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.
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 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.
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. )
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…
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.
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