I dont think limits should be put on green, blue, or grey rarities. Maybe limit of 2 pieces for epic and 1 piece for legendary.
Good idea. Epics and Legendary’s for sure, blues I’m on the fence, definitely don’t restrict greys/greens.
I understand that fear, but also remember, that PvE also becomes harder with gear restrictions, mind you, there are already gear restrictions set, I’d also rather not go through Destiny’s exotic gear restrictions, I felt really cheated on the fact that I could only have 1 exotic weapon and had to choose between a chest plate, helmet, or etc.
So no, I don’t want to deal with gear restrictions, anymore than what’s already there…
(This is my opinion on the matter)
PVE is one thing but in turn that affects what actually matters balance in PVP. Bet the devs cringe when they see full epic/leg loadouts, all that work on grey/green/blue for nothing just to be replaced in time with inherently better versions of the same thing. That makes sense in a loot-grinder game where leveling up is required…
Wait a second…how bout a helix level you must reach in order to activate each different rarity of gear? Oh, that’s good!
Grey = 1+
Green = 3+
Blue = 5+
Purple = 7+
Orange = 8+
(lvl req subject to change/tweaking by devs testing)
I’m okay with level restriction’s on gear’s, make’s it feel more like an MMORPG that way, just so long as there’s no legendary, exotic, unique gear restriction’s.
Besides that, most games you don’t unlock it early on anyway, so, yeah, I’m down for that!
Shard costs and farming time are important to consider. Going with a full legendary loadout vs blue you are spending over twice the shards. Important to consider not only will you have to dedicate more time to farming, but you will also be weaker from having less items activated until your build is complete. If the entire team is trying to run full legendaries there will be periods of advantage they may not come back from.
Bump for anyone new that may have joined the forums, this is important. As the player level and game length ramps up so should your access to higher rarity tier gear.
On the topic of loadouts, can we please get more of them? A max of 9 loadouts for 25+ badasses is ridiculous. Especially when you have legendary gear that’s restricted to a certain character. You’d think they’d at least allow for one loadout each.
IMO there should be at least 50 loadouts. This would allow a separate PvE and PvP loadout for every character in the game. Then you’d just need to add setting a default badass (+PvP/PvE) to each loadout and we won’t have to scroll through them all at character selection.
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)
[ poll]
- options
[/poll]
- Option 1
- Option 2
0 voters
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 
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?
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.
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.
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.
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).