NERF the M3 Shepard in incursion

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.

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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.

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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.

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Appreciate the support and added you guys to the commenter suggestions

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

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I agree completely, sadly my post on it went unnoticed, although I didn’t specify much.

I think the best two fixes would be to simply reduce it’s stats across the board a little bit, or to have it spawn every 2-3 waves.

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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?

Just played an incursion match and the other team killed our sentry. They won soley because of the M3 Shepard that kept spawning.

Don’t mean to be obtuse, but why didn’t you kill them?

because of my statement above

Just wondering if Gearbox is looking at the M3 shepard…if not i’ll let this thread die, no biggie.

Please don’t die. I totally agree with you. Added it to my suggestion thread: Battleborn Suggestion List

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I saw it Ryballs, its very well put together.

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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.

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 a heal-over-time that does not work on the Shep, battleborn and thralls.

Pretty interesting perspective as far as the m3 shepard. I’ll add it in there

I’m fine with just letting it be a fair fight too, but right now it isn’t. Right now the winning team is given a significant advantage.

I see that last bit being difficult to implement.