i consider myself a tank main. my loadouts are different tank builds and variations. i only have 1 dps and 1 skill build for when im needed in those roles. With that being said i've noticed some things that are and are not implemented that could help tanks be better.
explosive resistance should definitely be under the hazard protection umbrella. i dont know the reason for it not being there but would help out not just tanks but everybody.
500% melee damage should be implemented in the shield tier as a bonus for having blue attributes ( not cores) i would rather not have to put claws out into by build and gimp it a bit just to make my tanking experience more bad ***.
exotic knee, holsters, and gloves should have mod slots. this would be good to mix up the builds right now and exotics are suppose to be the best piece right? i love using sawyers with my tank build (especially before wony) but i'm gimping myself some protection from elite just to stand there and die like a man because explosive resistance isnt under hazard protection! 😂 that also means changing explosive resistance on sawyers into hazard protection
As someone who is also a tank main, I disagree. A solid tank build only needs about 40% Explosive Resist to reasonably ignore explosions, especially if using Sawyer's, which is a large but easily manageable investment. I'd argue that they shouldn't marry Hazard and Explosive, as it'd make Hazard too mandatory a stat. 20% HP is enough to eat any debuffs as a tank, in my experience, so you'd be gimping yourself statewide.Originally Posted by Blasian311 Go to original post
I like having melee damage as a concept, especially for the shield (I LOVED my melee damage on shotguns back when that was a thing), but it should still be an investment, not a free bonus just for being a tank. This game has been redesigned in TU8 to be a very strict tug of war between dps, skill, and tank paradigms. You can't give tanks melee damage without upsetting that balance.
Giving exotic mod sockets would further imbalance the same point above, practically necessitating all players run a holster/glove/knee exotic in order to gain that extra mod slot. Relegating the mod sockets for those gear slots is the specific reason they added them to the Improvised gears, because you're trading off a brand set or gear set bonus in order to obtain the power of that extra socket.
As a fellow patriot of the Sawyer's Knees,
I would also love a socket on it, but you gotta understand the necessity of trade-offs that's integral to the build design in this game.
/threadOriginally Posted by Blasian311 Go to original post
Seriously though, there are 3 yellow mod types, 3 red mod types, and 10 blue mod types cause they spell out each type of resistance individually.
7 different types of hazzard resistance mods.
Please Massive, just make Hazzard Resistance mods instead of trying to spell out each one separately.
the mod slots in the exotics wouldnt be as bad as you think. if your build is a is a crit rifle build but you wear a gunslinger holster then for the mod slot then thats your choice but you're missing out on a pissible 3 piece 2 piece or 1 piece bonus y'know. you could replace the holster with a 1 piece ceska which gives you a bonus crit. it really depends. and a crit build is not going to use sawyers or btsu gloves just for a mod slot and vice versa.Originally Posted by Corejoe Go to original post
also hazard protection is already mandatory on harder difficulties and to counter other players builds. i've never heard anyone talk about explosive resistance in a mandatory way like hazard. most people i play with on legendary or heroic simply blow up, die, and i rez them. so with the worth of explosive resistance being useless to non tanks why not simply add it to hazard protection?Originally Posted by Corejoe Go to original post
If you're talking about PvP, then they should definitely not merge everything into Hazard. That would essentially neuter just about every skill build against stacking a bit of a single stat onto ANY build.Originally Posted by Blasian311 Go to original post
If they added mod sockets to the knee/holster/glove exotics, that would unduly increase the strength of those slots. If they wanted to mitigate that issue, the easiest workaround I see is adding an additional mod socket to the chest/mask/backpack exotics, but that would only serve to amplify the power and necessity of having an exotic in any and every build. Granted, most builds that people use are built around an exotic, but I'd worry these additional sockets in any exotic would simply make them too powerful.Originally Posted by Blasian311 Go to original post
>Hazard protection is already mandatory on harder difficultiesOriginally Posted by Blasian311 Go to original post
Yes and no. It depends on your build, as does most of any argument being made in this thread. But again, in my experience as a cover tank (I should stress the fact I play cover tank with a shotgun), 20% has been sufficient in almost every single circumstance, barring shock effects that make you stand up into bullets, but that's few and far enough between to consider an outlier. Anything above 20 has simply been icing on the cake in my playtime.
>To counter other people's builds
I don't pvp, so I can't speak for this other than say that I can definitely see 50%+ being useful in pvp.
>Most people I play with on legendary blow up, die, and I rez them
Okay, that's their chosen playstyle. I don't like being the burden in a group, and as a tank, I *can't* die—not in a 'haha, I'm immortal' sense, but in an 'if I die, the group will wipe' sense. I've put enough hours into both division 1 and 2 to see that scenario play out all too often. Whenever I would die while playing a tanky build, the rest of the group was quick to follow. I personally don't like leaving that to chance, so I build around a solid explosive resist percentage, which then has the added benefit of "the more explosions I'm eating is less the rest of the group is dying to." Sawyer's Knees just adds so much utility to that, as I can sit in explosion after explosion while finishing up a rez.
>so with the worth of explosive resistance being useless to non tanks why not simply add it to hazard protection?
From the perspective of a dps player, I can see that being a fair argument. But from a tank perspective, that would free up a metric f-ton of stats that I could pile into, probably, damage, which would amplify my power beyond what the dev team wants from a single player. I would need too defensive while simultaneously being exceptionally dps-y (not that my build isn't already that, but the point stands that it would become even more so). Again, it comes down to the tug of war stat system they have I'm this game, and I'm willing to sacrifice dps for that tankiness.
It's a bit nonsense, but I do want to use a big shield to cut the enemy in half.Originally Posted by Blasian311 Go to original post
It is good to increase the melee damage, or give the stun effect on the PVE (requires two combos)
Others you can refer to:
https://forums.ubisoft.com/showthrea...ardian-Mastery
they could replace explosives resistance with new attribute like incoming repairs for example?Originally Posted by Corejoe Go to original post