If I could fix some of Axton's BAD skills this is what I'd do

Unofficial Community Patch is out and is successful.

At some point @shadowevil1996 will shift to skills and I thought this might be a great way to achieve some sort of consensus from the “soldier community” as to what skills he could look at to modify…and by how much.

I truly understand that we may NEVER come to a total consensus…and that’s OK. But it would certainly help Shadow more hearing ideas from an organized place like this forum

So I will start:

Laser Sight is currently useless…in fact, I can’t really tell if it does ANYTHING except add a laser pointer with the addition of a point
Recommendation: It’s an accuracy buff so make it buff Accuracy across the board exactly like Precision does with Zer0

Overload: Unfortunately since this skill is AR’s only…and VERY few people use ARS in the game…and most AR Mags are actually fairly large to begin with. The skill is NEVER used
Recommendation: Instead of just AR’s make the bonus apply to ALL weapons. If that looks too much the percentage of increase with each poiint could be reduced slightly

Ranger: Buffing 7 skills by 1 percent per point is just…nothing. NOBODY does Ranger, it is way to far down the tree to use precious points for a 1% giain…even if it is 7 skills…they put their points elsewhere.
Recommendation: 2% per point would be tempting…and it’s far enough down the tree that it FORCES tradeoffs and points taken from elsewhere

Duty Calls: Another NEVER used skill. It HAS to be buffed enough to make NonElemental an OPTION. Right now…an additive bonus of 25% is meaniningless.
Recommendation: Change the value for each point added to 6% and make the bonus Multiplicative . And all of a sudden NE becomes a TRUE option on Axton

Nuke: Nuke does not hit hard enough…it’s that simple. It doesn’t even hit hard enough to offset the animation which takes you OUT of the fight and breaks your targeting for a few split seconds.
Recommendation: Make Nuke be able to KILL lower level enemies at OP8 and increase knockback…it’s that simple. It is a CAPSTONE for crying out loud!

Phalanx Shield: The damn thing is paper thin. it goes down on the first shot at OP8
Recommendation: Phalanx Shield needs to be able to stand up to virtually anything for AT LEAST 3 seconds…at least once during it’s deployment. 3 -5 seconds…I can work with. Gone in a split second, it’s useless.

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To make it worthwhile, I think we should look at shields in the game to compare it to, and I think the Antagonist is the best bet. High capacity and damage reduction/reflection against bullets? That would make Phalanx viable against gun enemies who destroy it almost instantly.

An idea I had about Nuke the other day is to not only give it any grenade/splash/relic buffs you’ve got going on to give it some more oomph, but also make the nuke explosion match the element of the weapon you have in hand (explosive for non-elemental). Shades of Krieg’s Bloodsplosion.

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Both great ideas. keep them coming!

At this point I have no idea how much Shadow can change with skills…whether he can change just existing attributes…add attributes that exist in game somewhere else…

Or really get wild…LOL

I tried to keep mine to stuff I think would be fairly easy to achieve through adjustments to existing attributes.

And you guys both have ideas where the code already exists somewhere else.

It will be interesting to see what shadow settles on…what he can and cannot do.

I know he’s very busy with the follow-on patch but at some point he is going to want to know what needs to be done to Axton’s skills and I expect he will visit the thread a lot.

Cheers to GB for allowing this.

Just another reason why I buy their title!!

Overload for all gun types and Ranger 2% are ok imo, but Tediore reloads are going to be really OP.

Duty Calls only being multiplicative is enough in my opinion. Maybe getting something that better suits Jakobs instead of fire rate too.
See, Reaper is 8% per rank but only Works when more than 50% health. 5% per rank at all times plus another stat is trully amazing. I already can imagine my dream of a Non-elemental Omen setup coming true.

Nuke deserves a damage boost of course, would enable using the Turret as 2 grenades with a Nuke/Gemini setup + Grenadier. Also, adds splash that is boosted by grenade damage.

Laser Sight is about the Turret, not Axton. Turning it into Precisi0n is kinda off. Maybe turning the field where the Turret can see enemies bigger could be a good tactical progress as you can place the turret upper on walls, where the accuracy of Bandits and Loaders isnt this good. This could also fix Phalanx Shield issue, as less bullets are going to hit the Turret.

Other than that, maybe changing some melee boosts for anything else more effective.

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Respectfully, I disagree…I kinda see what you are saying but…

Why does it have to be only about the turret? The title Laser Sight means nothing…at least to me. I have personally had “Laser Sights” on Pistols, Shotguns, Assault Rifles and I don’t think it has to be just about the turret.

AND…a skill similar to Precision becomes a solid choice because there is no question it would help Axton’s main arsenal, Torgue Explosive guns.

And besides weapons… the turret should be more accurate as well…EVERYTHING in his backpack should be more accurate.

Right now…the skill does not even make the turret more accurate…it has been proven.

It is such a waste…LOL

Well, the skill says that it upgrades the Turret accuracy. This is why I said that it is about the Turret.

Anyway, I get that an overall accuracy boost is really nice for Axton but I dont think it fits him.
See, Zer0 has Precisi0n cause, you know, he is an assassin and all. Zer0 is a soldier guy that really likes explosive weaponry for we can see from his skill in general. His playstyle isnt about being accurate, it is about showering grenades and placing your Turret in the right spot.
I mean, in general. I know that Axton has a lot more than it, but accuracy isnt a trait of him at all. He is supposed to be played at mid range, where he doesnt needs the accuracy this much.
My long range weaponry with Axton is, usually, the Gunerang and Longbow grenades.

What Im trying to say is that, while good, I see it as out of context for Axton. Trying to improve the Turret is something that suits him better in my point of view.

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Laser Sight- gives the turret a lock on ability, aloowing area of effect weapons like grenades and RL to do 15%-20% more damage to enemies behind cover. Think of it as making it easier to pinpoint enemies so your attacks with the above mentioned weapons can be more accurate, thus causing more damage.

Crisis Management- change the melee damage to reload speed

Overload- add a RoF, reload or damage boost

Duty Calls- add a reload speed boost

Ranger- use the boosts from your BAR instead (spoken by a man that has a +25% across the board BAR… :smile:). really though, give it a reload boost and that would work too…

Nuke- my level 72 Axton uses a Double Up/Nuke build to great effect- clears out the shields on low level mobs and can even kill weak members with the second turret Nuke. My OP8 Axton hasn’t tried it yet so giving it more ‘oomph’ at OP8 might make me check it out…

Phalanx Shield- either give it more health, bullet deflection or 50% of the capacity of the shield Axton is using…

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Also, Ranger could get a grenade damage boost too. I think that it is the only thing missing.

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I like both the above sets of ideas.

The turret thing is nice Carlton…Like it… Kind of like Zer0’s kunai marks DM…or Wilhelm’s Laser Guided.

And it would be strictly “turret related” so that helps ease 'cruz’s concerns.

Great stuff!

I guess it will all depend on what shadow can actually DO with the code.

I believe it’s almost impossible for shadow to add something new that doesn’t exist in the game already and even then I’m not sure if he can add some abilities of completely different skills to Axton, so I would just suggest stat increases.

I actually made a video about what I would change about Axton once: https://www.youtube.com/watch?v=aXwmu0FY8hs

To sum the video up: Make Nuke and Phalanx Shield twice as strong (maybe PS even 2.5-3 times as strong, because Longbow Turret already adds 13.000.000 health to the turret, so PS adding 10.000.000-12.000.000 wouldn’t be too strong, especially since its hitbox is much larger), make Ranger 2% per point, assuming that Duty Calls can’t be made multiplicative, make it 7% gun damage per point and 4% fire rate per point (if possible replace fire rate with reload speed, accuracy or whatever) and if it can be made multiplicative leave the gun damage at 5%, because that’s already more than Gaige’s WDT or Krieg’s Strip the Flesh, buff Scorched Earth and the turret’s damage values (in the video I went with +50% and +15%, but because of the damage reduction the skills give I’d go with more than that) and if possible fix the Gemini+Sentry glitch.

Other changes: If possible add something else to Laser Sight besides just accuracy*, maybe turret damage (since that’s completely new I doubt it’s possible) or like 2% cooldown rate per point, if possible make Last Ditch Effort’s damage multiplicative (if it helps Athena’s Clear works like this) and maybe give Able 0.5% health regen per point.

*Laser Sight does increase the turrets accuracy. Some people think its a bad skill because it slightly reduces tracking speed IIRC, but in reality this is rarely a problem since only flying enemies actually have to be tracked by it all the time. The only problem LS has is that turret accuracy simply isn’t worth skill points most of the time. It’s like Zer0’s 0ptics in the way that it does what it’s supposed to do, but what it does isn’t that amazing.

I also disagree with Overload. It’s a skill I always use when I use an AR (and ARs being bad is a misconception in the first place) and +10% per point is pretty good and especially helpful for ARs that eat a lot of ammo like the KerBlaster, Ogre or Hail. If anything I’d nerf it’s mag size bonus and give it a fire rate bonus on top of that, but that’s not really necessary imo.

Also this is not specifically for Axton, but it would be awesome if the shield capacity cap was removed. If that’s not possible make Preparation 4% shield capacity per point.

3 Likes

I dont think that Scorched Earth needs a damage buff to be honest. Does it get grenade damage bônus? If not, making it so should be enough.

Nope, it doesn’t. There’s no way to boost its damage and I’m 99% sure it’s impossible to make grenade damage apply to it. Compared to Cloud Kill it barely kills anything at OP8. It doesn’t need to be as ridiculous as CK, but it should be able to take down multiple regular enemies imo.

@DemoniteBL Thanks for doing this D…as one of the games best Commandos, your input is very valuable!

Agreed…sounds good to me…perfectly reasonable

[quote=“DemoniteBL, post:11, topic:1557999, full:true”] make Ranger 2% per point, assuming that Duty Calls can’t be made multiplicative, make it 7% gun damage per point and 4% fire rate per point (if possible replace fire rate with reload speed, accuracy or whatever) and if it can be made multiplicative leave the gun damage at 5%, because that’s already more than Gaige’s WDT or Krieg’s Strip the Flesh, buff Scorched Earth and the turret’s damage values (in the video I went with +50% and +15%, but because of the damage reduction the skills give I’d go with more than that) and if possible fix the Gemini+Sentry glitch.
[/quote]

Agreed. This is excellent and VERY creative thinking…I had not even thought of just making the gun damage part of the skill nmultiplicative. I’m not sure how much Shadow can do but at the very least…Ranger at 2% per point would be welcome.

You have me on this one. What is the Gemini Sentry Glitch??

I like these suggestions a lot…had not even thought about Able. And you are right…it’s weak!

OK…but how do we fix it?? Also…I personally tested Laser Sight three different times on three different kinds of enemies and although Accuracy should improve actual hits and actual damagew (I mean logic says that it should anyway)…in these three instances I saw NO Change and if anything, a DECREASE in actual damage produced. Also, the skill did NOT improve the turrets slagging abilities which is also odd to me as logic would say more hits equals more instances of slag.

It’s not that AR’s are BAD…it’s just that they have been reduced juuuuust enough to make them “least desired” to the vast majority of players. Shadow has done a lot to fix that. I mean the overall critical hit penalty to AR’s was ridiculous and ill conceived to begin with…WHAT WERE THEY THINKING! And while you use Overload and can make AR’s work, I submit that you are so skilled D…you can make ANYTHING work! LOL I still feel the skill in general should be UNIVERSAL magazine buffs to all weapons. It will give more overall choice to the game because if you DON’T go AR’s then you automatically write off the skill. And FAR too many folks that play Axton do not use ARs…even though his original design called for him to be an Assault Rifle Warrior.

Oh I like this…I like it a lot!

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No problem, always happy to discuss Axton things, especially together with other good players. :slight_smile:

Basically Sentry doesn’t apply to the second turret (it shoots the same amount of bullets in one burst). I have an example of it in the video I linked above.

Well, I wouldn’t say Able is weak, its just that BL2 seems to always have this “2% health regen on skills standard” and while that’s fine for skills like Preparation, which is mostly active outside of or inbetween combat instances, Able is the direct opposite and mostly active during battles, so .1% more regen per point would be welcome imo.

If I would remember where I saw it I would link you to the video that showcased Laser Sight’s effect. Perhaps I’ll test it on my own at some point (would make for a good video as well xD).

Thanks for the compliment, ^^ but in all honesty I think most of the “distaste” in assault rifles comes from simply believing what others say without checking things in-depth on your own (that’s a completely different topic though, so I won’t go into it). They’re often compared to SMGs and the thing is that ARs actually have more high tier weapons than SMGs, but on the other hand also more low tier weapons than SMGs. I agree that the crit penalty is pretty unnecessary, but other than E-Tech ARs it doesn’t make them worse than other weapons, especially since Jakobs ARs don’t have the penalty and Torgue ARs don’t care about crits for the most part.

Anyway back to Overload, compared to a different weapon type specific skill like Sal’s I’m Your Huckleberry, which gives you +15% pistol reload speed and damage and is also tier 2, +50% mag size is really not a low buff imo. If we make it apply to all guns it would need a heavy nerf, because a similar skill would be Claptrap’s Organized Guns are Happy, which boosts mag size by 5% and 2% for team mates per point and is also tier 5. So Overload should be around 5-6% per point to make it balanced.

Also one thing I forgot to mention: Since the Specialist has up to +64% shotgun damage now maybe it should be nerfed to not make it broken in combination with 11/5 (+77% damage) in Duty Calls, because I feel like 7% per point in Duty Calls is needed.

He removed the Crit Penalty and did some things to Blasters that have really made them useable again…Vladof especially

And can you imagine the Flayer…with the types of Damage boosts from Duty Calls and the new Mod…

Yikes! LOL

I agree with you about CK doing a lot more damage. Since both are gamechangers, their damage output should be more on par.
Also, isnt it possible to change the damage type or something in this line?
Well, it is a shame to be honest cause applying grenade damage boosts to both Nuke and Scorched Earth would allow both skills to scale better into the game.

Also, I find that overall the Turret does a good amount of damage when you spec into Double Up, Sentry and Scorched Earth. A boost is really welcome, but I think that it is in a good spot. It wont clear maps like a Roid-buffed element matching Deathtrap but with Mag-Lock and Longbow you can place it where it can help you clear something before being destroyed.

Nothing close to Cloud Kill, thou. Actually, I think that no other gamechanger come close to Cloud Kill to be honest.

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Totally agree. I said earlier, Tediore chucking would be really OP. Nerfing the % before applying to all guns type is totally ok.

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Laser Sight should boost turret damage and team critical damage.

Overload could boost launcher ammo as well as assault rifle ammo since launchers are as much “Axton” as ARs and grenades.

Ranger could be buffed so it provides 20-25% boost when maxed.

Duty calls needs to be multiplicitive

Nuke needs to be at least twice as damaging.

Phalanx shield needs to be at least 3x as strong.

It’s not that AR’s are BAD…it’s just that they have been reduced juuuuust enough to make them “least desired” to the vast majority of players. Shadow has done a lot to fix that. I mean the overall critical hit penalty to AR’s was ridiculous and ill conceived to begin with…WHAT WERE THEY THINKING!

While there are a whole bunch of horrible ARs (Grenadiers come to mind), I have to agree with Demo that ARs are a stronger weapon type than SMGs. The good thing about SMGs is that they are consistent, with parts and brand variations only marginally affecting performance. But that also means outside of PCs, they are all kinda just good. ARs have alot of parts and brand variation, meaning we can have really bad ones (Grenadiers, Bandit ARs), good ones (Spitters, Jakobs ARs, Spiniguns) and great ones (Gatling Gun, Vladof Rifle, Minigun). Also, ARs did a lot more interesting things on the red text front as compared to SMGs. The crit penalty does kinda hurt, but then again, a Vladof Rifle, Minigun and Gatling Gun should outperform all SMGs but the PCs.

And FAR too many folks that play Axton do not use ARs…even though his original design called for him to be an Assault Rifle Warrior.

IMO, while Axton has a AR class mod, that COM is kinda underwhelming. Zer0’s Sniper COM and Maya’s Cat COM make them almost unmatched in their respective gun types in part due to the size of the COM (138% vs 50%) boosts as well as their inherent higher damage potential. The Rifleman is nice, but is just a bunch of additive gun damage buffs that are not that substantial, meaning only has a little more DPS than the Soldier when using ARs. Additionally, the Soldier buffs cooldown (more Turret and more Battlefront), Reload speed and Swap speed, meaning it probably will outperform the Rifleman on the field. Axton is outperformed by Zer0 when utilizing the crit-based ARs and by Krieg when using the splash ones. Maya can also generally exceed him due to the reliability of all her passive damage. To be the AR class, Axton either needs alot more gun damage OR have some damage on the Crit or Mutliplicative sides of the equation.

LOL I still feel the skill in general should be UNIVERSAL magazine buffs to all weapons.

That said, I kinda agree with this. Overload was so iconic in BL1 (and made the Heavy Gunner a ton of fun) because it gave huge buffs (11%/level) to Roland’s mag in all weapons. Its kinda a downer to see it be based off Assault rather than what its actually named after. The mag size buff should be reduced to balance though.