Loadout - Gear Rarity Helix Level Requirements

Isn’t that the point?

People don’t want vet’s or noobs becoming OP and stomping them hard, and changing the pace of the game in their favor… That’s all it is really… I don’t really want anymore lock’s than there already is personally, but I am willing to compromise.

Current loadout setting is good although certain item might need to be tweaked like the suffix “Pilfer” (10% damage dealth also stela shard from that Battleborn hit. I swam in 20k shard every game on Kleese with that if I got to buy it during Beta, which I usually did by 6 minutes)

Being able to buy load out early introduce new playstyle where some team might even plan on hoarding shard on to a single player to either rush the level or the item based on the char.

For example, Benedict is a char that is somewhat balanced around his legendary because of his ridiculous cool down especially on the ult but you will want that after level 5 because 30% Reload speed and triple Hawkshot are just too important to not rush. Here, I prioritize level over items.

But on my Kleese, it’s very easy to get minion EXP so I focus on saving shard to buy the shield item and shard gen item asap (pilfer so broken) which allows me to generate as much shard needed to control every structure. Here, I priotize items over level.

A person playstyle can completely change based on their prioritization. What exactly will happen if you make it so you can’t buy legendary until level 8? All it does is make level-rush type char much stronger and let’s be real, if they’re stomping you or ahead, they’re gonna control all the shard, always buy all the neutral structure, be 3-4 levels ahead of you, stomp you and buy legendaries anyway.

And on stacking multiple legendaries, what’s wrong with that? The loadout has a risk in that you can’t activate item fast after reaching a certain point. Galiea was everywhere during beta and if you brought a legendary shield pen instead of a purple or a green one ,you would be punshied, hard, because you made it much harder to get the item to deactivate “It’s Dangerous to go Alone”.

The whole thing is risk-and-reward. If the enemies have 2 legendaries in load out and a person still get stomped by that while no item is active, the said person deserve to lose and he/she can’t exactly blame on “MUH GREEN ITEMS” because that means his/her early/mid game are much stronger than the legendaries person. In this game, a Sentry down by 5 minutes can spell a loss anyway. The 3600 shards used are pretty much 2 or even 3 levels spike.

Polls can be achieved by using the poll bbc code. (note the space, because I don’t know how nocode works here)
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Instead of having 50+ loadouts to choose from when we load in. Why not have up to 3 for each character (you had preset in “Command”). The versatility of loadouts is a novel idea but can also be a cluster :wink:

Yes, but not too early, hence the reason for helix level rarity locks. I can easily farm a legendary prior to the level I suggested in the main post (assuming our team controls middle). How does the dev team that made the grey/greens/blues feel about this? Their hard work is flushed once players get all purples/orange in the current scheme of things.

Think of this like an MMO (which is the whole mentality behind the gear rarity system). Do you get legendary first or grey?

You seem to always be in the mindset of comparing good vs bad players. That is not how you approach these topics. For a fair verdict you need a fair comparison. Just because a character “level rushes” (is that even a thing?) does that also mean they had acquired all the shards necessary for a legendary purchase? Situational…

This type of rarity lock system also stresses important on structure building. If a player doesn’t feel they are forced to save shards to purchase an item they are much less likely to hoard them.

I would like to see a system where all rarities have their place. Currently it will be whoever has the most game time and/or buys the most epic packs they will have the best loadouts. Is that fair? Putting a lock on it gates them to a degree.

Just as a merge of what a few people have said:

We have default skin, taunt. Why not default loadout per character?

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I think there are going to be unique character based loadouts needed since there are character specific legendaries. Having 9 loadouts that are generalized is fine, but the characters are unique enough to really get the stats you want for a battleborn you need to make a specific loadout for them, throw in a legendary specifically for them and 9 loadouts will not be close to enough. I think they should add 3 character specific loadouts once you unlock their unique legendary that you manage from the character page. At the character select loadout screen you just toggle between general loadouts and specific loadouts to choose what you want to use.

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If that’s a problem, then address that. Gear is fine.

Address the issue of gear shard cost? There is another thread on the forums regarding that, I have already posted there. This thread is not about that.

No, if farming shards too quickly on Incursion is a problem, address that.

Level rush is in fact, a thing. I have seen good teams in Incursion that abused such feature on chars like El Dragon before he got the nerfs because he had one of the strongest burst spike on Level 5.

What they did in a team of 3, was to have the support who went the other way at the start of the game immediately rush the middle shock turret structure and have the El Dragon upgrade it the 2nd time (+100 shard but DOUBLE’d the EXP). If no one is pressuring them much, they will just push constantly and have El Dragon takes all the medium shard to the side and the big shard. He would be level 5 by the time everyone reaches level 3 from constantly rebuilding T2 and T3 shock turret using this and just stomp with 100-0 combo.

That “El Dragon carry us” combo was one of the worst things to deal with during PC Beta and he would stomp EVERYONE who was unaware of such the trick. Even chars like Ambra was dying in 1.5 seconds. The nerfs were the only reason this stopped being a thing as it was very depressing watching the El Dragon farm people that wasn’t aware of such trick for max stack so he could stomp everyone with a gray boot, green attack glove and blue attack speed for maximum snowball rush.

The same thing can be done on chars who need to reach a certain level to spike. Attikus, for example, is half a char until you get the mutator level 5 so you can empower every skill you use. Same goes to Rath who is much weaker until he gets his spin and become a one-trick pony monster afterward. Galiea wants to get 3 asap so she can switch from defender to 100-0 assassin. These are the people who won’t rely too much on items or if they do, just get a lower rarity ones (around Green to purple) so they can abuse the early level spikes as much as possible and snowball. Starting on Lives, I’m bringing in more of my teammates over and we’re going to be abusing this too.

All rarities already have their place. Each rarities are already being gated by how cost efficient they can be. Even if it jumps by a whole tier, Legendary only have a few number higher than a green/blue one and the selling point is the unique passive.

Grey items are special items that actually hide a very strong potential. In the Beta, I was able to obtain a glove that has + Atk but - Reload speed at 0 shard. The Attack number was only 1% or something lower than a blue one.

What’s interesting is that for a Grey item, if you can find one that gives you the exact stat you want that comes with a negative stat on stuffs you DON’T care about, like finding a + Attack glove that has side effect on recoil or something for Benedict, the item immediately becomes a hidden gem as a 0 cost perfect booster item. This is where Grey stuffs are good for but are on perfect legendary-tier difficulty for obtaining.

Green items are early-rush type items that can be obtained on first B or even on first shard rush if your teammates give you some of their part.

Blue becomes more of a mid game items that are usually obtained on first shard set spawn.

Purple are very special items that can have 2 great positive and 1 harsh negative stat that are usually obtained after 4 minutes on 2nd shard set spawn. If you’re going to stack a certain stat even on different icon items, you farm for purple, not legendary. One of my favourite Benedict purple item is a Shield pen with Reload but negative attack speed. Having about 65% stacked reload on him was insane. (Helix + this + legendary)

And Legandary are stuffs you usually get after 6 or maybe earlier depending on how good the legendary passive is.

I’m probably one of the higher level no-life player in Beta. I was level 50 on the start of the 4th day and had many legendaries unlocked cause I do both solo PvE farm and using all my credit on buying packs. Even with so many stuffs to choose from, I don’t even bother to stack legendaries because I know that everything I main has different needs and different spike interval that I must abuse if I want to win.

I mained Kleese with great win rate (15-3 something something) and as we all know, Kleese is a char who scales greatly with shield. Although I had purple quality stuffs on the +shield item, I brought a green one instead. Although I would be much better late game with a purple or legendary shield stacking item, I brought green because it became available right at level 2 or on first b (Another 400 shard from going through the accelerate side on 1 minute b) and it gave the much needed status (150 something shield!) I needed to cope with Kleese crappy level 1 to 4 especially with Marquis trying to snipe the chair. Even if I had a very strong legendary shield one, I would stick with the green shield simply because the weight of how weak Kleese 1 to 4 outweight the gain and that I would win by simply outscaling my opponents through level anyway.

My loadout on Benedict is a Green glove-Purple shield pen (with reload speed 2nd stat) -Legendary (Ben legendary) . I had Purple-Legendary-Legendary on him before but it was no where near as powerful as G-P-L because 800 extra shard for only 2% more damage wasn’t worth it. I wanted to abuse my level 4 combo and the early damage boost was very useful for 100-0ing squishies.

Again, If a person can bring 2 or 3 legendaries and still get fed and win, the other team likely is very bad at pushing advantage or isn’t likely to win anyway. The game has so many way the pace can be controlled and legendary stacking is one of the weaker methods because this game emphasizes so much on mid game on most chars. If I have to choose at 4 minutes between buying a legendary or jumping from 2 to 4 or even 3 to 5, I’m going with the level jump. The legendary only gives 2 stat worth of levels on one stat anyway and it heavy on the passive which might be weaker than the Helix choices. That and Ult unlock > Item unlock.

There’s no debating some items are definitely better than others and this transcends rarity. In the beta, any gear I found that had negative effects typically I trashed. Now, there were some that were worth keeping as they didn’t impact a particular character with their negative stat. That highlights the problem with loadouts. They should be character specific (different topic)…

Giving it more thought, I still like the gear rarity gating. But I since there are 5 different rarities. Why not (using my lvl req model in the first post) have 5 slots per loadout 1 for each rarity type?

Or 4 slots with 4th being a wildcard (grey/green/blue/w/e). With the current scheme you cannot put two of the same type of gear in a loadout, forces diversity (I have no issue with this).

There are only 3 because the game already balance around having 3 items. Having 5 means more room for stacking and farming will even be more crucial. Even if the number is lower, this adds up. Imagine if you can get 20% Attack damage in total from stacking 5 items instead of 10% from 3 items. That’s a huge DPS boost.

The whole thing requires a complete revamp of overall item stats and primary/secondary status benefit. Imagine a melee char stacking all health/attack damage/attack speed while taking - recoil and reload speed on all of them because he farmed for 200 hours version against a person with just average items.

I won’t mind farming to have 60% reload speed, + 150 shield, + 200 health, + 15% damage on Benedict and just 100-0 all average players while being unkillable after farming for a week straight in PvE but BS is BS in the end.

Nice suggestion. I suggested exactly the same thing a while back. Great minds think alike I guess: Separate loadouts for each character

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How much could you really stack/farm if you were limited to one of each rarity type. Once gated by level requirement you would build up your character just like you would a RPG; grey/green/blue/purple/orange.

No stat modifying is necessary, each character will have the same amount of slots and have the same power boost (more or less), dependent on build.

4 slot system with the 4th slot being the wild card of either purple/orange.

I prefer the idea of 5 slot where each rarity type is used.

Tyvm :slight_smile: I understand the reasoning they used for what we saw in the beta but it’s faulty logic and will get difficult to sort through once we have a bunch.

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4 and 5 slot loadouts would require a lot of balancing of health, shards and other aspects. I think character specific loadouts to account for legendary character items is the place to start and then see how the meta evolves. Going so far as 5 items also feels like you are taking away choice in what you want to boost. At 5 items you basically get to boost most stats a Battleborn would find advantageous, rather than focusing on 1 or 2 stats you determine are top priority.

Character specific loadouts I believe as well to be top priority before they were to consider the rest of this threads suggestions.

Even still, if a player was able to “boost more stats a Battleborn would find advantageous”, everyone can do the same. It’s not like the first player would have any sort of advantage. Not only does this utilize all gear rarity but adds depth to the loadouts.

I don’t think it would be so easy to stack certain stats either as we are limited to using 1 of a particular type of gear
(e.g. image)
Maybe I missed it…would be nice to see what category the gear belongs to, of course we could use the visual representation to figure it out currently, still…

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You can tell what category the gear belongs to by the picture. Buildables are wrenches, Crit gear is goggles, Swords are attack speed, Gloves are attack damage, etc.

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3 pieces of gear is a good amount and i dont think they should limit on how many you can have of each rareity maining because its a taical chioce. Having 3 legendary gear isnt always the best thing 3600 shards in the early you could use that and level up or buy 2 piece of blue gear and a green for the price on 1 legendary. Your risking being and powerful player late end vs early rapid win.
It seems strange not to wanting people to become power house yet wanting able to have 5 slots as you can stack i find many gear that give me 2 effects so i could just find 4 that all have the same secondary effect (never found a white with 2 effects).
The gap between lengendary and white isnt even that big example i had a 10 percent healpower plus 7 percent after surviving for 180 seconds (blue gear) this was miles better than the miko legendary gear that gave be 10 percent heal plus sprint speed and the unique effect and cost like 700 shards instead of 1800

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I think there are are 21 different types of gear, and like you said they each have certain icons.

If anyone’s interested, I posted a thread where I’m working on compiling all the item types, attributes, and associated factions here: