The Flakker "nerf" is a huge buff to Zane

Just so you know, I laughed aloud. :joy:

1 Like

No offense, but that’s kinda a weird argument. It’s like those people who said that not buffing your mag size on your Coach/Quad in BL2 gave it greater synergy with One shot one kill.

You do realize that you could always just manually reload the unnerfed Flakker, or any other weapon, and basically get the same effect right? It’s not as if they buffed the reload speed or swap speed of the Flakker which suddenly gives it greater synergy with Cold Bore/Duct Tape Mod. Nor did they reduce its ammo consumption. All the nerf does is reduce the flexibility of the Flakker and kill its synergy with Violent Violence. The damage nerf also means it is significantly weaker.

4 Likes

Flakker was most useful against anointed anyways, and the bonus cryo damage is useless there.

1 Like

I hadn’t even considered the potential for Duct Tape Mod. I’m gonna have to review my collection of Flakkers.

Duct tape mod is a terrible skill, dont bother.

4 Likes

Sweet, my job here is done, I may go now.:acmaffirmative:

1 Like

Maybe test the guns before taking a break. They feel 99% the same.

1 Like

People forget that if a gun is so OP it has a 1 second ttk, a 100% nerf only changes it to a 2 second ttk. With guns as strong as lyuda and flakker, it just doesn’t hurt it much.

Another way to view it, if a gun one shots an enemy, it was bound to have overdamage, after a nerf it might still onshot. Amara’s remnant might be less impactfull ofcourse.

1 Like

A cryo Westergun on Zane is amazing. Even more so since it has been buffed. It was the original choice for my cryo Zane build before I found a Night Hawkin’.

1 Like

I didn’t see you mention that while the interaction between Playing Dirty and the Flakker has not changed with the patch, this also is another indirect way that Zane can buff/abuse the Flakker that other VH’s cannot.

1 Like

Not tryna be negative, but the good grenades have been nerfed like hell so duct tape mode is not a as good anymore and cold bore only works when swapping weapons, so we would have to swap weapons before each shot.

Overall I still think this is a nerf. If the grenades weren’t nerfed it would have been nice.

I don’t think this is correct. Just because grenade damage on the Hex was reduced, does not mean that the Hex no longer is amazing, and it also does not mean that other grenades are not still good. Maybe it does mean that Moze cannot shred everything with the Hex any more, but there are still plenty of other grenades.

Further, with respect to the Hex, I never use that grenade for DPS on Zane - I use it for utility. You are using 2 action skills so you cannot use grenades anyway, so you equip a radiation Hex, use the drone skill that drops grenades and the clone skill that throws grenades, and all of a sudden you have a lot of radiation debuffs out there without having to do anything at all except activate your action skill.

Utility is nice but I need damage. Hex is still ok but it’s not like it was before, which like I was saying, doesn’t really make me interested in taking duct tape mod even if it’s for utility. Grenade throwing forces me to take clone unfortunately, which even with the 100% hp buff doesn’t feel that good compared to hitman and playing dirty or barrier.

I am ripping through M3 with my clone right now. Since yesterday, it doesn’t even die unless I want it to, and the damage the clone does if you getting Boom Enhance/Double Barrel is amazing.

I spent most of the day yesterday derping around with the clone to see what it’s capable of and the answer is everything. Speced out of red capstone to try other things though.

I don’t really think so. Thing is, Duct Tape Mod is a nice skill but it’s not as much of a gamechanger that it would result in a gun becoming better because it’s now a single shot. Cold Bore on the other hand is just meh. Also, that one works based on gun swapping, not reloading, so it’s not gonna be any better than before the change.

2 Likes

So I just watched gearbox’s stream regarding this last hotfix, and the intention was to have the Flakker use 1 ammo per shot and have 1 ammo in the mag. Currently it’s still using 5, so they didn’t implement right. But once that change is made, the Flakker should be more sustainable as main weapon for characters w/o ammo regen, like Zane. The idea was to nerf damage and effective rate of fire while buffing ammo efficiency

Another SPECTACULAR buff is alchemist.

If you run rough rider zane, you already have 5% health regen constantly. Throw on any health regen in the mod or artifact and now you have upwards of 10%.

You can let loose with it and feel absolutely nothing, even without salvation. The fact that it now does an extra 25% on top of being able to cut through shields and burn the hell out of anything with a 200% damage boost on a full stickied clip… the thing is a BEAST, and forget if you get 70% elemental modifier. MMMMMMMMM. I forgot when I had a 50% incendiary modifier because the dps is that dirty.

Technically that would be a 50% nerf to the damage and a 100% nerf to time to kill. But Yes, don’t fall victim to Percentages. Marketers love it.

I wanted to try it before, but I’ll definitely try it now.