Note: please read through the post before answering the poll.
So, I’m going to say it that in my personal opinion, annointed gear is ringing the game… It makes it impossible to balance, instead of focusing on gear people are focussing on annoints, annointments, important things like gear and action skills and skill trees are all taking a back seat all due to annointments. Below is why I say this:
Annointments being the focus:
The dedicated gun you are farming for… Is trash unless you get the right annoint. However and okay gun is bankable if it has the right annoint.
Annointments greater than action skills:
New more powerful annointments are being brought out… action skills don’t scale at all.
Annointments greater than skill trees:
The bonuses on skill trees are all in the 10-40% range while annoints are all in the 100-300% range… and annoints are much easier to sustain then some skills
There are examples below just to showcase the number difference
So here is the question . How do we fix this imbalance… Cast your vote below. Personally I think annointments should be bonuses not focuses… They should give 10-30% bonus. Then balance the game and make it about guns again. Where the gun that drops is what you want you will actually use it and the annoint is a bonus… not a requisite. Suddenly all annoints are interesting… 25% Crit damage while airborne or 30% while health over 90. Interesting debate.
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- Leave gear annoints alone (even if it means they will always be too powerful and cause endless balance issues)
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- Leave annoints alone but let the players ReRoll using iridium (even though it makes weapon farming pointless)
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- Nerf annoints so they all give bonuses that are 10-30% buffs (balance content to this new meta… make content beatable without annoints)
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- Nerf annoints so they all give bonuses that are 10-30% buffs and allow rerolling of annoints using iridium (balance content to this new meta… make content beatable without annoints)
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- Remove annointments from the game. They are a failed experiment… we don’t need that calypso BS. (Balance without annoints)
0 voters
I have another two posts on drop rates and annointment overturning and a poll before the takedown release that shows what will bring people back to BL3
Examples as mentions about skills vs annoints
Note1: annoints are incredibly easy to keep up compared to skills
Note2: I know the calculations are much more complex than I’m about to show… And elemental bonus make it even more… so I’ll just show weapon damage as an example
Zane: with Donnybrook (X2) + Synchronicity(X2) + Double barrel swap + Confident competence ( atfull shield) +violent momentum (at default walk speed) = 30%+40%+25%+35%+20% = 150% weapon damage (If you can keep all of those skills full and stacked)
Or
Just have an action skill up and get +200% weapon damage as an annoint
Moze: with click click(at low ammo) + drowning in brass (full stacks) + armored infantry(with shields up) + desperate measures + tenacious defence + phalanx doctrine (let’s say 5 stacks) = 60% + 60% +15% + 50% + 30% + 50% = 275% weapon damage
(If you can keep all of those skills full and stacked)
Or
+200% for consecutive hits for just shooting enemies
Or +300 for enemies over 90% health
FL4k: interplanetary stalker (3 stacks) + The most dangerous game + grim harvest + persistence hunter + Frenzy (10 stacks) + horned slag and barbaric yawp + pack tactics + power inside + the fast and furryous + hidden machine + turn tail and run + furious attack = 30% + 25% + 15% + 12% + 40% + 45% + 21% + 25% 25% + 30% + 25% + 20% = 313% (even though this is impossible due to skill tree dispersion and limited skill points)
Or
Just have an action skill up and get +200% weapon damage as an annoint
Or +200% for consecutive hits for just shooting enemies
Or +300 for enemies over 90% health
(I’m going to skip amara as I’m not as familiar with her and it’s alot more element instead of weapon damage which is a whole new calculation… if someone else wants to do an example I’ll add it here)