The game does need more effective DOT in it, I like predator although it is fairly easy for a good player to counter. I would say it is too easy in general to counter all status effects. Seekers are dead in PvP unless you are stubborn and use them for a reason besides damage like me. Pred seems cheesy because it is the only thing that does a skill builds job because of all the BS with skill nerfs. Yet is designed to be like 3x more tanky than a skill build.
Firecrest burn is a joke, just like all non-pred bleed and weapon based status talents. Which of course leads to the one effective status effect being labeled a no skill cheese build. The game does not have the varied amount of damage types needed for an RPG. Shock is a good addition, however when effectiveness is not based on skill power it is easily exploited.
Thank you someone actually gets it. All 6p C's should be powerful in their own right and countering them should require actual planning on ther player's part and not just popping a damn med kit. That's why Pred should be a unique debuff that's still affected by Bleed and Exotic resist, and possibly hsve it's damage reduced in PvP only if that's not enough. But that should apply to every set - let them excel at their intended purposes while having exploitable hard and soft counters. The only set that should possibly be problematic in such a scenario is reclaimer since Sticky bomb would ideally be viable again - having high healing and burst damage. But then again they should have low health and firearms making them vulnerable to EMP - having their skills shutdown should mean certain death, (Or simply too much burst damage) and there's your balance people.
EDIT: again I agree on the analysis of shocks but also skills more broadly. Skillpower doesn't have nearly enough influence in this game. Far too many variables are only affected by performance mods and some of the baseline values are too high IMO. I'd like to see the scaling adjusted so it's much less linear, with the gains becoming substantially greater at higher SP curves instead of sharply capping out as they do now. The lower end of the curve needs to come down more so builds with far less SP don't get nearly as much benefit while 6p Tactician reigns king the way it should always have considering what a pain in the arse it is to use.
Damage isn't the problem of the bullfrog. The issue is the current PvP mechanics. I've said this ages ago that the reticle on guns needs to reach max accuracy a lot quicker when becoming stationary and much worse when moving. The gun has a lot of damage potential, but its not possible to fully tap into it.Originally Posted by Malacite Go to original post
It also applies to AK's since the gloves have become a % based bonus (AK's in "ideal" circumstances actually have a lower TTK than LVOA/LW M4).
Since PvP is a fustercluck of zigzagging, whatever gun is more accurate when full auto spraying without worrying to much about gun handling yields the best results.
Handling cannot come to the forefront, because the current PvP mechanics wont let it. AK's still have to much spread to be on par with LVOA/LW M4.
I agree. You shouldnt have to stack edr and bleed resist instead of other much needed stats just to try and defend against one type of armor set.Originally Posted by Garyfairbrass Go to original post
That was the same argument used on skill builds. It is BS and any RPG fan knows it. That is the whole reason for those stats to be in the game. If you do not have a compelling reason to use something you end up with everyone running one thing. Just because you do not want to run it, and would rather just build for face hugging that is not preds fault. Farro's mask, burn res, and EDR were never used much to counter FC. People just wanted to complain. The same with sticky/seekers, people just wanted to complain. But let me guess if they added armor back in tomorrow you would be all over that right? If you want to be a gun jockey with no consideration to counters, play COD. The Division being an RPG needs to have these options, and it needs to be much more viable and diverse than it is now.Originally Posted by Xander.01 Go to original post
Oh and guess what, if pred is what ruins you, then maybe those are the "much needed stats".
Pred can be stopped by a candy bar....
The only things I would say to give you some support because I am not one sided in my views, is this. The way that status resistance works is not great, and the amount of EDR seems pretty limited. Gear should always have some built in EDR, and then allow for additional EDR/armor as your preference. In Div 2 terms, one brand has more EDR less armor another has less EDR more armor. To most people 10% EDR on the chest is not enough to consider rolling it, I would agree. On a main piece like the chest, stats should be much higher. I would also say that Resistances should have a more common sense approach to them. I think them only adjusting the duration is a little weird especially when pred ticks can kill you the first hit. They should come with some damage mitigation.
If a balanced build could have 40% EDR without needing to roll everything and giving those who want 60/70% EDR the option, Great! just like it should be possible to get 70% Resistance on one main and 40% on another fairly easy or just 30% across the board. Jumping through hoops to get barely helpful rolls is a problem. Although I get the feeling that even if they did give people the tools, idiots refusing to run EDR and calling for skill nerfs would still be the norm.
PM on its own isn't a big problem. Being hunted down by a bunch of players while being exsanguinated is however. It indirectly makes the group with the higher number count stronger.
Of which I still think it was unwarranted to be called a meta. It was simply a side effect of the Vector/AUG blueprints & guns being for sale. Even back then people would use the MP5/MP7 over those guns... if they had one, which was rare before 1.4 hit.Originally Posted by Merphee Go to original post
Agrrd, this game is supposed to be a tactical shooter yet everyone runs around like a decapitated chicken. I still think the frog needs a hiher damage bonus given how sharply mods reduce it, but movement penalties to accuracy need to be much higher for everything except maybe shotguns due to their extreme CQB nature. I'd also like to see Capable's stat requirement lowered significantly as it's a nice talent but far too expensive for the styles that would benefit from it most. Stamina requirement should just be removed from swift.Originally Posted by Corrupt_be Go to original post