while I do agree that these numbers aren’t quite super gamechanging, it’s more of just the concept of being rewarded for effort. and then also just the idea of being able to min/max. While i don’t agree with this idea AT ALL, it would make sense for all legendaries to have a lower base stat to trade off for their special ability, but regular legendaries dont, so i don’t think character legendaries should, if that makes sense.

There are only a few that are worth using. Imo, ambra’s is the best. Hard for me not to use it on her now cuz I’m so used to the heat regen. Caldarius, Benedict, and Rath all have exceptional ones as well

The general answer is because legendaries empower you to break some of the category rules about stat stacking to achieve peaks of min/max stat values that are typically limited by preventing you from stacking gear of the same families. They also tend to have three pretty straightforward bonuses without incurring the conditional checks that Rare gear imposes on you to get the max benefit.

The better (and simultaneously more frustrating for you answer) is that not all legendaries are balanced well right now. We’re working through some evaulations of them internally to see where we can adjust stats or gasp even change activation costs of them to help them be more interesting for use.

Class Legendaries, especially, aren’t always meant to be a core build power increaser for the character, but often times are meant to give you an alternate choice on your character build in a way that almost feels like an additional augmentation choice. Some of them are more compelling thatn others though, and over time, I hope we can round out that design a bit.

Also - I never mind when Battleborn fans ask questions. I can’ t (or am not allowed to) answer all of them, but when I can, I’m happy to support you guys with information that we can release.

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I would like to say, I MYSELF have been left with 1 ■■■■■■■ hp all thanks to a + max health so, every bit DOES matter

While you guys are at it, buff Deande’s legendary because its just really bad!

I agree. Immediately recharging your shield doesn’t really allow for a different augmentation feel, it just gives more survivability. Now if we were to make it so that she adds an additional clone that would be interesting.

The most useful legendary right now is Toby’s, which is extremely useful that would allow a 4 second stun. Now maybe for Deande we could have the possibility of adding another clone automatically when her health falls under 50%? Or killing an enemy reduces the cooldown of her skills by 2 seconds?? I dont know, but anything will do…

Most of lore legendaries, with few exceptions, are pure garbage, and not giving them full stat roll while retaining the price is just robbing. Regardless, even if they were THAT powerful, those few percents you’re taking away are not gonna break them more, so this decision feels plain cheap. As a whole idea of legendary items having random stat rolls while having a fixed price.

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(To detract from the convo about certain characters’ gear)

Thanks @Jythri for even mentioning this thread in the Ernest livestream! That was pretty cool to see. And theoretically, once the team starts analyzing character lore gear, could you see changing the stats to max roll? (I 100% get your point and agree with what you mean, but I’d still love it. I also support the idea of changing prices of legendary based on the roll of stats.

And then looking forward- will we get new gear in campaign DLC? I’d be surprised if there wasn’t a group constantly developing new ideas for gear and honestly I think it would be cool to see 2 or 3 new ones added with new characters even.

And then some ideas- id love to see some faction specific gear where any character of a faction gets a special buff so maybe something like any Eldrid gets a shield with a special effect or something. And also I’d love to see perks of using faction brand gear on characters so a Rath with 3 jennerit brand gear would get like a 5%/10% reduction on price of all 3 or something. It’d only be 90/180 shards off legendaries but could add some interesting aspects to the loot system. (I know you probably get ideas all the time from fans who have no idea what they’re talking about, but these sound interesting and could have an aspect of implantation in some shape or form)

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Wouldn’t it be easier to balance legendary gear (and all gear for that matter) if it was all Max roll? Then all testing would be “in a vacuum”, as it were. No need for concern that “Voxis Core isn’t AS overpowered on a minimum roll” or that “Variable Morpher’s effect seems to enhance with level” or whatever.

If all legendary gear has only 1 value (Max), then that’s 99.99% fewer percentages you have to worry about.

If I may say this…

From the gamer side there seem to be no players that cry “they can’t be at max”… so if seemingly all agree on this please go for the max rolls.

If no players a vocal on the “madness” of maxed out character gears, there is no problem at maxing them.

Some are easy earned compared to others, but it takes a lot of detication to get them. This should be honored with max rolls.

I don’t care about adding ways to get “cheaper” legendaries, if the stats are at max they’re worth 1800, that’s it. I think it would be easier to do the max roll than doing the programming for changing Legendaries to range the prices like other gears, since that isn’t how it worked so far. But stats have been changed. Why not change once again to the max?

I have to agree 1,000% on my Orendi, ISIC, and Miko legendary gear.

ESPECIALLY my Orendi legendary. I’m spot on with Orendi, so if I miss 10 or 15 per game, to me it’s not worth getting the legendary when I can use an epic skill dmg with attack spd for 800 shards less. Adding 25% to my reduced damage pillar every once in a while for 800 shards more? I’ll save those shards for an elite bot I can escort to the Sentry’s doorstep.

Half of the damage dealt from Miko’s Kunai gets put back into healing? I am ALWAYS healing people so it’s not adding much of anything but it is taking me away from the game to go collect shards for an overpriced gear just because it’s Miko specific.

ISIC’s is okay. Useless now since NOBODY PLAYS HIM AFTER THAT BRUTAL NERF (sorry, still really sore about that. Can I have my “2 second stun” and “slowed enemies” back if I ask nicely?).

My Marquis legendary on the other hand is far more useful than any other, mainly for the ultimate cooldown function of it. -2 sec cooldown for every critical hit? Deal!!! I hunt Thralls ALL GAME with Marquis when I’m not keeping the wave pushes at bay, and those critical spots on Thralls are large enough to let me take -25 seconds off my ultimate every time. Love it!!!

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If you play her with a shield based burst startegy, it can be great to nail people to low health with ult, clone, run behind them while recovering shield, and then kill.

I can still do the same thing without the legendary gear and all I have to do is wait a little more while I’m cloaked

Yeah, but it can be decent utility. Other characters need a helix go do what she can for 800 shards.

Other bb have matching or better legendaries. MY issue with Toby’s is that it’s a CD watch gear do it clashes with how Toby wants to build.

It’s a watch gear so you can’t get a Blue rare version of it to get like 10+ then stack like another 4% on it.

If it was a shield item and gave ~4% cooldown reduction as I then that’s pretty good because I can get that rare watch gear and another piece of gear with cd redcution for ~20%

Don’t forget that you get 2 arc mines instead of 1 every time it’s off cool down, which is far better than stacking as much CD as possible.

Getting like 50% cd reductio nat level 9 is pretty crazy though.

You’ll get 2 mines every 8 seconds, if you choose the double hug and mines, mines mutation. Still really good.

(this isn’t the thread to complain about the viability of a certain character’s legendary) ((make a new thread if you’re so opinionated))

Character legendaries are max rolls though.
Others aren’t but they should be!

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