Is the bonus skills on Critical mass redundant?

Considering that the class mod gives + to Deja Vu which restores 1 ammo to the mag when you get a critical kill and the Bonus skill to the class mod restores 100% ammo to the magazine when you get a critical kill, wouldn’t that make Deja Vu a redundant skill to have on the class mod?

Sounds like it. Unless the COM effect is reload and ammo is restored from backpack (which shouldn’t be an issue for other types than some launchers and snipers). If that’s not a case than having Deja Vu is a waste of points.

Just tried it again and it does seem to be reloading from the pool of ammo in the backpack instead. So basically a reload without the animation.

The COM effect is in fact just a reload, it doesn’t save you any ammo whatsoever (which makes it easily the worst COM to come out of this DLC which is why it should have an additional effect of buffing your crit damage until you reload after a crit kill).

So in that regard, Deja Vu has a minor use in that it does save you a mostly negligible amount of ammo (unless you are specifically using high pellet count shotguns in which case it can be more efficient), but it doesn’t affect your DPS whatsoever which normally it might ever-so-slightly.

5 Likes

If you wanna see how redundant Critical Mass is Watcjh ThiccFilA’s video Is The *NEW* Zane Class Mod Better Than Seein Dead?! Borderlands 3 - YouTube

Its utter CR4P. They put together skills that don’t synerize at all and made a mechanic that just reloads your gun. Thats all it does, if it gave free ammo and had some skills that synergize together then it would have been somewhat useful. It should have some of these skill Headman’s Hand, Renegade, Sheer Will, Eraser, Playing Dirty, Brain freeze etc, each of these skills need critical hits to work which would synergize with class mod mechanic thats how you choose them.

I wrote this comment on another topic and just wanted to vent. Some of Zane class mods are just redundant and some his skills still don’t work properly (looking at distributed denial). Its been 1.5 years since the game launched and they still haven’t figured it out. Seriously Techspert class mod should reload drones air strike augment or boost its damage and fire rate instead of increasing its duration, we can do that even without the class mod.

3 Likes

No you’re absolutely right. I’ve seen only one case where it could be helpful but the effect of the class mod and the skill is not effective for a class mod. This mod does need a tweak. I’m not sure if it was intended to draw the ammo from the backpack but that seems very silly to have that be the perk of the class mod. Why not have it regenerate 100% of the ammo in the mag rather than reload the ammo into the gun? Or at least take out the Deja vu skill and put in something else in the tree. It’s redundant to have the two of these be on the same class mod and compared to Seeing Dead it’s not remotely as useful in builds. I would love to have some reason to use the Critical mass since we haven’t had a decent class mod replacement for Zane in over a year. This would be a good reason to have an adjustment on the class mod to make it more appealing for universal builds.

excuse you? new executor has insane power in fact i’d never consider seein dead over executor with purple tree. sheesh free accuracy and 100% crit with dfc seein red boosts which is constantly on on the character who generates effortless gun damage…

2 Likes

Yeah, Executor is his Top1 class mod, when Seein Dead is no longer in Top3.

I’d say it’s still in the top 3, just because it’s the best option for builds without MNTIS/DLC5 where you can’t rely on Seein’ Red to keep your kill skills up (I guess you could kind of work around Doppelbanger but that’s just eh…) and it’s still a source of bonus kill skill power even if it’s not the 25% it used to be.
Also, straight-up the best option for Clone Damage since it boosts Donnybrook which is one of like 4 things that actually affect the Clone’s damage formula.

I’d argue the top 5 probably goes something like:

1: Executor
2: Spy
3: Seein’ Dead
4: Hustler (you can do some insane stuff with the Hustler, but it all relies on Eraser to work which is part of a different DLC which knocks it down a notch because without Eraser it’s kind of garbage)
5: Infiltrator (basically a free ASS shieldbreak anoint, plus extra move speed, plus reasonably good skills)

As for the Critical Mass… Well, I guess it’s somewhere in the top 11.

1 Like

Ok so the number 1 class mod is the on release class mod rather than any of the released class mods afterwards? The point is why have any of the class mods released in the last year for Zane if the ones previously released out perform it?

Or in this case as per the topic… The class mod has a pointless skill associated with it when paired to the function of the class mod.

That’s if your main concern is playing solely with the purple tree, not every person uses that tree, you’re off topic of the thread, and (oddly) your reply further boosts my point made. The Executor class mod was around release more than a year ago compared to the defunct Critical mass. Even the Seein Dead class mod was released after Executor but was still more than a year ago.