In the past two weeks, I made some posts in the game's reddit page, which you can read here:
Based on those two threads and the comments left by other players, I'd like to submit the feedback on the buffs and reworks our current exotic weapons and armor could get to make them more meaningful, specially some of the bottom performers.
Blue Screen doesn't have a damaging talent but built in functionality that is actually really good. All of its mods are built around making it handle well, really well. It has the highest base damage of all LMGs except the M60 family.
Much like the Chameleon being an AR that plays like an SMG, Blue Screen is an LMG that plays like an AR.
The only area of opportunity I see here is to boost the ROF mod of the weapon from 10% to 15% which would end up making it have an RPM of 690. This, coupled with its base damage will make up for the lack of a damaging talent.
Increase its Stability Mod from 10% to 20%
It currently kicks just a bit much for a weapon that is meant to be fired continuously, so that should help a bit.
Tenacity to be changed to Bonus Armor rather than Damage Reduction, to prevent players from killing themselves with it by taking too much damage if they fail to get the kills needed to fully negate the damage taken.
So it would be:
Accuracy increases as you continuously fire, up to +30%. Headshot kills grant Tenacity buff for 15s.
While tenacity is active, body shots grant a stack and headshots grant two stacks up to 50. Every stack adds 2% Bonus Armor. Headshot kills refresh the duration of Tenacity and grant Max Stacks.
Stacks decay over timeMod arrangement changes: Barbed Grip Magazine to 26 rounds from 20Attribute Change: Magazine Size to Rate of Fire +10%
Third attribute: ROF +10%.
The decaying stacks would help make the investment give a better return than to lose all your stacks immediately, which would be very valuable when moving between activities in the open world or missions and Countdown objectives. The change in the magazine size is simply to keep its Mag Size as it is now but freeing up the third attribute for something else. That something else is ROF.
Mod Change: Merciless Optics. Accuracy +10% to Weapon Handling +10%Explosion and Amplified Damage up to 900% from 500%Explosion Radius Increase to 9m up from 7mKilling an enemy with the Explosion grants full stacks.
This would help Backfire gain stacks faster and give it a DPS bump via ROF.
Without getting into a full rework, this would make the weapon function more effectively within its current niche.
This is a juicy one. Let me start by saying I don't think Liberty is bad, it is not. I'm merely changing it to better serve Tank Roles in the game, which is a lacking area right now because being a "tank" mostly means you will take forever to kill something.
I also understand it would require creating a unique modifier for it in PvP, which is frankly long overdue.
Liberty or Death
Headshots Repair 30% of your Shield Health. Cooldown: 20 seconds.
Kills Reset the Cooldown.
Grants 7.5% Pistol Damage for each Blue Core
This way, if you're investing in Blue Cores to be able to use your shield, you will still be able to gain damage much in the same way Capacitor Works.
Kills Refill your magazine (not just 50%) and grant 20% Bonus Armor for each active Stack
This would make the Chatterbox work pretty much in the same way as it does now but providing a damage buff via Magazine Refill and some survival via up to 100% Bonus Armor.
Melee attacks instantly kill non-elite enemies and grant 30% Bonus Armor and 15% Total Weapon Damage for 15 seconds.
Bring me a Dream
Melee Attacks on Elite and Named Enemies Cause a 5m Explosion that inflicts Shock for 3 seconds and grant 30% Bonus Armor and 15% Total Weapon Damage for 15 seconds.
Cooldown: 20 seconds
This rework has a dual purpose: to make the Sweet Dreams matter on its own right but also compete with the Scorpio. Mostly, it's a high risk, be on the enemy's face, high reward type of weapon. Melee is its fundamental mechanic but it's now also a properly functioning Shotgun.
For purposes of PvP, players would be considered Elite/Named and trigger the second Talent.
Kills grant +20% movement speed and 1000% Melee Damage for 10s (500% for PvP).
This is mostly to help CQC play in the sense that after scoring a kill, you could run to get your stacks back and then open with a strong Melee and then shoot the Weapon.
Magazine Increased to 8, up from 5.
Kills while Agonizing Bite is active refresh the effect and refills the Magazine.
Cloud Radius Increase to 3m. It's currently between 2 and 2.5m as far as I have been able to tell. A Tier 0 Mender Seeker has a Radius of 3m so it seems fair Catharsis closely mimics that.Have Backfire Damage build stacks. Come on Massive, you know what you did here. Catharsis and Backfire in PTS were a match made in heaven. Please bring that back.
So let's start with lowering the CD to something more reasonable: 25 seconds. It's still kinda on the high end but here's why:Killing Enemies while they are burning resets the Cooldown.
Let's be honest here... This one sucks because the kind of utility it provides is not enough, specially when you have better and stronger ways to set enemies on fire. It also has a monstruous Cooldown.
If an offensive Skill goes into cooldown, immediately transfer all stacks to the other skill.Transfer stacks between offensive skills only.
This would make the kind of utility it provides receive a huge boost if you are capable of scoring kills with the piece. There would be plenty of excellent applications like EP or even hybrid Status/Weapon builds.
Here's what I'm recommending for it:
You see where I'm going with this.
My first recommendation is for builds that use two offensive skills. This could be Drone and Turret or Cluster Seekers with Explosive Sticky. Imagine this: you have full stacks on your Seekers, you deploy them and get that 30% Bonus Damage, they go on Cooldown and now you are able to unleash a devastating 30% Skill Damage Sticky because your stacks immediately transferred. Similarly, if your deployable goes down, you don't waste WF charges.
The second recommendation is so you could still use the Waveform if you use only one offensive skill. For example: a Turret with a Decoy. A Sniper Turret with an Artificer Hive. An Oxidizer with an Artiricer Hive. Hardwired with Shield and Cluster.
This would make WF a lot more dynamic and expand on its usability.
Ninjabike Messenger Kneepads
This exotic deserves a special mention because many exotics in the game that are bottom tier became so when they were reworked for Warlords, but Ninjabike Kneepads launched with Warlords so they have always been pretty awful.
Here's the rework proposal:
Performing a cover to cover, vaulting or combat roll reloads your drawn weapon and grants +25% Bonus Armor and 15% Weapon Damage for 10 seconds
As you can see, the rework plays into what Parkour! already does but adds Combat Roll to its trigger. It also grants Weapon Damage, not multiplicative in any way, just additive WD.
Tardigrade Armor System
In addition to its functionality, whenever Tardigrade procs, it will grant the person who is wearing it +50% Specialization Weapon Damage for 10s.
This ties into the second part of the talent, where killing an enemy with your Spec Ammo resets its cooldown, and it will tie in with the Specializations rework in the future.
Acosta's Go Bag
Two in the Bag: remove Repair Skills and Status Effects and substitute it with 10% Skill Efficiency
Two in the Bag: Grenade Damage +100%
These are additions, not the only perk of the talent
Skill and Grenade Kills lower the cooldown of Overcharge by 5 seconds
Here's the rundown:
Repair Skills and Status are in this Exotic because Skill Efficiency didn't exist when it released, so it's time to get rid of them and put efficiency in.
Two in the Bag adding Greande damage makes it work well with the overall design and increased amount of Grenades in the player's inventory
And finally, Grenade and Skill Kills refreshing Overcharge will reward players with strong skill builds with lower cooldowns on OC the better they perform. I'm also sure you can all see a nice combo with Mad Bomber.
The way it plays will remain specific to how it was conceived but it will make Acosta's feel fresh, relevant and able to compete with Memento.
The final stop in this tour is a personal favorite of mine.
As it currently stands, RWP has two functions: being an enabler for Sadist which makes a good combo for Wicked as well, and it's supposed to provide some form of survivability via bleed/regen and this is where it fails. Partly because incoming damage from NPCs is atrociously high but also because it's not meaningful enough and once Bleed runs out you're screwed and here's the fun part that I've seen after much use of this Exotic: there's a small desync from when the game shows an enemy is still bleeding via the Status Frame on an Enemy and you dealing increased damage to them via Sadist, as well as the Regen no longer applying.
With all of the above considered, here's my proposal:
Shooting enemies within 15m applies bleed to the target. If the target is already bleeding, reapply the effect.
Repair 5-30% of your armor per second for every enemy that is bleeding within 15m.
Killing an Enemy Afflicted by Bleed grants a stack for 10 seconds. Every stack extends Bleeding Edge Radius by 1 meter up to a max of 10.
Repair strength per number of bleeding enemies:
1=5%, 2=10%, 3=15%, 4=30%
As you can see, the number of bleeding enemies influencing regen has been diminished, which also places a limitation on the regen you could get but this goes in hand with the increase percentage of regen per number of bleeding targets.
This is also particularly important because now as long as you're shooting, enemies will be bleeding, given that the Bleed status will be reapplied with shots.
The added functionality of range increase with kills also makes the piece work well with weapons that have larger ranges like ARs and some SMGs as well as providing a wider range to get Regen from.
I think this would give a great boon to the piece while keeping the essence of what it currently does.