Not all like you said, but I agree for the most part.Originally Posted by VampiricVulpix Go to original post
The ones are feel are in a good spot are as follow:
BTSU gloves are pretty strong for Hive builds and group play, whether it's the Stinger or Fixer variant.
Sawyer Kneepads are getting pretty good change soon/ish, so I feel they will be in a good spot afterwards and make an actual DPS build with more defensive capabilities viable option.
Coyote's Mask is pretty much meta, so yeah, that one is just getting a mention for the record.
Pestilence currently is OP in combination with True Patriot and I feel it will get a nerf soon. The combination does seems a bit OP/broken imo.
The nemesis I feel is also in a good spot.
For those that I feel are week/underperforming:
Merciless -- Whilst the buff is nice and can be pretty OP when used properly, like someone already said the weapon, as a whole is pretty unstable and unreliable especially for pvp, You can't possibly expect to maintain the buff consitently in hectic situations, like pvp and that buff is pretty much it's only redeemable quality.
Not sure how I feel about the Chameleon, because ever since I bought the expansion the only one I managed to drop was with pretty low rolls, so I haven't even bothered with it.
I don't have any observations on the rest, since I either haven't gotten them yet, or I dropped them with pretty low rolls, hence I haven't used them at all.
See I was going to say coyotes mask, so 2 maybe? Definitely no more than two though...Originally Posted by Cadillac-Jack Go to original post
They want them all to feel special, but at the same time they require many gimmicks to be actually work and even then they have weird flaws that just get in hte way to making them worth the investment, Chamaleon can technically out-DPS many guns, but to do that you would need to have most of hte bonus active at the same time, and that's easier said then done, and even then you have to deal with it's weirdly bad accuracy and range issue making it underpowered to an AR, if it was an SMG then sure it would make sense, right now it feels like an SMG that got put in the wrong category.
For example i have an god rolled (due exotic cache that appears to give them a lot) chamaleon, it has 75,6k damage, my hardest hitting AR is an Maniac named AK with 133k damage. With the bonus from the chamaleon talent of 80% damage from hitting 60 bodyshots, it would get more 60k damage to a total of ~135k, now while would argue that it would have a drasticly advantage of ROF over the AK that i won't deny, it would also still be drasticly lacking in range and accuracy for mid range, so i would need a to proc the talent to get a niche close range AR taht will only be better than my other guns by not a big margin.
They're "Exotics" so I do want them to feel special.
I'm not saying they should be the pinnacle of the Division 2 weapon pyramid that allows us to melt the high difficulty enemies like butter with a few bullets...
but I do expect them to be a weapon that is at least better than the average high end weapon (and probably a little better than the named weapons too).
Right now the regular high-ends feel stronger because they have more freedom with the recalibration and high drop rates.
I understand the logic of "effect that you need to put effort into activating must be more rewarding than passive bonus" such is the nature of exotics design, BUT it feels like high effort for low reward in most cases. Honestly for me a CMMG SMG with extended mags and some other decent talent works better than running around in zig-zag with Lady death.Originally Posted by Tet2 Go to original post