• Replace the Jennirit flaw penalty of -Damage Reduction to something along the lines of +CC duration. Taking +8.40% more damage from ALL SOURCES is a flaw that is unacceptable considering most of the other flaws can be null and void on some of the cast.
  • Replace the Rogue flaw penalty of -Max Health to something along the lines of -7 health regeneration per second. Same as above, no character can void the HUGE chunk of health missing.
  • Have the AI be consistent in all aspects and across all modes. I find that the “luck” factor associated with AI behavior takes a lot out of the competitive scene of the game. Thralls glitching from underneath on Monuments, Some Fat Bots super-aggro’ing 1 inch from the grinder while others ignore EVERYTHING and just hop right the f*ck in, Sentries not really having their priorities straight. All those things makes a game more luck-based than it needs to be.
  • Dojo:Just more variety in what you can test. More enemy types, maybe allow us to “customize” the types of enemies that spawn pre-loading up the dojo.
  • UPR gear that procs for 15 seconds after recovering from CC should be changed to 15 seconds after being affected by CC. This will make it a lot more versatile and useful because sometimes you need the bonus WHILE you’re under the CC not after since you might not be alive after being CC’d. Getting that DR when you get stunned might save you as opposed to getting the DR after the stun/slow/blind/etc wears off.
  • UPR gear that procs for 15 seconds after destroying a buildable should have its duration increased. There is a limited amount of buildables to destroy and afterwards you’re dependent on the enemy rebuilding which may not be the case. I think 30 seconds woul be fine, if not even 60 seconds. It’s easier to BUY buildables than destroy them, and yet the LLC get a 30 second bonus for buying them. I think it should be equal for buying/destroying.
  • Non-flawed Uncommon Gear should be cheaper than what it is now. 714 shards is more than a flawed Rare item and almost the same as a flawed Epic Item. I think it should be lowered to be as much as a flawed Rare item (630 shards) at MOST. Personally I’d vote for somewhere in the 500’s.
  • Legendary gear should be limited to 1 per loadout to avoid ridiculous interactions between Legendary gear that throws the balance of the game out the window. 1 Legendary already makes the balance iffy, 2 and 3 just makes things kinda silly.
  • FFS please do something about that Monument’s supply station’s position on the map. Move it forward or just remove it entirely since it remaining where it is only serves to infuriate me.
  • Can buildables NOT blow up when you lose a Sentry? Losing a sentry usually means being pushed ALL the way back to the 2nd Sentry, that’s a decent chunk of map you’re losing with no way to defend against the swarming enemies. Another solution would be to have all buildables be of cooldown when they die to allow instant rebuilding OR reduce all the defenses to tier 1 rather than remove them entirely.
  • Lower the shard advantage from controlling Mid-map on Overgrowth. The 3 Large Shards and all the tiny ones around means a ridiculous amount of economic advantage for the team that controls it and the gap gets even crazier the longer the teams holds mid.

Anything else that fits the bill?

9 Likes

I have a little list

  • Boss should drop Epic gear or better only
  • Preselected Helix (not like a loadout, but you could selected helixes before leveling up in game)
  • Unlock all lores when you reach Lvl20 for each character (just an alternative for everybody)
  • Better solo buff in story missions (like Mellka or El Dragon)
  • Challenges for hardcore mode
2 Likes

Less health regen would ONLY affect Eldrid (not counting various character’s helices) and therefore be a free price reduction for everyone but Eldrid. Perhaps something like -healing received (which most rogue penalties are anyway) would be more appropriate.

I agree with the change, but not what it’s changed to. LLC gear covers +CC duration among other mobility penalties. Jennerit gear should either sick with +recoil or -reload speed, or perhaps also adopt -heading received since that seems to be a negative for everyone, but not nearly as severe as -damage reduction.

In PvP only, maybe. But even then I’m iffy about it.

I agree that the supply station on monuments is useless even when pushed back to your 2nd sentry because you can just walk to base. There aren’t many good places to put it that wouldn’t give the defending team a monstrous advantage. But something does need to be done.

Overall I like these changes and they are worth looking into

3 Likes

Increased CC-duration penalty is already tied to certain LLC gear.

This would cause your health to constantly go down, virtually like having a permanent DoT.

You’ve never seen my tank Orendi or El Dragón build :smirk:

Agreed, even though this is a rather broad and vague wish.

Agreed. Buildables, different enemy types, stationary Battleborn to name a few things.

Agree as a principle, but I’d certainly reduce the duration given the plentiful CC going around, especially various slows. Probably to 7 seconds, that should still more than enough to get use out of it.

Agreed. They ought to increase the duration for secondary effects which requires you to respawn and buy buildables as well, 120 seconds & 60 seconds respectively for instance.

Somewhat indifferent, I don’t think the price needs to be dropped. When the gear of the respective rarities are flawed, they get a reduced price of ~28% for Epics, ~38% for Rares, 42% for Uncommons and 100% for Commons. Making those numbers more equal to one another (new exception being Commons) could make sense in my mind, but I don’t find unflawed Uncommons to be overpriced.

I take it we’re talking PvP here, in which case I’d just like them to be perma-banned to be honest. It’ll make balancing PvP easier and legendaries can actually have legendary worthy effects which could be really fun in PvE. After all, barring the lore legendaries, it makes sense that legendaries obtained in PvE are PvE oriented.

While I agree in point, and do wish they’ll resolve it ASAP, there’s a part of me that likes it since you rely heavier on a balanced comp.

Am indifferent here, don’t think it’d be too much of a game-changer in competitive games. Not to say that it can’t be, just not to a high extent.

I’m not sure. I’d like for them to re-add the shard by the sniper ledge overlooking doubles, but the shard clusters in the middle is just another carrot to encourage players to try and push out and break out of the base instead of continuously turtling around the chokepoint.

I’d say Rare or above, guaranteed legendary from Rendain when running Advanced.

While I realise that it’s an alternative, it still undermines the challenges themselves. Sure, they don’t appeal to everyone, but that’s not necessarily an inherently bad thing. Re-adjust the challenges maybe, sure, but not an option to overlook them.


Seems like I can’t quote more :sweat:

Anyway, personally, I can think of these things on top of my head (besides what I’ve said above);

  1. Op-specific Commander packs (from 100-point runs) are guaranteed to drop a legendary.

  2. More refining of geometry of certain maps, such as the staircases on Monuments & the parallell staircases on Echelon for instance.

  3. A redesigned statistics section. New interface, distinguishing PvE & PvP stats, allow to share with specific players or friends, character comparisons, more variables (most minions killed, average damage dealt, average accuracy etc.).

  4. A redesigned gear section. Allow an overview of all loadouts at once, ability rearrange them & clear distinctions betweem gear archetypes.

  5. Default loadouts for specific characters.

  6. A customisable “Random” character button, which will grant you a random character out of the ones you select. I.e select 7 characters and the randomiser will select one of those and ignore the non-selected characters. Then also have a marking indicating which players randomised their character and how many characters they randomised between.

  7. Selectable, potentially even customisable wallpapers for the logging in screen. Choose character, pose, skin, background, placement etc. and set a rotation of the wallpapers you want.

  8. Re-instate the showing of both levels and pre-made bars in PvP matchmaking.

  9. A 2-3 second window where you can regret a helix choice given that it was not utilised. Wouldn’t work on everything, but would help a lot nonetheless.

  10. Ability to trade characters with other players in regular draft.

Those are the things I can think of now, may’be forgotten something.

Some small things amd not-so-small things!

7 Likes

For the most part I have no qualms with the suggestions brought up in the OP, except one. “The restriction of one legendary per loadout”. Forgetting the PvE aspect of it, I just wanted to point out one thing.

Gear in Battleborn is pretty damn tame to my understanding when you look at other MOBAs. So it confuses me why you all dislike legendaries so much, even as a primarily FPS player myself.

Like I’ve said before, I’d be fine if they were banned in draft mode. But even though I don’t play it much, I still wouldn’t want them limited in quick match.

3 Likes

A lot of gear I think should have conditionals/negatives etc. changed completely. The faction specific boosts and negatives have resulted in some hilariously bad gear;


View on lowlidev.com.au

It makes grinding for gear completely unappealing when most items are just a waste of bank space.

There are also some primary effects that should be changed or tweaked as they’re either only useful in a select few builds for a couple characters or not helpful for anyone at all (Shield Recharge Delay, Shield Pen, -CC, Recoil…)

3 Likes

How about Toby getting a last name, so that the other Aviants stop making fun of him?

2 Likes

I would like CC reduction gear to be double their current values so as to make it viable. This way, if you triple stack, you can reduce CC time by half (using your entire loadout to reduce a 2 second stun to a 1 second stun I think would be fair).

Also, doing something with shield penetrating gear. Possibly making it that if you land a crit then the enemy takes crit damage for the portion penetrated, or changing the gear to do extra damage to shields instead.

3 Likes

“other”? Toby doesn’t fly.

2 Likes

Wow. RUDE, much…

1 Like

The difference is that, at least in Dota, all gear is available to all players. For the most part, you don’t have to grind/get lucky to get the best stuff, it’s all up to strategy and knowing which items to shoot for in each match. At least, that’s how it worked in Dota, I can’t vouch for most other MOBAs.

Either way, I think comparing the items to other games isn’t working since BB is such a specific genre hybrid. The major issue is that a few select legendary items end up either having unintended consequences, or intended functions that weren’t thoroughly tested enough. There’s a reason why almost every competitive league has legendary items banned, because then it becomes less of “who can make the best strategy and work as a team the best” and more of “who put in enough hours to grind the best legendary and activate it first.”

The grind part is the biggest issue. If everyone had access to every item and it was just a matter of some items needing balancing attention, this would be a different discussion. But they’re not, they’re tied to a lot of RNG and grinding and while technically speaking everyone can theoretically access every gear, it’s not the same. You can be unlucky and never see some of the important gear at max roll, or you can be a trial player who only has a very limited trickle of gear. It doesn’t help with the power imbalances in the queues.

Imo legendary items are a mess to balance since their either underused or so blatantly useful you’re borderline an idiot for not running them, and the RNG tied to them makes it worse. Just cut them out of PvP, let them be powerful in PvE.

3 Likes

cough voxis on attikus cough

3 Likes

Toby Penguin

Also, did you know Penguins have teeth? I didn’t know Penguins have teeth. Things are now 98% creepier.

3 Likes

Preselected helix (for those who want to use it), yes please!

3 Likes

I think Paragon also has an RNG based loot system. But yeah, I can’t say I’m a fan of how you accrue loot in BB. And I’d rather they rework that, then to just ban all legendaries in PvP.

Unless you meant something else, I very much so think Battleborn is a strait up MOBA through and through. There aren’t really any mechanics exclusive to other genres in BB, its just a MOBA with the camera in a different spot. The lack of things like the “fog of war”, or the increased importance of aiming don’t change that in terms of this discussion.

To a point I understand this, and items such as release day Voxis shouldn’t be in games that have a competitive mode. But I have literally seen a guy flip his sh*t because someone was using a Symbiotic Gauntlet on the other team. That is the kind of extreme I question, as it’s as if the orange backdrop alone gives some kind of PTSD.

I mean that’s all just part of the falsified way to increase play time. And really it’s a part of BB in many aspects. If you play long enough you get…

  • More characters (at least at release)
  • More helix choices
  • More gear
  • More loadouts

And the grind is in just getting regular gear too. I.E. I still haven’t gotten a perfect purple LLC attack speed, and I have 1297 hours in this game.

I’m more well versed in League and Paragon, and you say Dota partially handles this by having all gear unlocked, but how would its gear measure up to BB’s? Just cause there’s a RNG element, doesn’t mean that they should be removed from the main reason most people play BB.

3 Likes

Tbh I worded that badly and didn’t get my point across at all, as a general ideal I try to limit comparisons to other games, especially when talking about balancing. Most comparisons are very limited since differences in games vastly change how things need to be handled, so I don’t find them very valuable.

Regarding Dota, my playtime is limited and from some years ago so I’m not a savant with the game. It’s difficult to measure it comparatively to Battleborn because each item in Dota is essentially unique and most items are part of upgrade paths for the ‘better’ items, instead of being sidegrades of each other like BB does. By sidegrade, I mean that most pieces of gear, save legendaries, are the same with a slight difference in its secondary effect or negative.

Ideally I would like to see them reworked completely too, but honestly given the current state of how balancing has been handled and (I presume) the low resources dedicated to Battleborn for maintenance and updates, I don’t see that happening. I’d much rather the devs focus on aspects that, in my opinion, are more important to retaining players. Having a select few very powerful gear being constantly rebalanced and reworked is not productive, and making those pieces locked behind a grind makes them even worse for incoming players.

And I’ve never liked that from the start. It makes the situation even worse for new/unlucky players, as this puts them at a distinct disadvantage. This may not have been so bad if BB had boomed when it released and we always had a large playerbase, but it didn’t. So now we have a smaller playerbase and players with tons of hours who have all the best stuff, players with tons of hours who were unlucky enough to never get the ‘meta’ gear, new players who have to face against some of the worst legendary combos with very little themselves, and new players who were lucky enough to get the meta gear max roll in a few packs. It creates a further rift between players that doesn’t help the ELO-less matchmaking situation.

3 Likes

Oh I know! I forgot about that one:

  • when opening a pack, instead of giving credits, give a taunt or a skin you don’t already have (not the magnus skins)

(edited)

But, but then everyone would be able to obtain every skin. Then how would gearbox bank off the “certain” people who spent hundreds of dollars on magnus packs trying to get the new skin for their character of choice?

No, not “new” skin.

When you open a pack, and you are about to get a skin or a taunt, instead of giving credits if you already have it, why not give you a skin or a taunt you don’t already have, non-Magnus type ones.

2 Likes