ubisoft discussions

Quick Suggestions

  • wolfsoldier5
    Original poster 1 posts

    The set is great when playing solo, I am having a lot of fun with it.
    My problem starts when grouping with friends or others. Getting the killing blow becomes harder, meaning you lose a lot of damage.
    My suggestion would be to gain Hollow ammo on kill assistance otherwise there is just no reason to use this set in a group in my opinion.

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    Contrary to popular belief, Lorem Ipsum is not simply random text. It has roots in a piece of classical Latin literature from 45 BC, making it over 2000 years old. Richard McClintock, a Latin professor at Hampden-Sydney College in Virginia, looked up one of the more obscure Latin words, consectetur, from a Lorem Ipsum passage, and going through the cites of the word in classical literature, discovered the undoubtable source. Lorem Ipsum comes from sections 1.10.32 and 1.10.33 of "de Finibus Bonorum et Malorum" (The Extremes of Good and Evil) by Cicero, written in 45 BC. This book is a treatise on the theory of ethics, very popular during the Renaissance. The first line of Lorem Ipsum, "Lorem ipsum dolor sit amet..", comes from a line in section 1.10.32.

  • Noxious81
    885 posts

    That's a pretty common thing with a lot of builds and talents – they work well when playing alone, but need adjustments when playing in a group. Or they just do not work that well or at all.

    Especially talents that proc on kill are very good talents for playing solo – for example Unstoppable Force. But as soon as you quite naturally will not be getting all the kills as you are playing in a group of four agents, the talent will proc less often.

    The other way around the talent Vigilance usually works way better in a team, as the enemies' aggro will not be always on you, thus allowing Vigilance to be activate more often/longer.

    So the answer is:
    No, Ongoing Directive should not be and most probably will not be changed. It's just a set that cannot be played the same way in a group as solo.

  • xcel30
    796 posts

    @noxious81 That set i quite garbage in group and DEFINETLY needs a buff to fix that situation, i think one of the devs mentioned that group part actually being something that is part of the next update
    https://discussions.akamaized.net/static/prod/files/8aa93706-c6fd-4ffc-814c-f5950cfaa3ae.jpg

  • Noxious81
    885 posts

    @xcel30
    True, this time you're right 😉 – I totally forgot about Trick's announcement. Thanks for the screenshot.

    Although I don't really know what she means when she says "reliability of (...) Ongoing Directive (when grouped)." – because I still can't see the "on kill"-thing being a reliability issue. Because as mentioned before, using talents and sets that are dependent on kills (just think about the Headhunter talent, or Bloodsucker, the Memento stacks, or a bunch of weapon talents that only trigger on a kill) will always be harder to play when grouped. So currently I do not see why this specific mechanic should solely be changed for this Gear Set.

    Maybe Trick has some other ideas how to make OD more reliable when playing grouped while not making it even stronger when playing solo or in comparison to other talents that are hard to play when grouped. Maybe it's about how Hollow Point Ammunition will be granted? Or how much? Or in what way?

  • xcel30
    796 posts

    @noxious81 Just making if an enemy that you tagged with bleed dies even if it was not your kill you get ammo back it would be good enough, as the set itself is quite behind in DPS. Point i could make is that this is a gear set so it could escape the "on kill" necessity by simply being a gear set so it can play around the rules a bit better, the second one is that differently from other red sets that gives you a offensive bonus with the set bonus (shotgun damage for hunter's, crits for negotiator, rof with striker) this set doesn't give you any so if you don't have any hollow point ammo you are quite weak since most of your gear will have one less stats, so just making the hollow points upkeep better would make the set be more competitive despite the moderate low damage bonus it gives

  • Noxious81
    885 posts
    (...) the second one is that differently from other red sets that gives you a offensive bonus with the set bonus (shotgun damage for hunter's, crits for negotiator, rof with striker) this set doesn't give you any so if you don't have any hollow point ammo you are quite weak since (...)


    That's a good point you have right there. Since I still feel that escaping the "on kill" mechanic might make the set too powerful and an outlier in comparison to all the other "on kill" talents, maybe buffing the 2pcs and/or 3pcs bonus might be a good solution to allow players to better get kills when grouped. (Just a rough idea for clarification purposes: make the current 2pcs and 3pcs buff the 2pcs buff alone – maybe slightly toned down – and add 5 or 8 or 10% Weapon Damage as the 3pcs bonus...)

  • xcel30
    796 posts

    @noxious81 They could play around with stats you don't see often in sets such as health damage, armor damage, damage against elites and so on. Personally would change 2pc bonus to % magazine size and 3pc to either health damage or even a weird bodyshot damage since this is a set in general is not very crit friendly that is the basic cookie cutter meta, so i think magazine serves as both a DPS buff for weapons as well the hollow points you carry.

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