Now, i know alot of people seem to disagree with my opinions and inputs, but seriously hear me out before you immediately shoot my post down.
To start off, they need to hurry up and fix Alani’s titles. I have all 3. Water Monk, Ridin’ like Poseidon, and Master of Alani; which i finished this past Sunday or Monday. Don’t remember.
In the title selection screen, the icon for each title appears, but after selecting one, the icon doesnt show up anywhere else in the game. This needs to be fixed soon.
Now, as for the multiplayer; the maps, turrets, and the characters need fixing. For someone who has currently at this moment clocked-in 15 days 19 hours & 4 minutes into this game alone; i can safely say i have alot of experience and should be given the benefit of the doubt.
Capture: Outback: Personally i believe this map is better than Temple on so many levels, but it literally has NO large shard clusters at all. How do you expect people to obtain their gear and build defenses without the necessary shards!? It’s ridiculous! Temple has shards! Granted there’s only 3, but they’re still there. I don’t why this is how it is, but there needs to be shard clusters on Outback; even if Capture is 15 minutes long.
Incursion: Echelon: Basically the exact same issue as Outback, just on a bigger scale. Incursion is a 30 minute long firefight with heavy action. Defenses and gear are ABSOLUTELY needed here, but unlike Overgrowth, Echelon literally only has 1 shard cluster. ONE. The rest are just pockets that are worth 65. Not only that, but there’s no Lightning turrets ANYWHERE on the map. Just 2 Stingers on each side, 2 Thumpers on each side, & 3 Supply stations. This is very weird. It feels like the situation where every thrall was a Brute and no Bonecrushers were there until the latest patch. Both of these issues need to be sorted out honestly.
Incursion in general: I said this in a previous thread, but it seems i need to say it again. Get rid of the ability to build turrets on the enemy’s base and capture their Bonecrusher thrall after the first sentry is destroyed. This is RIDICULOUSLY unfair. So many games i lost because of this. The enemy team just camps in the room with the Support Station turret and Thumper turret on Overgrowth. There’s literally almost nothing you can do.
This turret has been the bane of about 35% of my total deaths (Which is 2390. Thankfully i have 2983 player kills to make up for it.)
This turret needs to stop doing slow status. Its completely unecessary and outright busted, especially if youre a melee character. This turret should just do massive damage vs minions (Like how it is in Story mode.) and only moderate damage vs players.
Now, onto the characters. I’ve played every character in the game and have completed EVERY SINGLE lore challenge but 2. Toby’s “Killing on Rails” (4/10) and Benedict’s “Rocket Jump Professional” (4555/10800). After that, i’ll be finished with all lore until Pendle’s release. So i have experience, both as and against each character. Here are my thoughts.
Like my previous thread on why Alani needs to be nerfed, she is basically beefy tank who both is hard to hit and just hard to kill in general. People complain about her Torrent’s damage output when in truth it is completely fine. Her standard attack isnt crazy overpowered, it’s just the amount of Osmosis it builds. Every barrage of her Torrent (4 shot barrage BTW) builds 1 stack and a little bit for the second. In 3 barrages she’s good to go. Now, this wouldn’t be as bad if it wasn’t for her second mutation “Extremophile” that allows her to heal around 1400HP to allies and 600HP-800HP for herself with the proper gear loadout and helix upgrades. Combine all this with her small frame and she’s almost invicible. There’s only really 2 ways to stop an Alani. 1. A multi-stun assault. 2. A multi-silence and wound assault. And that’s really only if her teammates arent heavily protecting her.
In short: The amount of Osmosis she generates, the amount she can heal for, her Helix: Go with the Flow, and her slow movement speed all need adjustments. Combining Soothing Mist, Glow with the Flow, Refresher, and Stagant Pools allow her to have full Osmosis basically at all times and be used at maximum stacks several times within a short period so easily that its ridiculous. I cant tell you how many times i chased after a nearly dead player only for Alani to heal them to halfway of even full in 1 shot.
Im sorry Gearbox, but it’s painfully obvious that you rushed out Alani in response to the release of Overwatch in hopes of keeping everyone from quickly switching game gears. PLEASE, think these things through and balance out your other 4 characters before releasing them.
This is something i’ve been thinking over very hard about. Benedict’s mutation: Multiloader is a little… worthless. I want to use this more (Especially since i’ll be playing him VERY soon.) but trying to use this mutation is pointless. I understand the need of charging up the 2 shots off to comphensate for the extra damage, but trying to use this along with Hawkeye isnt worth it. Even with Persistent Projectiles to make Hawkeye 4 seconds long, you can only get off 1 Multiloader shot. By the time you charge up the second one, Hawkeye’s duration is over.
This however isn’t the only issue. The second one is that Benedict’s launcher itself only holds 5 shots. Multiloader fires 2 rockets at once. Do you see the math here? 2-2-1. Again, no point in Multiloader. Sure, there’s nothing wrong with still firing individual shots one at a time, but if youre gonna make a mutation that allows you to fire off 2 rockets at once, give him a magazine that can hold an even number of shots.
My solution is that Benedict should have his capacity size shortened to 4 rockets or increased to 6 rockets. That way Multiloader will be a more useful mutation. As for the Hawkeye issue… this is a tricky situation. I feel like what im about to say will get shot down faster than a 9/11 joke, but i think Hawkeye should be modified altogether.
Hawkeye should last longer (5-6 seconds at least) but will only allow a certain number of fired rockets to home on the target before forcibly disabling. On top of that, the player should also be allowed to press Hawkeye again to stop the tracking prematurely in case of the event of a different enemy takes priority, but Hawkeye locks-on to someone else.
Thankfully this one is short and easy. Caldarius’ TMP is WAAAY too accurate and powerful. There’s no recoil and barely any spread. This needs to be toned down. No recoil is fine, but he needs to generate wider spread. Being able to accurately pinpoint and gun down somebody without any effort is unfair for anybody.
The other issue is his double jumping ability. I understand that he’s a Skirmisher, but there’s been too many times i’ve fought a Caldarius who just hops around side-to-side like a bunny making him impossible for any ranged character to hit. And in the event that he’s weak, he hops all over the map like he’s on meth and Gravity Bursts away to safety. Toby has charges on his boosters. Why can’t Caldarius!? He should only be able to double jump at least 3 times in one short period like Toby, but with a faster recharging rate.
And before anyone says it, sure with all the jumping Caldarius cant shoot straight himself, but he cant just Flashbang the enemy - get those quick shots in - then start hopping again. It’s annoying and needs to stop.
This is another one who gets on my nerves. There’s only 2 issues here that needs fixing. Deande’s Holotwin explosion and her “Uppercut” mutation. To be honest, the Holotwin should never be able to explode. Its meant to be an escape tool and a flanking tool. Making it explode for damage is just unecessary as it can already attack and deal damage.
Now, the more important problem. Deande’s Uppercut has to be one of the most broken and unfair things i’ve ever seen. It has no cooldown period and her primary combo isnt crazy long either. I played as Kelvin with over 4000HP and i was corner trapped by a Deande. She literally uppercutted me to death in about 10 seconds. There was nothing i could do. (Sublimate was on cooldown before anybody says it and his pushback secondary did nothing to help.)
There needs to be a cooldown period for Deande’s uppercuts. Its just overpowered and ridiculous.
Apparently this never got through the first time i mentioned it, so i’ll say it again.
Put a timer on ISIC’s Omega Strike ultimate.
It’s ridiculous how he can stay in that mode indefinitely! ISIC’s Omega Strike can kill even high health Battleborn like Montana and Kelvin in mere seconds, not to mention take down entire Sentries in Incursion with full shields and health. Add the overcharged version and the Helix upgrade “Shields Up! :D” and you have what’s basically the equivalent to a Titan in Titanfall and all the other players are without theirs and in a smaller battlefield.
Like seriously, back in the beta that shield could only take 1000 damage. Now it’s 2000!? There’s some tom-foolery going on here.
I’ll admit, i’m glad that they fixed Rotating Wards, but looking over Omega Strike for this long is just ridiculous. (Just like how this thread will be over-looked entirely.)
This dude has needed a buff for the longest. Montana needs more damage and slower heat-generation. Everyone says he’s meant to provide CC, but i can barely destroy a single wave of minions without the gun overheating first. There’s barely any damage output either, it’s sad that Montana is the only character in the entire game that absolutely NEEDS support.
If he’s too close to the front lines, everyone gangs up on him immediately without thought and dies within seconds.
If he’s back killing minions (If they even reach that far to begin with.) he can barely kill them efficiently. All Montana is literally good for is PvE (Story mode) and killing thralls and elite bots. THATS IT. If there’s no healer (Specifically Miko) then all Montana is - is a giant temporary target dummy until he dies or recalls to base. Then its just wash - rinse - repeat. Even with Mansformation and Firestorm (To deal extra damage) it’s still the exact same outcome, but Montana dies less quickly. (SOMETIMES)
With her being the very first character i mastered, i should know of the hell she raises on the battlefield. Shadowfire Pillar and her cooldown game needs some tweaks. Lately, i’ve noticed that her SF Pillar is doing damage far outside of its blast zone. Like im 3 feet away and i still get caught. Same for Alani’s Geyser. Might wanna check that out.
As for her cooldown reductions, its way too good for how much damage she deals with all her skills, especially with her later mutations. I get hit by Paradigm Shifts worth 1000 damage late game and with the fact she can cool it down from its minute long timer is ridiculous. Why do Benedict and Marquis have over a whole minute on their ultimates, but Orendi and Thorn only gets 1 minute flat? That pretty messed up.
Everybody knows about this one right here. That Catalytic Smash/ Dreadwind combo needs to stop. Rath takes literally no skill to use and he gets kills for free without much effort. Once Rath puts Silence on Catalytic Smash, there’s almost no hope. Literally every person i asked who has the “Pentastrike” title how they got it said it was because of Rath’s ultimate. That damage output is straight BS. I’ve taken to up as high as 3500HP from 1 Dreadwind. And Rath was only level 6. Imagine at level 10 with the damage buff? No character in the game will survive that.
Shayne & Aurox:
This is someone i havent heard about since the beta. Sadly, she still needs a nerf.
Im sorry, but a 600 base shield? Are you guys insane!? Kleese gets away with having high shield strength by having the lowest health in the entire game. Shayne and Aurox are attackers with double the base shield strength of literally every other attacker. Combine this with the helix “Bigger, Badder Djinn” and the base becomes 840SS along with over 2000HP. Aurox may cause Shayne to have a the biggest hitbox out of all attackers, but this is ridiculous.
This is one thing i discovered a while back, but never seen anyone else mention it. Toby’s Force Field cant be destroyed by the sentry’s Tower Blast attack. It literally wont do any damage. The head’s machine guns will, but not the cannon. Might wanna fix that soon before people catch on.
Edit: Lol i love how people are saying that i dont all this lore done. If you want proof, it’s on my achievements list. I’m literally almost done. After i finish Benedict and Toby i need to complete every mission on Hardcore and Advanced.