Yes, do it and undo the EP backpack nerf
No, keep the EP backpack nerf
I just want to vote
Currently (TU11.1) the Eclipse Protocol backpack talent can be activated without equipping any other EP piece. Based on the TU12 PTS patch notes, it looks like this will change:
This change is most likely responding to complaints from PvP players due to the popularity of the Ridgeways Pride/EP backpack/Sadist combo.Fixed the “Symptom Aggravator” talent activating under certain circumstances without the required gear.
Proposal
Under Gear 1.0, there was a weapon talent called "Stop, Drop and Roll":
- Bring this back as a gear talent and leave the Eclipse Protocol backpack as it is under TU11.1 - i.e. doesn't require four pieces of EP.
- Add immunity to status effects for 5(?) seconds after a roll (thanks to sheep_ssheep for the idea)
- Perhaps shorten the cooldown a little (30sec?) in PvP due to the frequency with which players face status effects.
Rationale
- Provides PvP players a way to partially mitigate the most common status effects, without making them immune
- Does not impact PvE players who want to use the EP backpack
- Provides PvE players a way to partially mitigate status effects from NPC chungas (Riker bleed, Cleaner burn)
- Does not make the Backfire SMG OP as players reload more frequently than the cooldown
*cof* https://forums.ubisoft.com/showthrea...pecializations *cof*. Yeah it's a shameless self promotion but i think it would do WONDERS regarding people getting some minor defensive talents as passives.
I just want the backpack to continue to work standalone to make OD set viable
Even prior to the Ridgeways Backpack being introduced, I always thought the Stop, Drop, and Roll talent should be in the game. A friend and I actually discussed this just being a game mechanic that is not tied to gear or mods or anything else. Just a mechanic that if you have a status and roll a couple times it goes away. With the amount of damage that status does there is not a counter that equates to it that does not cause a significant loss somewhere else. It is very lopsided.
I like the idea of adding them to the different Specializations. I would even suggest removing the individual firearms class bonuses (15% Damage buff), giving all guns a 15% boost to equate for it, and adding the old holster and passive talents into the Specializations. That would make them more valuable.
Out of habit, from almost every other game I have played, and having an item with the talent prior to gear 2.0, when my character is on fire I start rolling.Originally Posted by GFlack Go to original post
I agree that it should be a game mechanic. Rather than adding it to a single specialization, it could be included with all specializations like pulse resistance. Add it to the skill tree to be unlocked.
Adding random passive talents to existing gear would cause an uproar from people who had recalibrated those items already. That would still happen if a new talent is added to the pool, but it would only affect people who wanted the new talent.Originally Posted by LateNiteDelight Go to original post
Adding it as a specialization perk would be cool though.
Everything they do [even things they don't do, but people "perceive"] causes an uproar ¯\_(ツ)_/¯Originally Posted by dagrommit Go to original post
I definitely prefer the Spec change approach though
Wicked is better overall, and buff stays in 20sec (Perfectly 27). and does not have range limitOriginally Posted by dagrommit Go to original post
The backpac doesn't have range a limit? and well it also does 30% amplified compared to 18% WD (but loses on brand an extra attribute).Originally Posted by Imagine_Brata Go to original post