One of the Developers stated in SoTG they want "Best In Slot Items" this is a terrible philosophy as this reduces the build diversity.
After all - if it is "The Best" why pick the "The Rest"?
Best in Class should only be used for Niche Builds. -
This would help make the Niche builds viable and more popular.
But this only highlights a bigger underlying problem - the way damage applied really needs to change.
Division 2 at this point is a STAT based Shooter, no longer a cover shooter, or skill shooter but purely 100% on stats.
Nothing else matters besides Min-Maxing at this point.
For example, There really is no way for me to make a Build where I can use a weapon and Abilities - because all I will be doing is nerfing potential both.
The issue gets compounded when Repair Kits have been reduced forcing players to use one ability as Hive Revive - thanks to the potential of being 1 - 2 shot the second you move from cover to avoid a grenade that can 1 shot you.
Possible Solutions
Add Meaningful Blue Mods
- Repair Kit Generation - Generate a Repair Kit every 10 million damage ( Value changes based on difficulty ) - This would reduce the need to carry health ability
- Reduce Fire damage by 30% - by doubling fire damage resistance mods, it would validate having blue mods in red builds.
- Reduce Explosion Damage by 30% - again by doubling
The problem is in higher difficulties 15% reduction of something that does 600,000 damage to 1 million damage is not going to help. Your TTD is going to only change very slightly.
Remove Redundant Mods \ Rename Mods
Power Damage \ Burn Damage - This one irks me. They are supposed to do the same thing, but you have to run 2 separate mods for them. So if you change your ability you are forced to also swap out the mod manually. Why?
So many Gear Mods - use terrible naming protocols. Efficiency Mod can be Headshot, can be CC, can be CD, Can be Stabilization.
So if you sort the list you don't get attributes to compare making it easy for players to decide which is the best and to keep. Instead for entirely bizarre reason players are forced to go through each individual item which is randomly sorted to compare all the items.
Nerf Enemy Health Further
By reducing enemy health further - players will be more willing to sacrifice Full Red builds with other colors.
Reduce maximum tiers of skill builds and Buffing the remaining.
By Reducing the maximum Tier of skill builds from 6 to 3 or 4, while buffing the remaining tiers proportionately to equal tier 6 while being at tier 3. You now promote hybrid builds.
( For example Removing Tier 1 2 3 and Replacing them with 4 5 6 and Tier 0 will be equal to existing Tier 3 )
I would actually say to let acutally skill tier items roll betwen 1 to 1.5 skill tier. Heck maybe even a named item with 2 skill tier, that way someone could just get 2 pieces of gear to get skill tier 3 and have investment be a bit better. Honestly it feels like lots and lots of stuff need buffs to scale better the disparity between 1-4 people is just absurd
I don't see an issue with BiS because you can only equip one. The goal is to somewhat make it best for you play-style. A game they can use as example on how to great exotics is Destiny 2. If there multiple BiS for one type of build. You won't have a shutdown on build diversity.
Lastly, bring hybrid build to what they were ruined build diversity. If I made a tank build, I was playing at a disadvantage because I could tank, dps, and heal if I need to. You have universal loadout which promotes one effective build and others that created are niche and pointless to play as because your're handicapping yourself for no reason except to be different.
That's because our damage is abismal and they are needed, not because they are OP and need a nerf.Originally Posted by As1r0nimo Go to original post
You are confusing Best in Slot with ExoticsOriginally Posted by Auztinito Go to original post
Best in Slot are Named items.
You can actually equip all 3
Fox Prayer
Contractor Gloves
Hollowman.
Oh. I think all they would need to do is bring in more named items. One for each talent on each piece of gear. The way they stand, now is that all of them equipped limits you. I'd suggest more be added in the same fashion and you'll see plenty of build diversity..Originally Posted by Agent_Ares Go to original post
I think the exact statement was that they are "okay with Best-in-slot items". My impression was that it's not a specific design goal to have these, but it's not a problem if a given item is the best for a particular purpose, provided that this purpose is narrow enough. I don't think the devs' position is very different from the "Best in Class should only be used for Niche Builds" that you propose, the main difference seems to be that you are talking about niche only, while they would probably be fine with best-in-slot items for a popular build as well, provided they aren't bes-in-slot for lots of other builds as well.Originally Posted by Agent_Ares Go to original post
Here’s the thing, they could drop the amounts on the gloves and knees to let’s say the 5-8% range respectively, and they’d still be best in slot by far.
I’ve tried other things and I can confidently say if they just lower the percentages everyone will still have no choice but to use them, and shoot a couple extra bullets.
If they remove those bonuses entirely, get ready to shoot stuff a lot more...
You are right it was best in the slot.Originally Posted by Psyringe Go to original post
I am having an annoying cold not thinking straight.
The thing is with Nieche builds it makes them viable.
But when you add them to Meta Builds - then it decreases build diversity.
Right now apparently majority of people are running Unbreakable for chest - which just shows you how baldy balanced the game is.
The developers seem to be good at misinterpretation of the data.
They are not realizing these items are being picked because of the extreme sponginess and damage output of the enemy.