Alright Massive, let's talk about your horrendous job regarding skills and skill mod
This isn't just about the Trap skill but I'll get to that later for both Trap skills that came out from both seasons. So here we maybe 5 or 6 months away from the game being 3 years old and skills are still in a sorry state for the most part.
Why do skills feel terrible to use
Firefly still crashing into walls or on deployment
Airburst requiring manual targeting which was a downgrade coming from TD1
Cluster Mine which also is hollowed shell of it's former self coming from TD1
Sticky Bomb feels good for the most part but not as snappy as TD1 when hard aiming
Repair Trap and Shrapnel trap horrid dispersion mechanic
Burster Firefly still not detonating when enemies are adjacent on some occasions
Flamer Turret.... nuff said
Haven't gave Sniper Turret a go after some of the recent changes so when I do I'll be back to update this
Bombardier Drone needs to be looked at as well
What I propose to fix the skills
Obviously fix the Firefly pathing issue, I seen a rogue agent Bombardier Drone turn curves and crap to make sure it reaches it's destination to damage me
Airburst fix is also simple, I'm not even sure why they felt the need to change this at all
R&S Trap is a simple fix, Repair just needs to cover more ground for allies while Shrapnel needs to cover A LOT more ground, mind you I'm speaking at skill tier 6
Burster Firefly should scrap to adjacent requirement mechanic, reduce its damage a bit, and allow it to do explosive damage over 3 seconds like Explosive Shot from WoW,, less situational the better it becomes
Flamer Turret is another skill that got butchered coming from TD1 to TD2, it's a hollowed version of Dragonbreath that any player serious about optimization their playstyle will ignore as a skill user
Bombadier Drone, the AI needs to be a lot smarter and instead of giving use a path to select it needs to have target select , it's current design is pretty damn bad
A lot of skills need to be looked at again at skill tier 6, they're definitely isn't a power fantasy regarding the skills at skill tier 6. My Sticky Bomb should feel like how my OC Sticky does, you literally feel like an AoE nuke. Not only should you be getting damage increases the more invest in ST, there need to be Skill Haste as well. I think Sticky Bomb is the only skill that does it right. You have Damage Increase, Radius increase, and Skill Haste.
So all in all, there's not enough oomph at Skill Tier 6 for most skills and this needs to be change.
Skill Mods needs another overhaul and a big one
I don't know how anyone at the studio thought this was a good idea, yeah the previous skill mod system had its issues but I hardly consider this a better alternative, I'd go so far as to call it lazy.
There's not much increase in performance getting a 4.5% radius increase to a 4.6 or hell 5%. the increase is so small you barely notice it. Skill Mods need to CHANGE how a skill behave instead of offering piss poor increase to stats, this system is not good at all.
For example.
Flame Turret
1. Instead of of shooting a stream of flames your turret now shoots out blobs of fire at enemies, upon reaching impact it'll leave small flames in the area
2. The turret will release a defense mechanism that release a fire AoE that covers 5m when an enemy approaches it
3. Your turret will shoot out incendiary bullets, igniting enemies on fire
4. Dismantling your Flame Turret will release a devastating AoE self destruction that does massive Fire Damage
Explosive Sticky Bomb
1. When you fire a Sticky Bomb at an enemy, it'll no longer explode on detonation but instead release 4 cluster shells around the enemy doing damage within 7m
2. When you hard aim the Sticky Bomb it'll charge, increasing it's damage and radius by 5% with 5 seconds being maximum charge
3. Killing an enemy will fund 5 seconds of your cooldown, 5 per enemy
4. Detonating a Sticky Bomb will create a secondary explosion that mimcs the users Sticky Bomb stats
Reinforcer Chem Launcher
1. Reinforcer cloud now has 1 second duration but the player has a 25 second heal over time effect on them
2. Reinforcer now remove status effects when healing allies
3. You only have 1 ammo of RCL but the radius and effect is increased by a large amount
4. Players that are healed receive a 20% damage reduction buff
Airburst
1. Killing an enemy with Airburst will cause a fiery explosion
2. Airburst can now scatter into 7 cluster mines that'll seek enemies and damage them
3. Enemies that are on fire by Airburst has a chance to be confused
4. As Airburst travels to its target, it'll create a fiery line that damages enemies when they cross it.
These are some examples, there could be more but I think ppl who read this will get the jist of it. Hell in Borderlands 3 your character has a plethora of ways to customize your action skill, skill mods should be that way instead of offering boring and barely noticeable incremental increases to stats..
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