Hi all,
I agree with the overall idea to avoid a specific set to be too powerful, but in my opinion there are a couple of sets that received an excessive nerf and they are now almost useless: I'm speaking about technician and sentry's call sets.
About the technician set, I agree to cap the maximum amount of skill boost to 30%, but it is really too hard to reach this 30% and it's too easy to lose it all for inactivity. My suggestion is to raise a little the bonus increase speed (maybe 0.4 or 0.3 instead of 0.2) and make it SLOWLY decrease for inactivity, like it was before.
About Sentry's call, yeah 15% per mark was probably too much, but 5% is almost nothing: I suggest to go for 10% each or maybe 10% for the first and the second mark and 5% for the third mark.
I really love this game and I hope my suggestions can be helpful and endorsed by the community.
Can't wait to play this 1.4 finally
Thanks
MrY81
You wouldn't notice a difference between 1.2x and 1.15x...
Sentry is a strong group set.
Sentry is all about the stacking, the first is not really supposed to do much, the third is. And 5% isn't almost nothing.
Sentry's call, despite the nerf, is still an amazing 4 pc. Yeah it's capped at 15% now (wish it wasn't) but they should buff similar to what you're thinking of. Maybe like 5% first shot, 10% second, 15% third and cut the time from 30 seconds to 15 seconds. That way as a "sentry" you're fulfilling the role of looking for the hard targets and marking them up. Works well for the new tank build with ballistic shield as well as MMR and shotgun.Originally Posted by MrY81 Go to original post
Or, you could just give it a flat 15 or 20% cap at one shot and each shot (up to three) increases the timer from 10 seconds per shot to 30 seconds total.
Tactician's (to me at least) has always been a joke. And more so now then ever. I just don't see the how at 100k sp 30% would make any difference in any manner. At 100k SP my overheal can nearly give me a full overheal from fatal death (depending on my HP for the build). My ballistic shield has 1.2 million HP. My turret has stupid long range, damage, and HP. Seeker mines carpet bomb the enemy back to the stone age. Doesn't matter what skill I use, the bonus is just not enough in my eyes. And by the time that bonus is reached, most if not all enemies are dead or nearly dead minus a shield from LMB.
Tac doesnt lose the bonus for inactivity, it loses it every 10 seconds period.
I agree that its pretty much worthless now, not in and of itself, but when combined with the cooldown changes and overall nerfe to smart cover and pulse, and huge buffs to everything else.... no reason to use it now.
The changes they've made to these two sets now mean they are used in different ways to how they were previously been used, same with Firecrest and BLIND. Just need to adapt and forget how you used to love using them, move on cos they aren't going to change the function of them now. Sad for some, but true.
I was trying Sentrys Call little. I had use my old 1.3 converted pieces, so no min max, no performance mod slots and current skill atributes are bad for what I running. I ad 2pcs nomad. I have only FA mods with armor, so now build is little bit weaker as have only 250k toughnes, but anyway. I really like it with MMR or even Shotgun which is weapon type which I do not know how to play with in 1.3 even 5pcs sentry. For now in 1.4 shotguns works fine for me and I like it as "for fun" play.
A few ideas to make tactician authority and reclaimer set good for support :
Make tactician authority 4x piece have a cooldown that start when the skills are used (back to how cooldown are in 1.3)
Make special ammo have a chance to proc stagger / fire on Critical hit and reduce consummable cooldown.
I don't think that it would be unbalanced, and it could be fun.
Sentry is still very good, especially on incursions, but tactician really needs a lot of love.
Been really trying a decent set for a few days now 4k fire, 3600 stamina, 3900 electronics. Healing station is totally broken as a skill because of the insane cooldown and sticky bfb don't do nearly enough damage to be a threat in pvp. You are left with seeker mines and first aid, but pay the price by shooting cottonballs with your guns. There is absolutely nothing the Tactician set brings to the table that all other sets dont do better in the long run.
Sentry and Hunters Faith, however, together with all headshot damage and crit chance you can get, with a pre 1.3 smg with crit chance will melt. You will end up with 100% crit chance and 250% headshot damage with a strong pulse. Add the supress talent for another 25% headshot bonus and things will get out of hand. I'm seeing twice the numbers per bullet on an smg that i do with a good LMG.
See this is the problem when they "rebalance" other things get broken and out of hand. With all the nerfs to crit anything, having 100% CHC and 250% CHD is effectively the same as one shot stickies and MMRs. You just can't do anything to prevent unless you use ONE specific build.Originally Posted by Zpockster Go to original post
Imo each build needs to "nerf" each other in some manner. Not make the otherset useless by any means but enough to give you a chance.
And its sad you STILL have to stack FA to be anywhere close to being competitive in PvP. Good thing i never do it!