Has anyone had a chance to use this Exotic yet? I used it on a few runs of Lincoln and then about 10 floors of The Summit using a few different builds.
Long story short, it's incredibly underwhelming - there are multiple issues with it. First off, enemies rarely group together more than two at a time, which means you almost never take advantage of any notable amount of armor regen. Secondly, the amount of armor regen you get (especially with only 1 or 2 Bleeding enemies) is so weak that it might as well not exist. Thirdly, there's an entire operational problem with this Exotic - even if, by some miracle, 5 enemies teleport to within 10m of you, you're not going to waste time making each of them bleed for armor regen. This isn't some Negotiator's Dilemma equivalent, the situation is so far removed that it's just not an equivalent situation.
I suggest that the range limitation either be extended massively, or removed alltogether. Secondly, lower the armor regen values to fall in line with a much higher Bleed detection range. The changes I suggest are:
Damaging enemies within 20m applies Bleed to the target. Repair 3-15% of your armor per second based on the number of enemies within 30m that are bleeding. 1 Enemy - 3% / 2 Enemies - 6% / 3 Enemies - 9% / 4 Enemies - 12% / 5 Enemies - 15%
Current:
Damaging enemies within 10m applies Bleed to the target. Repair 1-25% of your armor per second based on the number of enemies within 10m that is bleeding. 1 Enemy - 1% / 2 Enemies - 4% / 3 Enemies - 9% / 4 Enemies - 16% / 5 Enemies - 25%
Comments: The current iteration is far, far too restrictive and the bonuses for the most common instances are so low as to be practically useless - not viable under any conditions. Extending the range out to a more practical distance, increasing the regen values of the most common instances, and reducing the top-end regen values (as these will be far easier to achieve) should make this a viable pick, especially if there's team mates applying bleed on their own, for example Artillery Turrets and / or Eclipse Protocol.
Oh boy, guess what kind of thread i was about to make before i saw that someone already made it. Anyhow to the actual discussion of the actual bad and useless exotic as an Q&A with myself because i'm so tired of making regular threads that the devs just outright ignore
Q: hey aren't you the guy that wanted something that would let you get free hollow points from Ongoing directive, why don't you like this exotic then?
A:Honestly that's the ONLY aspect of this exotic that i liked, is the fact that you can cause status effect relatively "free" and it DOES WORK with OD quite well actually. Problems come from issues the mechanics around the exotic and once again bleed
Q:Bleed has an use now, so shouldn't this item be useful then?
A:You see, they did nothing fix bleed, they are only pilling and pilling a bunch of bonus that work if you specifcally cause bleed, they didn't fix mechanics regarding bleed. There's 3 important points to adress with bleed compared to other status effect that deal damage:
-Low damage
-Low duration
-No visible secondary effect on NPCs
If none of these get addressed then you are just litearlly creating an useless status effect whoese whole point is to trigger other bonuses, that's the same as removing the marks from negotiator dillema and make they only work if you have an SMG using an specific magazine mod against pulsed enemies. You are creating hurdles for very low rewards.
Q: What about the healing? Didn't you yourself suggest similar bonus a bunch of times in few of your threads about specializations?
A:My suggestion focused on survivalist getting different bonus based on what kind of status effect he caused and for bleed i did go with vampire theme of healing by causing bleed. But i made a big distinction. That was that healing had no other condition than just causing bleed and KILLING the target would just give a shorter burst of healing that was more effective, so either slow regen caused by the enemy bleeding.
As mentioned above by OP, the talent has a really weird contition of requiring enemies being close range to you and be bleeding (duh), problem is that bleed IS NOT a status effect of the fire and forget kind that burn is, an burning enemy is close to a non treath so you can adjust your priority to the situation. Bleed does not do that, a bleeding enemy is still an VERY active treath that will shoot and murder you, so ignoring an enemy that is 10m from you for pathetic heal because he has a short duration debuff is suicidal and not a good idea at all.
Q: But exotics require entire builds for you to make the most out of it, so wouldn't using something like OD backpack make it really good? We have Vile that is great for burn build
A: Nope because you would still have something that cause an stauts effect that does 1/4 of the damage and duration and only affects one enemy compared to what burn do in specialized builds without Vile mask, vile improves something that is ALREADY works well. The chestpiece tries to add more water to a bucket without a bottom so you just falls straight off and achieves nothing.
Q: Okay then, what are your suggestion to fixing this item then?
A: Glad you asked crazy voice in my head that is also tired from this BS, here's my adjustment to the item (change values to whatever in PVP, they could all be 0 and i wouldn't mind):
- Improve range to cause and bleed and benefit from healing to 15m
-You get healing based on the amount of bleed tick an enemy suffers
-You can stack bleed up to three times per target, causing bleed refreshes the duration of the bleed
-Bleeding enemies get an 25% accuracy debuff and stagger more easily
With these changes you can buff Ongoing directive from longer ranges by being able to refresh bleed from range BUT to get the healing you need to get close and get a higher reward, as well giving bleed some utility for your team in case you decide to jump to another target instead
super tl;dr for the devs version. As long as bleed is a short duration, low damage with no benefits status effect, adding more and more stuff that needs bleed as condition to work, wont actually work as burn will always be a better choice in all scenarios over bleed, unless bleed does something really nice everything related to bleed will suck like it has been since game release
While improving the bleed status effect would undoubtedly help Ridgeway's Pride, I don't believe it's the main issue with the Exotic. Bleed doing something or no, it's incredibly difficult to fulfill even part of the requirements to get the armor regen from Ridgeway's Pride to work, and even when you do, the reward is excessively small. Changing Ridgeway's Pride effect from bleed to burn would change absolutely nothing about using armor regen.
I appoligise if it's a bit repetitive of previous posts .
Bleedinge edge
Bleed Proc
a Chest piece applying bleed is a great idea if bleed would somehow help the player. As stated by others who have tested it the bleed effect has no value: low damage, low duration, no interrupting effect on enemy.
Now after trying it out with all the builds i could think of to make that bleed proc useful i can't seem to find one that would work.All my feedback comes from my perspective as a player who likes to play on heroic and above. This is and has always has been my benchmark to test builds. As it would seem strange to only make a gearsets and exotics useful on certain difficulties. (setting legendary aside for a moment as there are mixed feelings on that ) The piece simply doesn't add a new usefull playstyle to the mix.
Bleed armor repair
This again is a great idea to add usefulness to the bleed effect. The problem again is that bleed in and of itself has inherent issues.
After trying it out in multiple missions , trying to get a useful return or enemies bleeding seems impossible or not worth the risk of being so close when it happens.
Multiple enemies within 10m hardly ever happens. If you do find a group that close there is no way to use bleed as a tool to kill them.
additional thoughts
This piece as it is not worth building around or getting in my opinion. Before a close and personal play style is viable in general, player survivability needs a look at as wel. We simply die too fast when taking damage. Bleed absolutely needs a look at, why is it in the game ? How is it suppose to benefit the player ?
The talent as is doesn't bring anything to the table .
The risk of getting up close is not worth the reward atm.
It's unfortunate that they had their one chance to improve the Exotic before it releases less than 14 days, and they squandered that opportunity. If they go ahead and nerf the thing, I won't know what to say...
In fact, they went through the effort of amending the description without actually changing anything. Did not one person try this exotic and realize just how difficult it is to get any armor regen from it is?
Most of the issues relating to gear are pretty glaring and would seem hard to miss when testing it before release.
So either they don't really test it and let us find out in the PTS or they do test but in a vacuum, creating a biased result based on those tests.
Whatever it is, It does not work..