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  1. #11
    Corrupt.be's Avatar Senior Member
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    First

    Reduce overall TTK, it's laughably high (also a lower TTK indirectly makes Striker less efficient, as facetrades and magdumping will be shorter and fewer, leading to less stacks). Seriously Massive this is your one core reason why every fight is a dance dance revolution magdump fest. It doesn't have to be like CS or BF where 1 or 2 headshots kill, but for the love of God, 10-15 bullets to the head shot drop a guy, not freaking 60, or even more in some cases.

    On top of that, cover is to much of a static mechanic in this game, holding angles is often better. Instead significantly worsen weapon handling while moving and somewhat improve it while being stationary (this behavior will fit well with a significant overal damage increase). My biggest gripe is how slow weapons their reticle tightens in response to a stop of movement. Basically, while stationary, weapons should all work more as if they have balanced to keep up with the pacing of a shooter game.

    Also: Every player should have a reasonable TTK, regardless of FA or damage investment, FA or damage investment should simply warrant a faster, quicker TTK for those who choose this role. Right now PvP only gives you 1 choice really: Stack as much DPS while retaining maximum survivability.

    Then:

    Nomad

    The mechanic where people get revived is annoying as all hell. From a tactical point of view it's extremely important in a game to be able to rely on the fact that healthbar = 0 means DEAD.

    So my suggestion here is that instead we give Nomad a native toughness boost, hell for all I care you still keep it RNG but instead of reviving, it gives the player twice his toughness, which if done right will result in a similar result without the annoying revive mechanic.

    Predator

    Overhaul this set, it's pure black/white mechanics, rock/paper/scissors. Buffing counters or nerfing Predator will render it useless (which to some degree it already is now if you're facing a group of players who constantly pop med stations), not to mention with a decreased TTK it will become oven more bs.


    Alpha

    I don't even... Remove the 5K requirement and find another way to procc it that isn't on kill (reduce link powers proportionally if needed).

    Striker

    Low end potential is to weak, max potential is to strong. Does it need healing? It might not depending on how you balance other sets. Ideally the first 10 to 30% (needs to be finetuned, but I essentially mean a NERF beyond that percentage, currently it stacks to fast to its maximum potential) stacks faster then the rest to match up with other gearsets.

    Also, headshots should stack better than body shots (the current situation makes headshots OK with striker, the old behavior didn't unless in CQC, I'm mentioning this with a nerf in mind to body shots).

    Automatic or rapid firing shotguns shouldn't build stacks that quick. Slower shotguns are up for debate, I don't use them much (mostly use an AR to stack).

    With the current behavior, I think losing less stacks per miss was the right call, but 2% per hit wasn't, at least not beyond 10-30% (again this is up for debate in comparison to other DPS sets) and certainly not for body shots.

    Ideally you'd test changes with someone that has a good aim and bad aim. And to be blunt, not a lot of streamers fall into this category, their aim is decent not great. Widdz comes to mind as a test person as he sticks out in this regard over a lot of other streamers. Essentially you want to see if it doesn't "get out of hand" in the right hands, which is important, because as I've mentioned before: Base potential is weak, max potential of this set is OP, so you need both ends of the spectrum to test this.

    Banshee

    Honestly don't know what to do with this one. Originally one of the best 3 pieces in the game, but a lackluster or situational 4,5 and 6 piece make this as a Classified gearset quite worthless. Pre 1.8 it had one of the best 3P damage bonus's though.

    I would also look into finetuning TTK in PvE (on top of PvP which I mentioned at the start), slightly lowering it, to distribute the 3 and 5 piece damage bonus's of Banshee, Pred, Lone Star, Alpha, ... more evenly. Alpha 5 piece has some value, 3 piece is neglectable and Banshee's 5th piece is also neglectable, hell I recon if we took some actual ingame measurements, I wouldn't be surprised Savage Gloves could in some cases outperform the 5p.

    FireCrest

    Immune to burn: From any flames that are not generated by the Cleaners. Why? It would trivialise PvE Cleaner content otherwise. But other than that I agree. In a sense in PvP I could see original use in this by literally bathing in fire from your own turret while fighting other players (who need to take the fire into account as well during the fight).

    And dare I say: Provided a slightly longer cooldown... infinite Fire Grenades??

    I would however finetune the fire status affect to see if this doesn't get out of hand, but this would make this set a lot more fun.

    Sentry

    Why wouldn't the 6P work in PvP? I mean seriously? Did someone consider this more broken than Predator? Really? The only thing that needs changing in PvP is the stack duration and the spreading. The spreading shouldn't be there in PvP and the 6 stacks should have reduced time frames the higher you stack. 30 seconds is a LONG time in PvP. I have no qualms with these stacks or the Sentry damage bonus in PvP as they arguably apply to some of the more difficult weapons to handle, only the timeframe.

    D3

    Why is the shield so weak in PvP? Why does the team get a massive health bonus that makes groups in smaller numbers unable to combat it? It widens the gap with "strenght in numbers". Much rather have a strong shield where people take cover behind, you know, how you would use a damn shield IRL?! The real issue back in pre 1.8 days wasn't the shield itself, it was the damage output this set retained while it should theoretically be aimed at a tank / toughness type of playstyle.

    This set is a classic example (with some 4 man groups literally relying on the boost to compete) of how PvP is to focused on "overpowering" rather than being smart, tactical or anything else.

    Final Measure

    Bonus from defusal should be stronger for the Final Measure player in PvP and weaker for teammates, again the whole "overpower" deal.

    Lone Star

    Probably the most honest and best design of what I had originally in mind for a Classified. A continuation of what it was originally intended for: A bullet hosing DPS role. The 6P literally does what you'd expect, it boosts the already existing role. The complete downfall however is its RNG nature. Find a non RNG way to procc it that isn't bs and isn't on kill like Alpha.

    DeadEye

    Needs a damage reduction in PvP (CHD reduction, x0.75 or x0.5 ? Depending on weapon type, also needs to fit with the overal TTK decrease I mentioned earlier for PvP), but remove the silly restrictions. Shouldering should be enough.

    The Rest

    No idea, I barely see them being used, I barely use them myself but they seem underpowered. Noteworthy though is that I think an Skillpower player should be able to use his offensive skills (turrets, sticky, seekers, ...) much more frequently, but they should never be 1 shot nukes and in some cases I would overhaul their design to incorporate more skillful use. In a sense, ideally, these tools should match the sustained damage throughput of "guns" much more rather then being either 1 shot nukes or completely useless in PvP.

    I also think in general this game relies to much on RPG aspects for PvP, hence my dislike for PvP being to focused on "overpowering" rather then smarts, aim, tactics. I also think keeping the RPG/Shooter mechanics more balanced will attract more players.

    Also undo HS damage nerf in PvP. I don't think casual players felt powerless because of this. I think they felt powerless because TTK is so high and basic shooter dynamics simply don't work half the time. Again: reduce the "overpowering" mechanics and allowing some breathing room for the "shooter" to seep through in PvP.

    The only issue I see with HS damage is the 18% Scope and silencers. Put these more in line with other bonus's, 6-8%, in exchange buff base HS damage on all classes to compensate, because otherwise CHC/CHD investment will become a bad choice and we'll mostly likely see a rise of good aiming players just rocking constant heal pops with Skill haste headshotting. Headshots should matter, but without removing a viable stat investment.

    Also reduce high damage spikes on certain talents, etc. Example the House: It feels OP at times and I don't think the overall TTK across the entire mag is the problem. One problem is body hits being to good due to SMG's their inate Crit behavior, the 2nd reason imo is that 20% is a sudden spike in damage vs a more reasonable 10%.

    I'm not necessarily saying nerf the gun. I'm more hinting at making headshots also more viable with SMG's, while reducing their body shot potential and perhaps buffing base damage to offset the house talent its reduction to 10% (to equalize the damage over the entire mag a bit more).

    Also having CHC or CHD as a main stat for SMG's causes constant balancing issues as it's a much better DPS investment than the other weapon classes their native bonus in PvP. They need a different, yet useful (or equally useless in PvP xD) native bonus IMO, once you do that, I recon we can significantly buff the damage up again to match them much better with AR's... perhaps... a native "Responsive" mechanic?
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  2. #12
    Originally Posted by meathead_79 Go to original post
    I would consider this a HUGE Nomad buff! I run a 6,000 stamina nomad, and I would love to get 2 revives guaranteed. That, combined with my initial overheal and recovery link would be like having 4.5 lives! Not even including med-kits or med boxes. I couldn't imagine walking around with a 9k nomad, basically running circles around Mid-Town without a care in the world.
    I have a 10k+ Stamina build that I use strictly for cutting extraction ropes. Most of the time it works just how it should.
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  3. #13
    meathead_79's Avatar Senior Member
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    Originally Posted by Paulbolt316 Go to original post
    I have a 10k+ Stamina build that I use strictly for cutting extraction ropes. Most of the time it works just how it should.
    Thats a great idea. I do need to get my rope cutting commendation. I honestly don't care if I die after, just need to cut the rope.
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  4. #14

    Lets not over react

    I really do not have a problem with nomad. It does have a high survivability compared to other sets however relies heavily on rng. In my personal opinion I like where striker, nomad, d3fenc, final measure, reclaimer, lonestar and banshee are at. Pred needs some reworks but I would really like to at least see shrapnel and preds bleed ignore changed. Shrapnel is ridiculously game breaking in that spreads pred bleed. Shrapnel basically makes it so Skill build cant be used due to how weak they are. Not even having 70% EDR with rehabilitated can compete against it. I disagree with corrupt be post about not having bleed resist to pred. The ability to have bleed resistance could also help balance this set out. Even just making bleed levels like sentry could be a good option in balancing this set for pvp. I would however would not like to see this set nerfed. Next skill builds need a major buff. Tact and firecrest are terrible in pvp or pve. For tactician I would raise cap from 30 to 60 stacks. No longer would players need to get to 30 first. Next I would remove having to rotate using your skills when at max stacks. Finally i would make it so players would pasivly generate staks and raise soft capt to 500k skill power. For firecrest I buff it for pvp and pve. Right now it really under performs in pvp. I would really like to have strong terrets back. I would also give firecrest 6 peice the ability not to be imune to its fire explosions or perhaps extra burn risistance. For sentry i would like to see how the 6 stacks actually effect pvp. Other than that I do not have any ideas on how to buff it for pvp. I love it in pve but have had no use for it in pvp due to my skill with headshots. For deadeye I would remove the behind cover requirements. With health pools being as high as they are and new rogue mechanic I do not believe this is needed anymore. This buff will also helps its effectiveness in pve I believe. Hunters Faith is awsome but I would also like for simi auto snipers to work with it also. I never played with it in PTS so I do not know if they tried this. In pve somtimes being reduced to having such a slow rpm and low health pool can be difficult in managing large groups of enemies. Iv seen in pvp though it performs well in generally specific situations though. For alpha bridge its fun for solo but really hinders a team. Perhaps instead of having abilities rotate out allow for players to choose wich one they get to activate on kills. I mainly would like to see some changes to this set due to its hindrances to can be to team play. Overall I hope in future we do not see nerfs on these sets. Yes some perform very well but generally can be contered by another set. I just hope we do not get nerfs that over correct these sets and that others just get left behind.
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  5. #15
    Originally Posted by meathead_79 Go to original post
    Thats a great idea. I do need to get my rope cutting commendation. I honestly don't care if I die after, just need to cut the rope.
    Cuttings ropes are fun.
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  6. #16
    DeMizeFPS's Avatar Senior Member
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    Originally Posted by Corrupt_be Go to original post
    First

    Reduce overall TTK, it's laughably high (also a lower TTK indirectly makes Striker less efficient, as facetrades and magdumping will be shorter and fewer, leading to less stacks). Seriously Massive this is your one core reason why every fight is a dance dance revolution magdump fest. It doesn't have to be like CS or BF where 1 or 2 headshots kill, but for the love of God, 10-15 bullets to the head shot drop a guy, not freaking 60, or even more in some cases.

    On top of that, cover is to much of a static mechanic in this game, holding angles is often better. Instead significantly worsen weapon handling while moving and somewhat improve it while being stationary (this behavior will fit well with a significant overal damage increase). My biggest gripe is how slow weapons their reticle tightens in response to a stop of movement. Basically, while stationary, weapons should all work more as if they have balanced to keep up with the pacing of a shooter game.

    Also: Every player should have a reasonable TTK, regardless of FA or damage investment, FA or damage investment should simply warrant a faster, quicker TTK for those who choose this role. Right now PvP only gives you 1 choice really: Stack as much DPS while retaining maximum survivability.

    Then:

    Nomad

    The mechanic where people get revived is annoying as all hell. From a tactical point of view it's extremely important in a game to be able to rely on the fact that healthbar = 0 means DEAD.

    So my suggestion here is that instead we give Nomad a native toughness boost, hell for all I care you still keep it RNG but instead of reviving, it gives the player twice his toughness, which if done right will result in a similar result without the annoying revive mechanic.

    Predator

    Overhaul this set, it's pure black/white mechanics, rock/paper/scissors. Buffing counters or nerfing Predator will render it useless (which to some degree it already is now if you're facing a group of players who constantly pop med stations), not to mention with a decreased TTK it will become oven more bs.


    Alpha

    I don't even... Remove the 5K requirement and find another way to procc it that isn't on kill (reduce link powers proportionally if needed).

    Striker

    Low end potential is to weak, max potential is to strong. Does it need healing? It might not depending on how you balance other sets. Ideally the first 10 to 30% (needs to be finetuned, but I essentially mean a NERF beyond that percentage, currently it stacks to fast to its maximum potential) stacks faster then the rest to match up with other gearsets.

    Also, headshots should stack better than body shots (the current situation makes headshots OK with striker, the old behavior didn't unless in CQC, I'm mentioning this with a nerf in mind to body shots).

    Automatic or rapid firing shotguns shouldn't build stacks that quick. Slower shotguns are up for debate, I don't use them much (mostly use an AR to stack).

    With the current behavior, I think losing less stacks per miss was the right call, but 2% per hit wasn't, at least not beyond 10-30% (again this is up for debate in comparison to other DPS sets) and certainly not for body shots.

    Ideally you'd test changes with someone that has a good aim and bad aim. And to be blunt, not a lot of streamers fall into this category, their aim is decent not great. Widdz comes to mind as a test person as he sticks out in this regard over a lot of other streamers. Essentially you want to see if it doesn't "get out of hand" in the right hands, which is important, because as I've mentioned before: Base potential is weak, max potential of this set is OP, so you need both ends of the spectrum to test this.

    Banshee

    Honestly don't know what to do with this one. Originally one of the best 3 pieces in the game, but a lackluster or situational 4,5 and 6 piece make this as a Classified gearset quite worthless. Pre 1.8 it had one of the best 3P damage bonus's though.

    I would also look into finetuning TTK in PvE (on top of PvP which I mentioned at the start), slightly lowering it, to distribute the 3 and 5 piece damage bonus's of Banshee, Pred, Lone Star, Alpha, ... more evenly. Alpha 5 piece has some value, 3 piece is neglectable and Banshee's 5th piece is also neglectable, hell I recon if we took some actual ingame measurements, I wouldn't be surprised Savage Gloves could in some cases outperform the 5p.

    FireCrest

    Immune to burn: From any flames that are not generated by the Cleaners. Why? It would trivialise PvE Cleaner content otherwise. But other than that I agree. In a sense in PvP I could see original use in this by literally bathing in fire from your own turret while fighting other players (who need to take the fire into account as well during the fight).

    And dare I say: Provided a slightly longer cooldown... infinite Fire Grenades??

    I would however finetune the fire status affect to see if this doesn't get out of hand, but this would make this set a lot more fun.

    Sentry

    Why wouldn't the 6P work in PvP? I mean seriously? Did someone consider this more broken than Predator? Really? The only thing that needs changing in PvP is the stack duration and the spreading. The spreading shouldn't be there in PvP and the 6 stacks should have reduced time frames the higher you stack. 30 seconds is a LONG time in PvP. I have no qualms with these stacks or the Sentry damage bonus in PvP as they arguably apply to some of the more difficult weapons to handle, only the timeframe.

    D3

    Why is the shield so weak in PvP? Why does the team get a massive health bonus that makes groups in smaller numbers unable to combat it? It widens the gap with "strenght in numbers". Much rather have a strong shield where people take cover behind, you know, how you would use a damn shield IRL?! The real issue back in pre 1.8 days wasn't the shield itself, it was the damage output this set retained while it should theoretically be aimed at a tank / toughness type of playstyle.

    This set is a classic example (with some 4 man groups literally relying on the boost to compete) of how PvP is to focused on "overpowering" rather than being smart, tactical or anything else.

    Final Measure

    Bonus from defusal should be stronger for the Final Measure player in PvP and weaker for teammates, again the whole "overpower" deal.

    Lone Star

    Probably the most honest and best design of what I had originally in mind for a Classified. A continuation of what it was originally intended for: A bullet hosing DPS role. The 6P literally does what you'd expect, it boosts the already existing role. The complete downfall however is its RNG nature. Find a non RNG way to procc it that isn't bs and isn't on kill like Alpha.

    DeadEye

    Needs a damage reduction in PvP (CHD reduction, x0.75 or x0.5 ? Depending on weapon type, also needs to fit with the overal TTK decrease I mentioned earlier for PvP), but remove the silly restrictions. Shouldering should be enough.

    The Rest

    No idea, I barely see them being used, I barely use them myself but they seem underpowered. Noteworthy though is that I think an Skillpower player should be able to use his offensive skills (turrets, sticky, seekers, ...) much more frequently, but they should never be 1 shot nukes and in some cases I would overhaul their design to incorporate more skillful use. In a sense, ideally, these tools should match the sustained damage throughput of "guns" much more rather then being either 1 shot nukes or completely useless in PvP.

    I also think in general this game relies to much on RPG aspects for PvP, hence my dislike for PvP being to focused on "overpowering" rather then smarts, aim, tactics. I also think keeping the RPG/Shooter mechanics more balanced will attract more players.

    Also undo HS damage nerf in PvP. I don't think casual players felt powerless because of this. I think they felt powerless because TTK is so high and basic shooter dynamics simply don't work half the time. Again: reduce the "overpowering" mechanics and allowing some breathing room for the "shooter" to seep through in PvP.

    The only issue I see with HS damage is the 18% Scope and silencers. Put these more in line with other bonus's, 6-8%, in exchange buff base HS damage on all classes to compensate, because otherwise CHC/CHD investment will become a bad choice and we'll mostly likely see a rise of good aiming players just rocking constant heal pops with Skill haste headshotting. Headshots should matter, but without removing a viable stat investment.

    Also reduce high damage spikes on certain talents, etc. Example the House: It feels OP at times and I don't think the overall TTK across the entire mag is the problem. One problem is body hits being to good due to SMG's their inate Crit behavior, the 2nd reason imo is that 20% is a sudden spike in damage vs a more reasonable 10%.

    I'm not necessarily saying nerf the gun. I'm more hinting at making headshots also more viable with SMG's, while reducing their body shot potential and perhaps buffing base damage to offset the house talent its reduction to 10% (to equalize the damage over the entire mag a bit more).

    Also having CHC or CHD as a main stat for SMG's causes constant balancing issues as it's a much better DPS investment than the other weapon classes their native bonus in PvP. They need a different, yet useful (or equally useless in PvP xD) native bonus IMO, once you do that, I recon we can significantly buff the damage up again to match them much better with AR's... perhaps... a native "Responsive" mechanic?
    This!

    Bring back Headshot damage for crying out loud. If I am landing consistent headshots, that target should die. I should be able to land 6 stacks with sentry on a rushing target and that target should fall before he or she gets to me.

    Nomad is solo gear set. The bonuses should not proc when you are in a group. Those bonuses should only proc when you are solo!
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  7. #17
    CJ Fresh's Avatar Senior Member
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    Deadeye needs to keep its current damage. Snipers should hit the hardest in the game, this is true even in the pve aspect.

    Maybe change he pvp modifier to lessen TTK which would make sense for high stamina builds to last longer in battle.

    TTK would be fine if skills weren’t nerfed as hard as they were. Skills need to be significantly buffed on top of the classified set balances.

    Every set should be great at what it does but not so overtuned that everybody runs the same set and weapon.

    I don’t mind the striker heal, as I said just remove stacking with shotguns.

    The problem with nomad is the ability to stack into firearms yet get so much toughness from the health on kill, constant overheating, and self-revive. I saw a guy run through 5 players in last stand and didn’t die as his 6pc kept popping which gives that damage mitigation.

    Let a nomad be tanky as heck with the revives and everything but require it to be based on stamina because it’s a survival set and not meant to be a dps set.

    All the sets play into either dps, survival / utility, or skills. All should be incredibly strong at what they’re supposed to be but not in the other categories.

    That’s why I like having to spec into a stat tobget a bonus. Classified are supposed to pigeon-hold you into a stat to give you great bonuses.

    Imagine hunter’s faith getting all that damage but stacking into stamina, people would burn the forums down, but instead youvhave to go firearms while sacrificing toughness so you HAVE TO PLAY DIFFERENTLY!
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  8. #18
    Awesome here i am working my *** hard in DZ getting ganked everyday to get these OP sets and people who got them were already asking for nerfs what ppl not realizing is Massive didn't made these sets just for PVP for god sake they made it for PVE players too who play solo most of the time so we can enjoy Heroic and legendaries solo not relying on matchmaking. Most important thing that needed to be sorted out now is cheaters with scripts on PC's and Cronusmax users on consoles they are plague to this game especially ppl exploiting shotgun stacks with striker set with pin point accuracy which is impossible without cheating. Man i didn't had even one classified set complete to experience them. May be massive need to lock 5th and 6th talent in PVP(LS, SKIRMISH, DZ) then it will be pure skill and there won't be any problem for anyone.

    It's true there is no balance between the sets so kindly ask for appropriate buffs to balance them with most OP sets not nerfing them to the most bottom ones.
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  9. #19
    nairda2k9's Avatar Banned
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    Originally Posted by CJ Fresh Go to original post
    I don’t mind the striker heal, as I said just remove stacking with shotguns.

    The problem with nomad is the ability to stack into firearms yet get so much toughness from the health on kill, constant overheating, and self-revive. I saw a guy run through 5 players in last stand and didn’t die as his 6pc kept popping which gives that damage mitigation.

    Let a nomad be tanky as heck with the revives and everything but require it to be based on stamina because it’s a survival set and not meant to be a dps set.

    All the sets play into either dps, survival / utility, or skills. All should be incredibly strong at what they’re supposed to be but not in the other categories.

    That’s why I like having to spec into a stat tobget a bonus. Classified are supposed to pigeon-hold you into a stat to give you great bonuses.

    Imagine hunter’s faith getting all that damage but stacking into stamina, people would burn the forums down, but instead youvhave to go firearms while sacrificing toughness so you HAVE TO PLAY DIFFERENTLY!
    You make a very valid point, but in all honesty this is exactly what is wrong with Pred and Striker as well. The bleed damage you get from Pred for stacking into stamina is every bit as powerful if not more with essentially the same toughness as a Nomad build specced in 8-9K FA with 400K toughness.

    The same with Striker with stacks making up the DPS allowing the user to stack into Stamina and get 500-600K toughness.

    Investing into FA gives DPS, investing into Stamina gives toughness and investing into Electronics gives skillpower. This has been a basic concept all through the game and Patch 1.8 changed that.

    Whilst I agree that other sets need buffing, the REAL issue here is that the three sets on top are the three that allow players to have BOTH DPS and Toughness. None of the others can compete because any attempt to put out the same DPS will leave the user with too little toughness to face trade.

    Giving sets the ability to have both DPS AND Stamina is where the developers went wrong. Buffing the other sets will not work unless you start awarding Tactician skillpower for investing into Stamina, or as you said awarding Hunter's Faith all that DPS for awarding into Stamina. As you pointed out people would go mad if the developers did that but this is exactly what they have done with Nomad, Striker AND Predator.
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  10. #20
    CJ Fresh's Avatar Senior Member
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    Originally Posted by balukbc1989 Go to original post
    Awesome here i am working my *** hard in DZ getting ganked everyday to get these OP sets and people who got them were already asking for nerfs what ppl not realizing is Massive didn't made these sets just for PVP for god sake they made it for PVE players too who play solo most of the time so we can enjoy Heroic and legendaries solo not relying on matchmaking. Most important thing that needed to be sorted out now is cheaters with scripts on PC's and Cronusmax users on consoles they are plague to this game especially ppl exploiting shotgun stacks with striker set with pin point accuracy which is impossible without cheating. Man i didn't had even one classified set complete to experience them. May be massive need to lock 5th and 6th talent in PVP(LS, SKIRMISH, DZ) then it will be pure skill and there won't be any problem for anyone.

    It's true there is no balance between the sets so kindly ask for appropriate buffs to balance them with most OP sets not nerfing them to the most bottom ones.
    I'm definitely not asking for any nerfs outside of the striker shotgun stacking. I wouldn't even mind that if every set was viable. But it's not. In PVE everything is cool except the skillpower based sets. In PVP, you do yourself a disservice by not running the king 3 - striker, nomad, pred. That shouldn't be the case. So buff the other sets significantly which isn't feasible, or rework all the sets. But don't flat out nerf the top 3 and call it a day..
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