I am not sure if this is addressed but i will post anyway. I finally reached level 55 in battleborn and played countless incursion matches and I notice one particular minion that is without a doubt - a game changer and that is the M3 Shepard.
If both teams have well balanced characters, pushing respectively, and the field of minions are evenly fighting, Then it is a matter of who can destroy the first sentinel. Once this happens - its very hard to come back due to the fact that they are now getting the M3 Shepard every wave. The M3 shepherd not only has an outstanding amount of hp but radiates a constant shield to its friendlies. So if one team loses its sentinel, it becomes a battle for survival which leads to imminent lost of the game - - extremely hard to make a come back. The M3 Shepard minion may be too overwhelming in incursion especially if it spawns in every wave.
Here are some suggestions to Gearbox for the fate of the M3 Shepard:
Down the shield ability that way the Shepard’s friendly minions receive less shield
Drop the hp on m3 Shepard making it easier to kill
M3 shepards spawns every 2-3 waves requiring the winning team to coordinate plays to finish off the losing team
Remove the shepard but I don’t think that’s needed.
My feedback is useless and the m3 Shepard is fine
I hope this feedback helps give insight on the M3 Shepard and its power. I really appreciate and encourage players to comment there input,
Three days later and this post is finally getting some views. Thanks everyone and Gearbox is watching the M3 Shepard (Assuming) here is the nerf that it recently got.
Commentor Suggestions
Jokerking9211: “make the shepherd a purchasable minion in incursion”
Weyrd: “M3 Shepard should start spawning for the losing team upon sentinel destruction”
Dr_Kleese: “I think having them only spawn every 2-3 waves is a good idea, that way it gives some breathing room for pushes by the losing team as well.”
PrideOfGypsies: “I can see the pros and cons to this but overall if you look at the big picture it is OP as hell. It can make the experience not as enjoyable for some”
zeitzbach "Incursion M3 Shep will be a lot easier to deal with if it does overtime healing on allied minions only instead of shielding.Give Shep a 33% hp boost.
Remove the shield. give it heal over time.
dr_kleese
(The Amazing (I actually don't like kleese))
#2
I noticed this too. I’m pretty sure it’s designed so the minion waves can be escorted the extra distance a bit easier, but imo it makes it a bit too easy to escort them. I think having them only spawn every 2-3 waves is a good idea, that way it gives some breathing room for pushes by the losing team as well.
Maybe make the shepherd a purchasable minion in incursion? maybe at the point where the first sentry dies so that you don’t have to run all the way back to the base.
I think the M3 Shepard should start spawning for the losing team upon sentinel destruction. Making it easier for the losing team to gain ground. Should they then destroy a sentinel on the winning team, then both sides start getting the M3 and it’s back to a duel of team skill.
I don’t know. I haven’t actually played. I’ve seen teams come back multiple times, but those were well-organized teams that knew to focus the shepherd. They don’t seem like they are THAT difficult to take out (again, just from watching videos). Is it possible this is just a l2p issue and once more players understand what is needed it won’t matter as much?
I have similar problems. Once that first sentry goes down the shepards make it pretty difficult to come back, especially since if you’ve lost your sentry first it’s likely an uphill battle to win teamfights or pick off enemy members.
Personally, I’d prefer to see Shepards start spawning for both teams after a set time in Incursion, if they’re vital to making the push to the final sentry happen. Might even help clear up some stalemates when teams are evenly matched and playing safe against the first sentry too.
Judging that the shepards overshield all nearby allies, it’s definitely an unfair advantage for winning team to have. Was in a match where M3 shielded an MX.Elite and two thrall mercenaries…game over.
I really don’t like this idea. For one thing, half of the Incursion matches I’ve played have ended up at a standstill at the second sentinal already. For another, I really hate the new trend in gaming where the losing team gets extra bonuses simply for losing, rather than letting it be a fair fight the entire time. I already hate that having a higher score means that you’re penalized when it comes to respawning.