I'm sorry to say that I don't think that this idea has been put together very thoughtfully. While I really do appreciate having and sharing an idea, it takes way more to actually create a balanced Gear Set that really could be considered by the devs.
But let me explain:
- The bonus for wearing two pieces is huge! Too huge in comparison to other Brand Sets (offering 10% Skill Haste) or other Gear Sets (offering 15% Skill Haste). So I'd strongly suggesting halving the proposed bonus of 30% Skill Haste to be on par with the other sets.
- The bonus for wearing three pieces is also not like the bonuses of other Gear Sets – because usually this bonus only offers one or two attributes (like 15% Skill Duration). So I'd suggest to align the proposed Gear Set to other sets and not granting a rather complex bonus for wearing three and four pieces, but only for wearing four pieces.
- The currently proposed bonus for wearing four pieces feels totally disjointed for me – neither does it underline that this set was supposed to be for skill users, nor does it support the bonuses given for wearing two or three items. So I'd suggest totally removing this idea from this set and replacing it with a new one, that actually creates a benefit for skill users in a distinctive and unique way. Because when reading other Gear Sets' 4pcs bonus you'll see that they are the ones that give each Gear Set a specific characteristic.
- A little addition concerning the currently proposed 3pcs and 4pcs bonuses: when proposing such ideas it is a good thing to keep the game's balance in mind and to think about what ingenious players could create with such a Gear Set. Combining the proposed Gear Set with both the Memento and the Waveform plus the Scorpio or Capacitor could easily create a massively overpowered skill build. Also, with only using three pieces plus the Memento a "run&gun" shield build could come with five red core attributes and one blue and yellow each – and constantly have a tier 4 shield thanks to the 3pcs bonus (or more when including a gun with Future Perfect). So there would be quite a few to easily create totally unbalanced builds with this proposal. Especially concerning skill builds as they are already overpowered since the last TU.
- The chest talent: this also isn't in line with what we can find on other Gear Sets. Because a well designed Gear Set offers a chest talent that improves or boosts the unique 4pcs bonus of the respective Gear Set. It never is a complete "standalone" talent. Also, the ideas you have offered may seem nice at first glance, but they need to be way more thought out to be able to be brought into the game' ecosystem. For example:
"Weapon shooting will consume twice the ammunition and cause 1.5 times the bullet damage."
You would need to implement a completely new calculation for the ammunition consumption (especially considering uneven numbers of remaining bullets, also with using special ammunition). Does "1.5 times the bullet damage" apply to the base damage? Or the overall damage? Because both are completely different calculations lead to widely different numbers.
"The skill duration and ammunition consumption doubled, causing 1.5 times the damage."
Again, we're talking about a completely new calculation here. Plus for a lot of skills ammunition is not even a thing (turret or drone for example). What about skills that consume ammunition but do not deal damage (some chem launcher variants)? And what kind of bonus is "1.5 times"? Additive or multiplicative?
"Reduce armor by 1% per second."
Also a lot of questions here: max armor or current armor? All the time or only while in combat? Can it still be repaired the normal ways? What about bonus armor?
- And finally the backpack: what's true concerning the chest also applies to the backpack – the talent is supposed to somehow work with the distinctive bonus of the Gear Set rather than bringing in another completely disjointed bonus. But I have to admit that I did not quite get what's your understanding of "effects of non-skills and non-bullets"? Are we talking about status effects? Or some kind of"additional" damage dealt by some specific talents?
Since you're referring to the Ruthless/Merciless I'd assume that by "Plague" you mean the Pestilence and by "Prince's Revolver" the Regulus? If yes – all those weapons' talents do have kind of an aforementioned "additional" damage. But in all three cases Weapon Damage is being taken into account for calculating it. So there's no real basis for simply increasing this damage by 50%. And yet again that would be a completely new calculation that would have to consider loads of specific talents, damage types, and other stats and values. For example – does "enhancing the effect by 50%" of the Regulus refer to the damage dealt or also to the radius of the explosion?
So... as one might see now: creating a new Gear Set is a pretty tough thing to do, if one wants to make it fit well into the game's ecosystem of existing gear, weapons, talents, attributes, calculations and so on. And especially balancing needs to be on spot or else a new set might easily open up numerous ways to either f**k PvE or PvP. Or both.
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