ubisoft discussions

Quick Suggestions

  • Gates.Of.Hades
    Original poster 170 posts

    My proposal for expertise upgrade options.

    Though i havent tried to maximize all of my gear to have expertise level (edit, now i have, but for several weapons and gears only yet)

    But i think the current upgrades are just providing a higher ceiling to the same meta or builds

    My suggestions are: explicit to PvE (dunno how this should be balanced for PvP as i dont play that mode, any suggestions are appreciated)

    Give a custom upgrade options for each items (1 per item across) unique for every item including existing ones


    GEARS:



    A. Mask:


    1a. Health regeneration 0.1% up to 1% max per sec
    2a. Health on kill 2% to 20% (+1% to +10% on headshot kills)
    3a. Hazard resistance 1% up to 15%
    4a. Pulse resistance 1% up to 15%
    5a. Optimal distance 1m to 10m
    6a. Accuracy 1% to 15%
    7a. Skill speed 2.5% to 25% (tracking)
    8a. Repair skill 1% to 15%



    B. Gloves:


    1b. Reload speed 2.5% up to 25% max
    2b. Rate of fire 1-15%
    3b. Stability 1-15%
    4b. Melee damage 50% to 500%
    5b. Swap speed 25% to 250%
    6b. Skill cooldown -0.5 sec to -5 sec
    7b. Revive speed 5% to 50%
    8b. Grenade cook 7 sec to 3 sec



    C. Chest


    1c. Armor regen 0.1% to 1% max
    2c. Damage reduction on hit 1% to 10% (like defender drone) +1% to +10% on headshot hit (5 sec refresh on full auto gun, 10 sec for bolt action/pump action/semi auto)
    3c. Skill damage 2% to 20%
    4c. Incoming repair 2.5% to 25%
    5c. Armor kits 5% to 50% faster application
    6c. Health 10% to 100%
    7c. Throw distance 1m to 10m
    8c. Magazine size 1% to 15%



    D. Backpack:


    1d. Active bonus armor 2.5% to 25% (like sharpshooter but active all the time) needs 10 sec to replenish or use armor kit to replenish instantly
    2d. Status effect 1% to 15%
    3d. Skill health on kill 2.5% to 25%
    4d. Armor kit 10% to 50% chance not consuming on use
    5d. Carry items +10 to +100 (also for materials)
    6d. Grenades +1 to +10
    7d. Skill items 10% to 50% (having an additional skill for like cluster/chem launcher/sniper turret ammo/etc)
    8d. Skill duration 2.5% to 25%



    E. Holster:


    1e. Pistol damage 2.5% to 25%
    2e. Ammo 2.5% to 25%
    3e. Item acquisition 5% to 50% chance drop increase (this game is on its stretch, i think having a dedicated farming gear isnt bad)
    4e. Armor on kill 1% to 10% (+1% to +10% on headshot kills)
    5e. Grenade drop chance 2.5% to 25% (+2% to +20% on explosion kills)
    6e. Special ammo acquisition 2.5% to 25% (+1% to +15% status affected kills)
    7e. Skill haste 2.5% to 25%
    8e. Armor kits team repair 5% to 50% from your total max armor (unique armor kit of specialization applied)



    F. Kneepads


    1f. Movement speed 1% to 15% (sprint and cover to cover)
    2f. Roll recovery speed 1% to 25% faster
    3f. Explosion resistance when in cover/not moving 2.5% to 25%
    4f. Revive speed 5% to 50%
    5f. Armor kits teammate repair 1m to 10m radius
    6f. Grenade damage 2% to 20%
    7f. Revive distance 0.2m to 2m radius
    8f. Bonus armor on kill 1% to 10% (+1% to +10% on headshot kills)

    EXOTICS AND NAMED:


    Unique traits for named and exotic items should give an upgrade option (so many exotic and named, cant put them all here):

    1. One of its talents buff specific talent
    2. Upgrade 1 mod slot in weapons
    3. Option to choose one from specific area of item to upgrade from (chest/backpack/mask/guns/etc)


    WEAPONS:


    Havent think about weapon unique traits but heres my first thoughts: (any suggestions are welcome)

    1. Stagger enemy 1% to 10% on crits (like the existing staggering they do, just to add the chance of doing it, pve only) (+1.5% +15% on headshot crits)
    2. Weapon handling 1.5% to 15%
    3. Headshot critical damage 1% to 10% (multiplicative to existing attributes headshot/crit)
    4. Armor on crit 0.1% to 1% (+0.1% to +1% on headshot crit)
    5. Ammo returned from kill (straight to mag) 1% to 10% (+1% to +10% on headshot kills)
    6. Health on hit 1% to 10% (+1% to +10% on headshot crit)
    7. Skill damage on hit 0.2% to 2% (on hit) 20% max (5 sec refresh on full auto gun, 10 sec for bolt action/pump action/semi auto)
    8. Explosion on kill 10% to 100% damage (scale from weapon damage + concussion grenade damage) chance 1% to 10% (2.5% to 25% on headshot/explosions) radius 1m to 10m (pve only)



    UNIQUE TRAIT FOR WEAPONS



    A. Assault Rifle


    1a. Crits will proc bleed for 0.5 sec per crits, deals damage while bleed is active 5% to 50% from total weapon damage per crit



    B. Sub-machine Gun


    1b. Gain bonus armor per crit 0.2% to 2% from total max armor, 5 sec refresh



    C. Shotgun


    1c. Deals explosive damage 5% to 50% that scales from concussion grenade (2.5% to 25% chance)



    D. LMG


    1d. Increase incoming repair/repair skill per hit, 10 to 100 max stacks (1% per stack) 10 sec refresh



    E. Rifle (DMR)


    1e. Increase Crit Hit Damage per hits up to 5 stacks, 0.5% to 5% per stack (full stack will deal one shot that wont consume your ammo with additional +25% CHD)



    F. Sniper Rifle


    1f. Crit headshots kill will proc a pulse (like achilles pulse) to a random nearby enemy within their 10m, headshot will deal a crit headshot on a pulsed enemy additionally by 5% to 50% headshot damage



    G. Pistol


    1g. Weapon handling increase per hit by 20% to 200%, swapping from this weapon removes the buff, buff will lasts for 10 sec







    Edit: my suggestions are another options on top of the current upgrades, just to provide more options for diverse build, but still any suggestion/complaints are welcome

    Edit2: edit some upgrades

    Edit3: add the weapon category specific expertise upgrade options

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  • Gates.Of.Hades
    Original poster 170 posts
    This post is deleted!
  • Gates.Of.Hades
    Original poster 170 posts
    This post is deleted!
  • CategoryTheory
    137 posts

    @gt-hades I don't think you've thought through all the implications of your proposal. As just one example of many that I could come up with:

    Backpack...1d. Active bonus armor 2.5% to 25% (like sharpshooter but active all the time)
    Kneepads...8f. Bonus armor on kill 1% to 10% (+1% to +10% on headshot kills)
    Sub-machine Gun...1b. Gain bonus armor per crit 0.2% to 2% from total max armor, 5 sec refresh

    These all would proc Intimidate, and the first or third alone might be enough to free up an entire talent slot were they added to the current Intimidate design. In the new Intimidate design proposed by the developers, they'd add even more power. Particularly the backpack talent could probably be used to keep Intimidate permanently charged up and thus immediately available at full strength, which is exactly what the developers were (rightly or wrongly) wanting to prevent with their proposed to change to Intimidate.

    Huge changes like this that affect a lot of systems (the way new sources of bonus armour affect Intimidate) require both extensive analysis and a good deal of playtesting if you're going to avoid massively breaking the game balance.

  • Gates.Of.Hades
    Original poster 170 posts

    @categorytheory yeah, im still tinkering in my notes how to mitigate the imbalances ive proposed

    ive seen the intimidate thing (is it a bug?) it acts like an infinite buff for some reason, though i havent tried my intimidate again with adrenaline rush in pts, maybe i should

    yeah these traits would proc intimidate easily, though with the changes for intimidate in pts, it needs time to ramp up, up to 7 sec just to get the max damage (as it supposed to be, not the bug ive seen). With more options to acquire bonus armor to prolong intimidate (bonus armor is easily acquired)

    though for the third traits, i agree it could be a talent or an exotic talent (actually it was my idea for an exotic gun, for some reason i put it here lol)

    but all in all, we could also say scorpio is literally OP as of now, it could make the game easier on all regards, but if they could put a substantial options for more OP options to build upon, and balance it out for the content that would come, i guess evryone's a win win

    note: sorry im a biased on gear 1.0, some ideas came from there lol

    thanks for the read

  • CategoryTheory
    137 posts

    @gt-hades As you're probably aware, the most common way of using Intimidate is to pair it with Adrenaline rush so that just before you reach Intimidate range on an enemy you automatically get a chunk of bonus armour to give you the +35% TWD. In the PTS notes (which I can no longer find; perhaps the developers deleted them) the developers explained that it was nerfed to take some time to ramp up, I think to mitigate its usefulness for ganking in PvP. At any rate, IIRC when you proc'd Intimidate you got no buff for a second, then +5% for a second, then +10% and so on until after 7 seconds you have the full buff. It all vanishes the instant you have no bonus armour, and will ramp up again when proc'd again.

    Being able to have a continuous source of bonus armour of course means that you'll start ramping up before you go into combat, and so Intimidate will function much like it did before, until you somehow lose all your bonus armour. (That should be rare with correct use of a shield.)

    I don't mind ideas from Gear 1.0. Some of them I find rather appealing. I just don't want to see ideas that break the game balance, and a in a list as long as yours it seems to me almost certain that there are several that would do so, probably in subtle and non-obvious ways.

  • Gates.Of.Hades
    Original poster 170 posts

    @categorytheory thats actually the prob with the revamp intimidate, as 7 seconds wouldnt be enough to hold your armor/shield unless you are full blue or something, also for pvp (in which i dont participate but have handful of experiences) intimidate alone couldnt kill you, as some players rely on striker shield with in sync too to add more damage than it should have and to be fair, the upcoming spotter + flatline would demolish the rushers from far away (i remember the time when classic m1a can destroy you in one shot, full armor).

    The ramp up actually kills (at least for me) the rushing run and gun type of build, atleast for smg builds

  • CategoryTheory
    137 posts

    @gt-hades

    thats actually the prob with the revamp intimidate...

    Ok, if you say so. I don't have a strong opinion on the developer's proposed Intimidate change (though I am swayed by some of the arguments against it). My point is that your proposal in the initial post does appear to change the developer's proposal for Intimidate, and you don't even mention it. If you want Intimidate potentially restored to being fully proc'd at the start of an encounter, you should say that you're doing that and why.

  • LateNiteDelight
    1040 posts

    I had a similar, though more simplified version of this I didn't post. Similar thought though - instead of adding just the basics, give us things we used to get from holstered weapon talents and passive talents. Plus some things like movement speed or melee damage.

    If I have time this afternoon, maybe I'll give it a shot.

  • N3mB0t
    1238 posts

    the idea isnt bad , but then again everything with a little substance would be better than the pre choosen monochromatic bonus we will be upgrading to.

    but your sugestion is also kindda overcomplicated , no need to have something that needs so much text and points to be described , players like simple but efective mechanics , something they can remember in a snap , not something they have to refer to a table of contents to even know what comes next.

  • Gates.Of.Hades
    Original poster 170 posts

    @latenitedelight you should!! i would love to see it!

  • Gates.Of.Hades
    Original poster 170 posts

    @n3mb0t i agree, though im not that great with ui/ux design but with a proper choice of words (concise descrption too) would help a lot

    i might come to think for a simpler term to simplified the descriptions

  • Gates.Of.Hades
    Original poster 170 posts

    @categorytheory no need to argue 😄 but i get your point

    actually thats kind of my concern, though with this 7 sec to ramp up, intimidate is super slow to use for full potential

  • N3mB0t
    1238 posts

    @gt-hades
    your idea is fine , its something someone would bring to a meeting table to then be scrutinized by a bunch of specialists and then reduced to bare meat on bones by the money guys . just how it works.

  • Gates.Of.Hades
    Original poster 170 posts

    @n3mb0t lmao, i imagine that, i think they are scared to get risky in designing this game (well they havent have much of budget and attention of the higher ups)

    finger crossed that they could make this game much worthwhile than what it is now in PTS

  • As1r0nimo
    393 posts

    Idk. My variant with bonuses based on the core attribute looks way easier to implement and less broken in terms of numbers, but still useful

  • LateNiteDelight
    1040 posts

    @as1r0nimo so basically Expertise is one giant pool, and then the bonus is just given based on that number and the R/B/Y mix you wear?

  • As1r0nimo
    393 posts

    @latenitedelight

    Easier.

    If it's a red core, you gain 0.5% weapon handling and weapon damage.
    If it's a blue core, you gain 0.5 total armor and 0.1% armor regen
    If it's a yellow core, you gain 0.5% skill efficiency.

    Per level of expertise and per 1pc of gear. So it's 30% in total if you wear 6 pieces of the same core stat.

    It's easier to implement (just a check code for the type if core stat), can be changed based on core stat (recalibration) and is efficient for each build type.

    Without any big gaps of imbalanced whatever




  • N3mB0t
    1238 posts

    @as1r0nimo

    that would be way better than what is planned , lets see how the PTS pans out , but im not holding my breath.

  • Gates.Of.Hades
    Original poster 170 posts

    @as1r0nimo i like it

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