I wouldn’t say that people are failing to see any particular one’s side, but rather, simply disagree with the opinion that is given.
For a tier 1 skills, it works pretty well for ammo conservation. I would disagree with the statement that Moze would only use low-damage weapons. Low-damage weapons also tend to have a higher rate of fire, allowing the bonus fire damage more opportunities to proc. I see no problems with it being fire damge either. Sure, I’ve seen a few fire-immune enemies, but not very many of them. Shields minimize the damage bonus, but that has been the case since the first game. What the fire damge does, however, is allow a possible DoT to take affect. I don’t necessarily see the bonus damage being physical as making more sense of not, but for elementary weaponry, adding physical damage seems a bit off.
There was a similar skill in the PreSequel for the Doppelganger. It was definitely more suited for mid to late game, due to the availability of certain gear in the early levels. It’s not impossible to achieve, mind you, but the game gives enough various loot that crafting or make-specific vendors would defeat the purpose of a shoot-n-loot game system.
I see no problems with just buffing fire damage. For every enemy with shields or fire-immunity, there are probably half a dozen other enemies that would burn quite nicely. That doesn’t include the enemies who just got their shields stripped either; weapon swapping is a pro skill, yo. Iron Bear also has two slots for weapons, so equipping the Salamander is not by any means a hassle (unless you are referring to the lag when opening up the ECHO menu). I will also disagree that physical damage is much more valuable because it is supposedly universal.
I don’t think a crit hit skill is out of place. I think it’s more of a reward perk for better gaming skillz, yo. Outside of crits, I can’t think of a player skill-based mechanic that would be appropriate for proccing this skill. The actual ammo regen could be a flat rate as oppose to mag size rate, but I think the design of this tree is to incentivize the player for maxing out mag size in regards to the whole build.
Headshots are difficult, yes, but that’s why critical hits apply more damage than other hits. And a damage buff mean more damage applied, which isn’t a bad thing.
So it’s a percentile and not a flat ammo increase. If I’m not mistaken, similar skills in previous games also used percentile rates rather than flat increases (notable exception was Nisha). Besides, what would be an appropriate flat increase that is not game-breaking but also not negligible?
And yes, this game is about choice, but the choices should be meaningful, not just arbitrary. So if you want to use Dahl guns, then use Dahl guns. You’ll still get a benefit from this skill, even if the benefit is not as “big” with other weapons. And personally, I tend to like Vladof over Dahl, but don’t let that influence your gameplay.
Dude, this is free ammo. Why complain about how slow the ammo regen is? As for the regen being based on total ammo capacity, then you got to sell out the cash for several SDUs in order to make this skill even viable. And we’re talking about tens of thousands, if not hundreds of thousands, of cash to drop.
Bonus damage is bonus damage, even if it’s in fiery form of doom. As for the crit-proccing mechanic, I think that’s a fair trade over just a random chance. Hey, if you got the skills, then you can pay the bills.
First off, this isn’t a Second Wind skill, so I don’t know why that is brought up in the first place. But as a critical kill ability, the benefit doesn’t seem to be worth it.
These skills seem to be about reward versus reward. Go big or go home (or choose a less riskier build).
Dude, why all the fire hating? You know, Aang managed to defeat the Fire Nation and they’re the good guys now.
Get Deadlines and Stainless Steel Bear. That provides enough staying power that Iron Bear does become a damage dealer.
Overall, I think you shouldn’t downplay fire damage that much. There’s enough of fleshy enemies to be burned and its DoT can be helpful if you don’t use elemental weaponry. Fire damage adds more charcter than just a straight damage buff.
As for crit skills, I think those were implemented to reward skill-based play, rather than having another RNG making the call. If you have a better idea for proccing those skills, then some of us would like to hear it.