I like the direction of your suggestions with spreading the buffs out over the tree.
Incendiary damage while fitting thematically would be very weal as Shields are very beefy in Bl3 and a lot of targets also have armour.
Love it.
I think this is perfect. Probably the best BM suggestion I’ve seen.
I’d rather see the healing be while moving as standing still will not only get you pounded by rockets but goes against what SOR, Scrappy and Rushin’ already encourage.
I think cloud of lead is good enough as is, however, matched set is super weak and I don’t think anyone uses it. Maybe add max health/health regen/damage resistance based on matching gear. That way there would be more purpose for this skill.
Scorching RPM’s could reward healing based on damage from crits.
The Iron Bank could reward health regen based on magazine size. .1% per round so if you had a valdof AR with 100 rounds you would get 10% health gain a second
Specialist Bear could give healing based on damage iron bear does. Combine that with Auto bear and you have a reason to use iron bear at all
Some for the road could also give strong health regen for 5 seconds as well
I like the idea of having life gain on rushin’ offensive but I think it should be life gain based on how fast she is moving, the faster she moves, the higher the life gain. Not moving for life gain wouldn’t be great in my opinion and it would be anti synergistic to the skill itself.
I also like what you said for scrappy. That would give players a reason to use different weapons while playing
I’d prefer it not to scale with speed as we don’t need a third character trying for max movement speed. BM Moze should be rewarded for remaining accurate while sprinting, not for favouring speed above all else.
While I’m not opposed to giving Matched set a secondary effect to make it less niche. Matched set is definitely not weak, it’s the strongest mag size buff Moze can get.
Those all could make sense and I know you are focused on health.
However I also have a thought on the Shield of retribution’s tier 1 skill:
Selfless Vengeance: Whenever Moze reloads, she loses a small portion of her health and grants additional Fire Damage to her an her allies’ rounds for a few seconds.
Perhaps that should be balanced by also giving that percentage back to her as shields. I mean if she is sacrificing health on each reload to give the whole group fire damage she should be compensated with a small amount of shield return. It isn’t much but it will help her survivability if she reloads with a broken or depleted shield.
(And before somebody asks; yes my main is still Fl4k but my Moze is also 50 so I have used her more than enough to have a feel for her; and I do use Selfless Vengeance on her.)
klg_chaos
(What a wonderful night to have a curse.)
#25
Yeah, Vampyr being so deep in the tree really hurts build diversity. If they ever make Force Feedback useful, I could see BM/SoR builds being much more viable than they are now. But all the extra shields in the world mean nothing if you have no real way to restore them. I honestly don’t know how Force Feedback got implemented in it’s current form, especially with a much better Guardian perk available that does the same thing for less effort.
But if they gave Moze a deep SoR tree shield restore that worked like Axton’s Quick Charge? Suddenly Forge/SoR builds become sustainable.
I honestly feel like Moze still needs a few skills reworked:
Dakka Bear should be baseline and replaced with something a bit more useful. As it is, it mostly gets skipped right now.
Force Feedback needs to be changed to a much more effective shield recharge.
Behind the Iron Curtain buffed up a bit so when Moze can’t critical kill something, she can still recharge her massive shield by finding cover and not having to wait 2 minutes for a full recharge.
I’d also like to see Click. Click. reworked ad it doesn’t seem to synergize well with the rest of the tree, but I doubt that would happen.
Mayhem 4 honestly feels to me like a progression spike without tools to normally progress within it. It’s like, if in BL2 you went up to OP 10, but the game stopped dropping new OP gear at OP 5. Doable? Maybe, but probably not enjoyable.
Yeah I was iffy which way I should have that one. I ended up following the theme of Fl4k’s Turn Tail and Run where he gets one bonus for moving and then another for standing still.
I do like this idea, but matched set is important for having big mags for ammo regen and thus a lot of people do use it.
Like it.
I like this too rewards a synergistic build. Good stuff.
I like this too.
She doesn’t really have speed boosts so this doesn’t seem to fit.
I agree that it doesn’t fit as well on her as it would other characters but to me, it seems that having the health regen while holding still goes against the whole purpose of “Rushin’ Offensive.” It should reward her for moving, not for holding still. Perhaps just a flat damage reduction would be better then since that way she could keep moving and be a little tankier. Say, 15%?
Perhaps I just haven’t used Moze enough to judge this skill then. Either way, a little extra reward for using matching weapons should be deserved in my opinion.
My idea is that she’s rushing to do damage, gets in trouble takes cover to heal. It’s basically the opposite of Fl4k’s skill where he runs around healing then stands still to get some risky damage.
It just adds strategy to the playstyle instead of “here’s some free healing”.
That’s understandable but in most situations, if you’re holding still you are going to get lit up and it would therefore need to be a substantial amount of healing to be useful in crucial scenarios when you really need the healing
Agreed, I didn’t put %'s in or anything but in my mind the heal would be very strong, like 10% per second. (Fl4k gets 20% per second while standing in his gamma bubble).
In regards to the comments about the amount of boost to health, shields, armor on M4 being an issue to builds using kill skills for stacking bonuses. A small boost to the duration and having the duration timer reset on kill would probably go a long way towards boosting effectiveness of these builds as it would make it a bit easier to maintain stacks while battling enemies. The real concern is that we don’t want to do too much on this otherwise it becomes too facerolly on lower mayhem settings or when mayhem mode is disabled.
The one problem that I see for Moze is that things other than Vampyr seems to need change. Adjusting this one skill will make it basically a requirement if you’re going to try the more difficult content (which it almost already is).
The problem is they nerfed characters way too early on, and it seems it was based on early game play by more advanced gamers. A decent player should be able to wreck everything on normal. No big whoop. But the nerfs won’t hold up well as they produce more difficult levels, dlc’s, etc. That’s the problem IMO.
Is that necessarily a bad thing though? That is the same situation with Amara isn’t it? Granted, I would like there to be more variety but on the harder content, like the Maliwan Takedown, you often have to rely on what is the most consistent healing option in order to survive, which for Amara is sustainment. I don’t see any build not using sustainment as viable for the takedown.
This is exactly what I was thinking when the nerfs initially happened. People were calling flak op for being able to kill story mode bosses super quickly when in reality, you should be able to kill them super quickly. Then they get nerfed and now when harder content is released they fall behind.
I just thing making the content basically require that perk just seems… wrong. Just to get to Vampyr requires 15 points. Not including the points the skill itself requires. That’s almost 1/3 of all perk points. That severely limits build choice. I’m alright with adjusting my build a bit, but throwing away a third of my build just to have a chance?
Like I said, it’s the same thing for Amara. The only difference is Amara can actually run the content with a little more variety in builds but is still pretty limited nonetheless. Also sustainment is even farther down the tree than vampyr so you have to invest 20-25 points in order to reliably stay alive in the takedown. Like I said previously though, I would love for there to be more options in skills and builds for this hard content, I’m just saying that you’re still pretty limited even when using Amara.
It’s both. Nerfing characters to balance them against what will eventually be tutorial content was always going to cause problems, but Takedown and M4 also have their issues.