Arbites is close to perfection, in my eyes. The variety in builds is great, but, there’s room for improvement. Particularly Nuncio Aquila and Terminus Warrant.
Nuncio Aquila is very thematically consistent with the Arbitrator’s hold-your-ground playstyle, the problem is, it doesn’t do enough to actually prevent a wall of enemies from breaching an area. A wave of armor such as Maulers, Bulwarks and Crushers can easily force you out of NA’s pathetically small field. One single bomber can force you out. The main issue is that 3 of the 5 buffs that this ability gives you within it basekit are worthless. The only ones of note from the basekit are the 7.5% toughness per second regeneration – which is not actually much to write home about – and the +15% damage to anything within the field. The rest is entirely inconsequential… and why is the stun immunity only applied to when you are in alternate fire?
The left sub-node is the real interesting one. 30% toughness damage resistance and 30% ally revive speed. Both very welcome, however, it gives the idea that the ability is supposed to be used to save teammates… which, Castigator’s Stance does a MUCH better job at, and I don’t think I need to explain how.
I believe it is easy to fix Nuncio Aquila. Firstly, give a damage buff to every ally within the field, rather than a debuff to enemies within. Secondly, maybe increase its effective size a little. Thirdly, maybe let the damn thing move…
Terminus Warrant is a whole different can of worms. It’s simply unsustainable and unintuitive. It offers close to zero utilities compared to the competing keystones: zero damage resistances, zero cooldown reduction, no stun immunity, no movement speed bonus… While I do get the idea that it is a heavily damage-focused keystone, it misses the mark. The other keystones can provide a respectable amount of firepower while also providing great levels of valuable resources, (rightfully) defeating the shoddy intended purpose of Terminus Warrant.
The fact that the subnodes require you to be over a certain amount of stacks, and that simply swapping your weapon can disable those subnodes’ effects, is extremely jarring. This particular limitation incentives players to needlessly hold onto their currently selected weapon, whether it’s a good choice or not, so as to not entirely miss out on their talent point investments. This easily leaves a sour taste in people’s mouths. Why does a keystone come with such downsides? A risk for very little reward.
And let’s be honest. Melee stacks are just unsustainable… 30 hits go by in an instant. The ranged stacks are naturally disproportionally more interesting. Thing is, as anecdotal as this is, I believe that the more you play the game, the less you will use your gun and the more you will use your melee. The other keystones provide simultaneous, general buffs to both your gun and melee while requiring no ammo investment. Ammo that, the higher in difficulty you go, becomes more and more limited.
My simple suggestion, make the stacks equate to seconds and have stacks of ranged-to-melee a 1 to 3 ratio. Have the timer tick down as you have your weapon out. Adjust the total duration of the buffs accordingly. This is just one idea, I’m sure there are better, but the one currently in the game seems untested.