Standardize Gear

Gear needs to be stronger, and it needs to be standardized. No RNG when it comes to gear stats. Think League of Legends, but instead of having everything available for purchase at the beginning of a match, you have a few items to choose from, which you have earned via loot and selected via loadout.

I found myself, at level 40, still using common gear because it was the most effective based on cost and impact. This is nuts. Uncommon/Rare/Epic/Legendary should scale in both cost AND effect. I found that any time there was an increase in benefit, the cost increase or the negative stat impacts were there to negate the benefit way too prominently.

Legendary gear: there’s no clear path mentioned in the game to unlocking this character specific gear, and I didn’t even know it existed until the last day of the beta. The random legendary gear, I found to be impractical to come by, and underwhelming when I finally did get one.

I know the game is being released soon, and big changes could disrupt a lot of things - but I feel like if it doesn’t happen now, it’ll cause issues down the road and the system change may take place too late. I think it will inevitably happen, it’s just a matter of when.

The game is a lot of fun, but I really think the gear system needs a HUGE overhaul.

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I too believe that some items need an overhaul. Cooldowns are fine since people have helixes dedicated towards Cooldowns. Cc durations needs a buff since 10-15% seems so small.

I also feel a need to know about stat caps in this game. Like is the maximum skill cooldown stat 40% or cc/tenacity capped at 30%?

With the current bonuses these items offer, it would be impossible for some to reach a max cap on any stat!

I disagree. The RNG in the gear system is what makes it fun in my opinion. The positive/negatives/cost system works quite well- gear that have negative effects are lower in cost, gear that have lower percentages are also lower in cost, and rarity doesn’t necessarily determine how good a piece of gear is. That is 100% the way to go in my opinion and that is how they currently have it.

Gear should most definitely NOT get any stronger than it is right now. The gear system is designed to complement your build, not to make your build. If there was any substantial increase in gear percentages/power it’d become more of a necessity to min-max as much as possible and slip into a numbers game. I’d rather that not happen. Also as far as legendary gear go, some are amazing, some are pretty terrible. It really depends on which ones you get.

Keep in mind that this is Battleborn, not LoL, DOTA, HoTS, or any other moba you can think of. I want Battleborn to do things the way Battleborn wants to do things, not the way the industry tells it to do it.

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Well, if wanted wanted to make a build for a more aggressive Kelvin rather than a tank, +10% attack speed is not going to make much of a difference for my desired build. As for people like Deande both cooldown reductions and attack speed boosts seems like a type of chracter where you want to min/max.

Gear definitely doesn’t need to be any stronger than they are right now. During the Beta, I used a flat damage boost, about 9%, +5% whenever I killed someone for 60 seconds. I found a piece of armor that raised my attack again for about 5%.

I didn’t find any attack speed items yet, but even 10% would’ve boosted by damage output to about 135% of the regular amount. On something like Benedict, who already gains pretty crazy damage boosts in his Helix, it quickly scales out of control.

If anything, they may need to limit offensive upgrades on other items (Though I would take about 10% more damage too to downsides).

completely agree.

Mind you I was from start to end geared with a white -20% buildables cost wrench. Nothing I found or bought could top that. Then green / blue beat even purple in strenght of effect and ofcourse were much cheaper to activate. The cost for purple / orange is horrendous, yet the gap in effects didn’t justify taking them into loadouts. Why would I take an overprized legendary bread (orange) that tastes the same but costs 3 x more than a magic bread (green), both filling my stomach the same?

I feel that standardizing would work best only for PvP, rather than PvE. PvE should be driven by loot and the like, while I think PvE needs to give you your helixes and gear outright, that way it’s an even field for everyone. If this is found too overwhelming, unlock gear via leveling (command rank 10 or 20 to unlock all of it), and/or get them as you get items in PvE, IE, get a Blue Wrench, unlock the standardized Blue Wrench in PvP. All helixes could unlock this way as well in PvP, trusting you’ve played enough of the game to had advanced ideas of what to do with your character, IE with command rank rather than character rank.

I’m ok with the gear RNG, actually. (expect character specific legendary items)

My issue (as someone else already stated) is that common items are often better choices, and this feels wrong. Similarly the legendary items often feel anything but.

If I have three commons and then buy 4 rare packs, there should be zero chance that my commons will be better than those rares.

I like the gear atm, but i do think the costs for activation should be looked at. 1800 to unlock legendaries seem a bit steep and unless they really have something that makes your character unique, like toby’s double mines, it’s sometimes better to not take a legendary in some instances because of prices.

I don’t mind that the bonuses aren’t that great, because it still doesn’t make someone too strong over someone who hasn’t activated as many as opponent. You have to stack them to get a decent buff instead of having 3 high buff items seems better balanced imo.

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I think gear choice is heavily dependent on character choice and play style. I used a lot of costly gear because I was a fast shard gathering character mostly. If I played someone slow then I would equip cheaper. The purple stuff has a constant secondary stat which you can stack over primary. It has an interesting balance to it and also is a major part of the game and almost definitely won’t get changed. Also this is gearbox, they love loot! Why trade millions of possibilities for a hundred or so? Basically the argument that cheap gear is better is just one opinion and not even close to a fact. I had a build that gave a constant 18% attack damage and another 5% for taking health damage. I used it for Mellka so health damage was constant. High level gear can be powerful. It just requires the right secondary with the right conditions and a negative that doesn’t hurt to keep cost low.