We all know that alpha bridge is getting out of charts right now. Whole build is based on stacking percentage dmg increase.
uncomplicated 15%
destructive 5-15% depends if you have armor dmg on other gear
responsive 10%
3 set bonus 5%
barret chest piece 5%
booster shot 15%
tenacious mask 10%
competent 10%
unforgiving 10-25%
You can have all that active at same time.
Lets say only passive talents - uncomplicated, responsive, 3 set bonus, destructive - thats 35 - 45% just from passive talents
Add active like barret chest, booster shot, competent, tenacious mask 75- 85% , than unforgiving can go into whooping 100 - 110%
Active tactical link...
We need cap it same as tactical advance was capped. Alpha bridge is great set, fun one, dont nerf it or talents, just cap bonus dmg.
The problem comes from lack of the standard strengths vs weaknesses model used in the game.
In almost every other game to do massive amounts of dps you have to sacrifice something in return aka survivability or utility.
One of the biggest problems is it is so wide open without a clear penalty for going one over the other that people are able to maximize dps while still being near the armor cap while still having most if not all damage resistance perks.
With them having this having your cake and eating it to mentality this type of thing will always be present. They started to move in the right direction with the change they tried by making people choose between armor and enemy armor damage. The fan base didn't like this as without this armor you are just flat out to fragile vs top tier npc's.
1.4 was a step in the right direction but now they are falling back into this weird supertank/dps meta.
Until they fix this problem the only way I see it being fixed is another tweak to the skill stacking. This bonus stacking they have that can be piled on top of each other is rediculous.
Possible solution is using a cap as you suggested
Or
By capping the ammount of perks that can effect the same catagory of stats at once.
Say you have 5 different damage bonuses. Instead of piling all 5 together cap it at say the three strongest. If you have 5 on it only counts the 3 top if you have (for easy explaining) a 25% a 20%, 15%, 10%, 5% bonuses. It only counts the 25, 20,15 rest are wasted. (Also the multiplicative effect is garbage allows for to much abuse) if you have a 20,20,15 they should be pooled as one single 55% not something that can be abused to reach higher then intended.
Honestly at seeing the fail state of the meta over the life of this game I at this point would much rather see a holy trinity that can be switched. But not in the more used tank, healer, dps.
Example.
You pick your focus. I want a firearms focus with a second of stamina.
Once you select this. The stats on your gear change. You get 1.5x the firearms from an item. 1x the stamina and .5x electronics as it is not your focus or a secondary.
You can switch this at any time so if you switch to a stam/elec/firearms you get 1.5x stam, 1x elec, .5 firearms.
This can be taken a step further with a skill set focus. With the catagory of stuff such as armor destruction, Crit chance, Crit Hit damage, armor, by placing a number 1-5 the number you choose effects how high that skill bonus is.
Example. By placing 1 for crit chance, 2 Crit damage, 3 enemy armor damage, 4 armor, 5 skill power you can have god roll crit chance, top end crit damage, mid range enemy armor damage, below average armor, and bare min skill power. Basic yoy have to sacrifice one to get better on others.
Mind you this was just an idea I came up with one the fly and haven't really thought it out that much more then to type it out.
Or they can simple give use skill points to spend based on the gear we have. Aka 204=let's say 500 points to spend how we want, 229 750 points 256 1000points. Or something along those lines.
The more wide open a game tends to be the more fill with abuse it becomes. There is a reason in most rpg's you have stats and a set limit to how powerful you can make your character. Divisions system of wide open, Do what you want any way you want sadly requires a much smarter team of people they what massive has show us they are capable of pulling off. They might be able to pull off a semi balanced stat based rpg style, but they never think about the abuse that comes from this style they have chosen to go with.
Look at when they came out with falcon lost. They said on the state of the game "our team hasn't even beaten the hard mode yet. 30min after launch they were youtube video showing how to abuse the system aka sticky bomb/wall glitch.
They fix that what happens the unkillable smart cover, aid station immunize abuse.
Now all I see is alphabridge/D3 whatever abuse. If you don't know what I'm talking about 2 D3 with strong dps and skill power (seen one where guy had 2.6million shield health, backed by 2 alphabridge dps monsters. Destroying content.
Anywho I have rambled enough game is flawed because the team designing it has no concept of stacking. Not sure where they hired their testing team from but.....they really lack any idea of abuse filtering.
I do agree with you, seems like they make decisions and dont think about conseqences of how it will be abused. Sort lack of foresight. Take for example fire turrets. They have been buffed up so it can work with firecrest. Now everybody runs them in pvp because they are extremly hard to destroy and their cooldown starts when you deploy it. So when you have 4v4, you have 8 fire turrets spitting on each other, running around set in flames. Fun, fun for everyone. There is no weakness to it compered to shock turret that has like no hp and can be easily destroyed.
I agree with the OP as there are many aspects of this game that need to be changed. A major part of the problem though is the gearing system they chose and the fact that world tiers have introduced a pretty severe form of power creep. Since fire arms soft caps so easily you don't even have to worry about stacking it to achieve insanely high dps numbers. All you have to focus on is toughness, armor, and stacking whatever talents you need to make your build work. The solution for fixing all of this though is not easy and I don't think it will be fixed until we see a sequel. Basically we need a class based system put into place with hard coded stats. The player could influence those slightly with some gear choices or talents but you will largely be set into either dps, tank, or support based upon your class choice.
Same old same ******, i quess we got the answer for the (place next here)
http://forums.ubi.com/showthread.php/1475435-SHOTGUNS-ARE-RUINING-THE-PvP-SIDE-OF-THE-GAME!?p=11907075&viewfull=1#post11907075
oh lawd.....
If you run the chest piece with booster no overheal= vunerable for a start! There are trade offs with the build and its a certain bursty playstyle for the fps heads out there its very difficult to have all that u mention procd at the same time, u mention healing boosts such as tenacious and booster which yes you would aim to use together with competant but as for the rest very very hard to get working together and if they do chances are you are being focused down anyway so they would be useless and responsive is pretty bog standard tbh on any dps build what about bleed on pred for cc aswell as huge damage? a full firecrest dps build? i think this game has worse issues than the most balanced versatile build in the game:P