Versatile/vigilance backpack talent are too strong
If we are trying to increase overall TTK, we should also be tweaking these talents in pvp modes.
Versatile:
Right now, I'm 2 shotting full blue builds using a shotgun combined with versatile as a 4 blue/2 red build. I can also drop these people under a second using a vector with versatile. This talent is way too strong with smgs, shotguns, and rifles giving 35% amplified damage (multiplicative) on intended ranges. It is letting tanky builds go around KOing other tanks under a second. Keep in mind TU10 will likely bring significant base damage buffs to shotguns and smgs. There won't be any meaning to increasing TTK if players are still getting blown up under a second. Compare this talent to something like concussion which gives moderate 10% weapon damage (additive) with headshot on top of duration restriction which is still rewarding enough to decisively change the outcome of an encounter. Versatile doesn't require you to track your aim on the head, you just swap weapon before turning the corner or peeking for ridiculous 35% amp damage boost which is more than what glass cannon gives.
Vigilance:
Overall balanced trait compared to versatile. My issue is its interaction with the bulwark shield (even more toxic if using vanguard) that basically covers the player's whole hitbox sparing their feet and right hand(when shooting pistol) The shield allows them to basically nullify the drawback of vigilance talent, letting tanky shield users KO people under a second by retaining the vigilance buff in a fire fight. In fact, this talent is a big perpetrator in the current pistols outgunning primary weapon issue. By design, this talent should only reward those who utilize covers well or be used to punish people pushing 2v1/bad positions.
One way to tackle this is that as soon as a player brings up their bulwark shield, vigilance should get turned off in pvp only.
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