grow on top of your pillar, returning it to its original height.
  • Mechanics: Monuments - Removed the invisible walls between the base thrall pads and the central large shard spawn points.
  • Mechanics: Significantly decreased the damage standard minions deal to Battleborn in PvP.
  • Mechanics: Players affected by knock backs now transition to a third person camera.
  • Mechanics: Reworded the Damage Amplification description.
  • Text: General text fixes.
1 Like

Patch v1.3

Characters

Alani

  • Wellspring: Increased the healing at zero stacks of Osmosis to 71 at level 1.

Ambra

  • Sunspot: Sunspot’s total healing now scales with Ambra’s level.
  • Helix: (L2) Blessing of the Sun (Notes) - Blessing of the Sun now increases Sunspot’s total healing.
  • Helix: (L3) Stellar Ritual (Notes) - Healing a Sunspot still uses Staff of Radiance’s previous homing beam, and Ambra can now sprint while healing a Sunspot.

Attikus

  • Helix: (L3) Brawler’s Boon - A portion of damage dealt by Attikus’ melee attacks is returned to him as health. In addition, Attikus takes reduced damage while charging his hook. +15% Life Steal, Up to +30% Damage Reduction

Benedict

  • UPR-SM23 Rocket Launcher: Improved the description to include that enemies can destroy Benedict’s rockets in midair.
  • Booomsday: Moved the 3rd person camera further back, increasing the FOV.
  • Hawkeye: Added a visual overlay to the HUD of Battleborn affected by Hawkeye, similar to that of Reyna’s Priority Target.

Ernest

  • Explosive Charge: Improved the description to include the health each Explosive Charge has.
  • Power Egg: Improved the description to include the health Power Egg has.
  • Mine Grid: Improved the description to include the health each mine has.

Galilea

  • General: Legendary: +14.00 Health Regeneration per Second/+5.04% Attack Speed/Galilea Only: Activates all helices on level 2 in versus, and level 3 in story.

Ghalt

  • Scraptrap: Improved the description to include the health each Scraptrap has.

Kid Ultra

  • Support Drone: Improved the description to include the health each drone has.
  • Support Drone: Fixed an issue where Support Drones would never heal their entire total.
  • Helix: (L9) Frag Astra (Notes) - The explosion doesn’t deal damage to the enemy that Bola Snare penetrated.

Kleese

  • General: Legendary: +9.10 Skill Damage/+98 Maximum Shield Strength/Kleese Only: Adds an unique +98 shield to Kleese and his allies, which only he can charge.
  • General: Notes - Kleese’s legendary essentially adds a dark blue overshield to any allies who can receive an overshield. The shield capacity can not be increased or decreased, and last for 8 seconds. Only Energy Rift, Shocking Twist, and Unstable Rifts can generate the shield. Just like an overshield, Overloaded Mortars doesn’t drain the shield or add it to its damage.
  • Helix: (M3) Quantum Precision - Added a reticle cue similar to that of Beatrix’s helix Amplified Ampoules.

Marquis

  • Predatory Strike: Improved the description to include the health each owl has.
  • Helix: (M5) Executive Access - The bullet boosted by Ein, Zwei, Die now deals area of effect damage and reveals enemies.

Miko

  • Fleshed out Miko’s kit.

Rath

  • Helix: (M10) Unquestionably Superior - Dreadwind deals increased damage to non-Battleborn enemies. +200% Bonus Damage to Non-Battleborn

Shayne & Aurox

  • Helix: (R6) No Cloak, No Problem - Fetch’s cooldown is reduced if it is activated while Stealth Strike is on cooldown. This can only happen once between Stealth Strikes. +40% Cooldown Reduction

Thorn

  • Helix: (M5) Hextravenous - Thorn steals health from cursed enemies. +15% Life Steal

General

  • Mechanics: (Removed) bleeds from the minor crowd control list.
  • Mechanics: Marks: apply a variety of debuffs to all enemies, as well as outlining all visible enemies. The additional debuffs include character specific damage amplification, bonus damage, bleeds, and pings.
  • Bullet points: (Removed) Miko from the list of unfinished characters.
  • Mechanics: All projectiles can no longer be destroyed, with the exception of Benedict’s standard rockets.
  • Text: General text fixes.
2 Likes

For those who are interested, I’d like feedback about a couple of the changes I implemented. Just keep in mind their balance is centered around this thread, not the current Battleborn.

  1. Miko: (R6) Spore Strike - Enemies in Cloud of Spore’s slow field take damage over time. +60 Damage per Second
    • This is massively powerful when combined with the already very powerful, new and improved Trail of Spores… when used in a specific way. My question is: “Should I put a restriction on it like I did with Whiskey’s Napalm, or should the power of the stun, cleanse, and Healer’s Oath allow those that forsake them to have this new power?”
  2. Thorn: Bramble Patch - For every 500 damage that Thorn deals, she reduces all of her active skill cooldowns by 1 second.
    • I sorta like leaving it as is, even if it might be infeasible. But do you all think with everything else, it’s really too much? Or would something like increasing the damage dealt to 600 be better?
  3. Thorn: (M10) Pack Mentality - Wrath of the Wild now splits into 5 small energy bombs after detonation, which home in on nearby enemies, dealing 20% damage in a small radius.
    • Should I add a condition that splits have to hit enemies besides those hit by Wrath of the Wild? Or is it fine to just say “sucks to be you” and allow the splits to hit the same enemy if no other enemies are nearby? Sorta like how Galilea’s (L2) Skilled Throw works in the current Battleborn.
  4. Rath: Movement speed helix options.
    • Now that I know you’ve seen this thread @blainebrossart1. What do you think of having one of Rath’s level 5 helix choices now change his life steal into a shield charge like the “Starkweather’s Oscillator”? Giving it good synergy with Evasive Maneuvers and flawed Eldrid gear. To initially balance it, I could reduce EM’s duration.
      • The factors balancing it would be that you lose the true sustain of Genetic Syphon, you don’t get the helix’s current/future neighbors, and you really need to have that 20 shield capacity from gear to make it work with EM (meaning you lose 280 SC).
      • But now you get that synergy with EM, your passive no longer gets shut down by shields, and it makes Rath a lot harder to crit.
  5. Kleese: Tactical Battle Chair
    • I already added the ability for it to have horizontal control during extended jumps. But should I add the ability to cancel an extend jump, or should it be a risk for the power the ability has? A soft cancel might not be bad, but an instant drop back to the ground would be pretty powerful.
  6. Phoebe: Technocratic Parry - Only has a 1.5 second duration.
    • I designed it as primarily being a way to counter things like Wrath of the Wild, Hawkeye, Flashbang, Priority Target, etc… but do you think the duration should be longer, so that you can activate it in anticipation of an attack, not just one that is currently happening?
  7. Phoebe: A different Phoebe 2.0
    • Another way to rebalance/design Phoebe was to add Blade Sweep to True Strike by default. Do you like this better, and I’ll just take away some of the buffs I gave to her? Or do you like the current way?
  8. Ernest & Whiskey - Explosive Charge & Sticky Bomb
    • I tried to make all skills appealing at level 0 without helix choices. I added a wound and bonus damage to shields to Blade Rush, I changed the weaken Fulminate had into the silence, I added a silence to Scraptraps, buffed the hell out of KU’s non-stationary drones, added the lunge to Injection by default, etc… but these are the last 2 I view as lackluster. Are their helix choices strong enough to overlook this, or do you all have some minor buff that won’t break the balance of the skills?
  9. AoEs - Their return and beyond.
    • Does the return and addition/buff of AoEs plenty balance the power I’ve given to builder characters like Ernest, Kleese, Toby, etc…? Or should I limit the places where their build-ables (mainly Power Egg) can be deployed?
  10. Galilea: Legendary: +14.00 Health Regeneration per Second/+5.04% Attack Speed/Galilea Only: Activates all helices on level 2 in versus, and level 3 in story.
    • This is completely different from all other character legendaries, and in truth makes her stronger than I intended in PvE. But I thought it was a cool way to allow her to attack while sprinting in PvE again. What do you think of this style of legendary?
  11. Montana: High heat builds.
    • Would all of the changes I made to his high heat helix choices ever persuade you to skip the additional 20% damage reduction and lose the slow?
  12. Toby: Force Shield
    • Personally I think the massive changes I made makes it much much better in high level play. But do you think it’s too strong, or do you like the old Force Shield better and I’m an ass for trying to take it away?
  13. Whiskey: Combat Rhythm (Notes) - Combat Rhythm is now activated by scoring a critical hit. Making it much more suitable for a long range character, whom promotes focusing a single target and accuracy.
    • Do you think I should allow it to activate for 5 seconds after a crit and 10 seconds after a kill? Or does it fit him better by just leaving it only activatable by crit.

I have a few more I could ask, but this list is already much longer than I intended.


There are other very powerful changes I implemented like Karakafruit Express, Pile Driver, Mitosis, etc… But I either don’t lose sleep over them, or I think I’ve added enough to balance them in some way or another.

I would approve. It opens up new builds for a pseudo shield tank build with Rath. Something like changing Swordsman’s Salve to “15% of all damage dealt by Rath is returned to him as shield strength. Removes all life steal from Genetic Syphon”. Combined with retuning his level two Shield Syphon to a 50% shield gain on all damage dealt with Crossblade instead of just shield damage. One issue that would come up from that however is a build around low shield capacity and The Comback King. It would create some abuse similar to this. However the problem there lies in the gear not the character so if this were implemented than I recommend putting an internal cooldown on the CBK of 5 to 10 seconds.

I have a few other opinions for this thread but I just got off a particularly long day of work and am very tired at the moment. So I’ll save those opinions for later.

2 Likes

Patch v1.4

Characters

Alani

  • Emergence: Doubled the height at which Emergence can damage enemies.

Attikus

  • Primal Lunge: Primal Lunge can now be activated while charging a Hook, causing the Hook to cancel.

Boldur

  • Helix: (L8) Alleviating Aegis - Activating Boldurdash will now cleanse Boldur, as well as making him immune to crowd control effects for the duration.
  • Ekkuni Greatshield: Animations canceled by Boldur’s shield do not apply their effects.

Caldarius

  • TMP and Energy Blade: Fixed an issue where Caldarius’ reticle doesn’t quite line up correctly with where his TMP fires.

Deande

  • Holotwin: Holotwin now scales with Deande’s gear and all applicable helix choices.
  • Holowtwin: Fixed an issue where Holotwin did reduced damage on its initial attacks.

Galilea

  • Sentinel’s Greatshield (Removed): Absorbing damage with the Greatshield no longer prevents Galilea’s shield from recharging.
  • Helix: (L8) Blood-Soaked Anguish - While standing in Desecrate, Galilea heals herself for a portion of the damage she takes. 30% Damage Taken as Healing

ISIC

  • Omega Strike: Removed the damage fall off from the main gun.
  • Omega Strike: Added the duration of the overshield.
  • Helix: (R2) It’s Never Over :stuck_out_tongue: - At the end of its duration, Rotating Wards creates an overshield on ISIC for a brief period, equal to a portion of the damage each ward blocked. 50% Damage Blocked as Overshield for 8 Seconds

Kleese

  • Tactical Battle Chair: Improved the description to include the base shield capacity increase that Kleese receives.
  • Tactical Battle Chair: Added the ability to soft cancel extended jumps.

Marquis

  • Helix: (R6) Distant Time (Removed) - Increases the casting range of Predatory Strike.
  • Helix: (L6) Long-Haul Hoodini - Increases Predatory Strike’s casting range. In addition, if an enemy is in Marquis’ crosshairs when he cast Predatory Strike, the owl will immediately acquire and attack them. +30% Cast Distance
  • Helix: (L1) The Great(er) Hoodini - Increases Predatory Strike damage. In addition, enemies acquired or damaged by Predatory Strike can not recharge their shields for a short time. +15% Damage, +5 Seconds Shield Recharge Prevention

Miko

  • Helix: (L4) Trail of Spores (Removed) - As well as increasing the range at which Miko can throw Cloud of Spores.

Phoebe

  • Technocratic Parry: Increased the duration to 2 seconds. Activating any skill or attack, besides Phoebe’s quick melee, cancels the parry. Added a resource meter to Phoebe’s HUD to indicate the time until the parry is off cooldown.
  • Helix: (L4) Unintended Innovation - Blade Rush deals increased damage, and explodes every time a rapier penetrates an enemy. +15% Damage

Shayne & Aurox

  • Aurox & Boomerang: Improved the description to include that Shayne’s Boomerang ricochets off of terrain an unlimited amount of times, and is only truly limited by their limited range.

Thorn

  • Volley: Improved the description to include the number of ricochets.

Toby

  • Fleshed out Toby’s helix.

Whiskey Foxtrot

  • Scrap Cannon: Scrap Cannon now has unlimited range
  • Helix: (R8) On Point Flak - Scrap Cannon now has increased accuracy and no longer travels in an arc. +30% Accuracy

General

  • Bullet points: (Removed) Toby from the list of unfinished characters.
  • Text: Standardized all speed, projectile velocity, projectile speed, travel speed, and velocity descriptions to now be “velocity”.
  • Text: General text fixes.
  • Bonus: One “stealth” update.

Patch v1.5

Characters

Attikus

  • Pounce: Increased range of Pounce by 10% to account for that fact it can no longer be controlled by the player.

Boldur

  • Helix: (L1) Axetration (Notes) - Added the functionality of having Axe Toss gain increased explosion radius while Rune Power is active, so that it isn’t a wasted helix while Runes of Power is active.

Deande

  • Diplomat’s Battle Garb: Added the fact that Dropkick no longer breaks Deande’s cloak, if doesn’t deal damage, to the description.
  • Helix: (M7) Jaw Breaker - Deactivating Deande’s cloak with a Dropkick now causes her to knock up the enemy she hit.

Kid Ultra

  • To The Rescue: Improved the description to include that it has a knock back, instead of a push back.

Kleese

  • Helix: (L5) Shock Therapy (Notes) - Made the condition for CC immunity to now be above 90% shield capacity, but reaching max shield capacity no longer cleanses Kleese.
  • Black Hole: Improved the description to include delay before the pull.

Marquis

  • Helix: (L10) Bindleblast(s) (Notes) - Added the functionality of having Bindleblast create a Temporal Distortion and Predatory Strike where it lands.

Mellka

  • Helix: (R4) Deceptive Lunge - If Mellka hits an enemy with Claw Lunge, she will bounce backwards, as well as drawing in the enemy she hit.
  • Helix: (M4) Cut Throat - Activating Claw Lunge causes Mellka’s health regeneration to double for a short time. This effect last longer if Mellka hits an enemy. +100% Health Regeneration for 3-5 Seconds

Oscar Mike

  • Frag Grenade: Added the functionality of having Frag Grenade instantly refill Oscar’s Assault Rifle on use.
  • Helix: (L1) Far-Flung Frags (Notes) - Removed the range increase from this helix.

Phoebe

  • Helix: (L7) Core Overload - Repeatedly meleeing enemies within 2 seconds stacks reduced shield recharge delay up to 10 times. Up to -90% Shield Recharge Delay
  • Helix: (L4) Unintended Innovation (Notes) - Blade Rush also explodes when it hits terrain.

Rath

  • Helix: (L5) Conductive Blades - Genetic Syphon no longer steals life. Instead, a portion of all of Rath’s damage will charge his shield.
  • Helix: (M5) Swordsman’s Salve - Greatly increases Genetic Syphon’s life stealing properties for Rath’s melee attacks, but removes the effect from his skills. +30% Life Steal
  • Helix: (L7) Evasive Maneuvers - Added it back.

Toby

  • Helix: (M7) System Malfunction - Decreases the time required to fully charge Toby’s Railgun, as well as causing full charged critical hits to blind enemies. But Toby’s Railgun can no longer hold a charge, causing it to fire as soon as it reaches its max. -25% Charge Time, +0.5 Seconds Blind Duration
  • Boosters: Toby can now use Boosters during Core Discharge.
  • General: Greatly reduced the delay where Toby can’t fire his railgun after sprinting.

Whiskey Foxtrot

  • Combat Rhythm - For 5 seconds after a critical hit, or 10 seconds after a kill, Whiskey Foxtrot’s Tactical Rifle deals 25% increased damage.

General

  • Mechanics: All movement based abilities will no longer toggle off the sprint input after their conclusion. Allowing characters like Mellka to instantly sprint after using moves like Combat Slide, so long as they maintain the forward movement input.
  • Mechanics: Knock backs (Removed) - If the enemy hits an object or a non-Battleborn enemy, then they are stunned.
  • Text: General text fixes.

I think that, like a few other characters, Toby is in the perfect place, and i personally don’t want him touched anymore. Could he be better? Absolutely; and i actually like some of your suggestions, @khimerakiller. However, Toby has LONG been in that gray area of “borderline OP, but only in skilled hands”, and i am EXTREMELY uneasy to add just ONE more log to that fire, because it could result in nerfs to his damage or survivability if he starts outperforming due to his mains having more tricks up their sleeves…

As to his stun, which i have long fought as being necessary for dealing with melee, so that he does not get countered by some of them as easily as the other snipers, i would actually be fine with it being dropped to one second, if the melee stunners were likewise gutted; hell, i’d take a silence instead if it meant that i myself would not have to worry about being chain-stunned anymore…

Not to be rude, but I wrote about how something like these issues would be a non-problem.

In terms of if Toby would be balanced or not, this thread is highly opinionated and has a new standard of power, of which all of the characters got a similar treatment. Some were more heavily buffed than others, like ISIC isn’t much more powerful than his day one self, but Attikus is now a monster. And that’s not just because I nerfed his counters and gave him a base health no character could melt through solo, but because his kit now works and his helix has synergy.

And I think I understand the characters pretty well, and I do a good job of enforcing the roles that I want them to play.

  • I didn’t touch Toby’s base DPS, because he has the highest sustained DPS at level 0 in the current Battleborn.
  • I kept his stun, but I burned Double hugs to a crisp.
  • I gave him a powerful helices, but with semi-drawbacks.
  • His Force Shield can now only be truly dealt with by snipers, not just every “Joe Schmo” Caldarius that looks at you. Now they’ll need to burn a skill (Flashbang) to counter a skill.
  • I know his weaknesses and counters (Force Shield and hit/crit box) so I kept them, but made them less glaring.

And at least in terms of stuns.

Eh. I’d still prefer that he simply not be reworked at all, because my opinion is that he is a perfect case of “don’t fix what’s not broken”.

As to the Double Hug, i STILL advocate for removing CC from the second mine completely, but allowing it to deal full damage; that seems fair to me. More lane clear but no chain-CC.

For all the power Toby has, he still has broken aspects.

  • Force Shield is one of the worst designed skills in the game.
  • The way Boosters interacts with itself is still a horrible design/oversight.
  • You yourself have made threads on broken helices like Remote Detonation.
  • Etc…

I understand most of you all are perfectly complacent and satisfied with whatever you’re given, but I desire for something greater.

1 Like

I’m not saying that i wouldn’t like it if said issues were addressed; but above all, because it has been shown time and time again that they can make it much, much worse, i do not want whoever is in charge of “balancing” at Gearbox to touch Toby, lest we have another El Dragon/Mellka incident that will not be resolved for months, if ever. I suppose i am just paranoid, but as i’ve said, it’s happened before when a charcter is overperforming, and putting all of those buffs in the hands of the Toby mains MAY lead to just that…

Also, the above qoute came off as a tad insulting, and i’ll just add that i’m no more complacent than you are power hungry…

1 Like

If that greater thing you desire isn’t the dankest of memes then I’m afraid I’m going to have to stop you right there sir. Now get back in line and complacently accept the character changes GBX gives us, just like everyone else.

@HandsomeCam

Don’t worry fam. Nemo’s here to resolve the situation by making it worse. Now where is this power you speak of, I must have it…

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Hands Nemo a scavenger hunt map that suspiciously centers around retrieving a fish sandwich and a bottle of soda.

Here. Oh, and make sure that you bring the necessary items back to me to be… Judged…

[Inserts cheesy children’s anime response about how the power is already within Nemo]

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