This Keystone is bad.
it’s pretty much ~13.6% ammo increase and +12% crit chance at the cost of 3 talent points!
(I guess you can achive a pretty good crit chance, but have you seen the crit damage on Ogryn’s weapons?),
But +200% CDR with lucky bullet is pretty cool, still not sure what exactly does it do…
I mean, it really “misses the mark”…
It also exists in the same space as 25% damage reduction and 25% damage increase, I pretty much have to compare them with a literal Small Ammo pack
I want the Gunlugger’s Keystone to be more cool or good, because at the moment there is not reason to take this keystone, unless you really want to be the FULL Gunlugger Ogryn.
(Usually it’s a good idea to take Point-Blank Barrage and just go with the typical melee Ogryn)
I think I understand why they don’t want to buff this Keystone further - Ogryn is really strong, and Gunlugger builds already destroy bosses and basicly anything as long as they have ammo without the Keystone, and if they will buff it…
There is a chance to mess with the balance real hard
In conclusion, I have no idea how to make this keystone more interactive, but I want the KEYSTONE to be less like a combination of these:
PS:
About the interactivity of the Keystone:
Maybe making it interact with the ult, like free ammo for 3 second upon activating the ult
Or make the Keystone do something with Bracing, like Veteran’s Keystone Marksman’s Focus
Or while shooting, chance to regen ammo upon killing an enemy, so that Ogryns would shoot hordes, that is a too much I understand, but I want to brainstorm these stuff.
Or some aura of heat/fire while shooting for some time, like heavy TF2
Or Blaze away but with Rending/Cleave/Shooting speed (This one sounds pretty boring, but at the same time more likely to happen)
The worst part of this keystone is that it is made to be used exclusively with heavy stubbers. I use it for meme flechette calvacate MK2 Rippergun Gunlugger build, but the impact is honestly non-existant.
Yeah cavalcade crit Ripper is totally DoA until the item overhaul. The damage difference between 4 and 8 bleed stacks is insane. Makes me very sad I managed to make several 19 round Rippers with this blessing (if you have a mag size under 20, fat shark rounding takes place and blaze away/cavalcade build stacks for every shot fired).
Anyways I have no constructive comments about randomness. Which is all LB is, gross. Beyond that 1 crit interaction and sloggy penance I did not ever use it.
Also this, the Keystone does not support anything that is not Stubber.
(Have you even used this with a Kickback? It’s cool when it happens, but usually it’s a surprise for which you spent like 6 talent point)
12% with a slow firing weapon when you have like 20 mag size, is like 2 additional bullets, which is not a lot.
I think that this is fine, because Gunlugger Ogryn is basicly just THE Stubber user, but it does limit the use cases for the Keystone.
Also, it heavily encourages you to shoot a whole lot to even feel the effect, while it doesn’t even have ammo regen in any capacity (unless you count 12% of NOT SPENDING ONE BULLET)
This would be fine and cool, if ammo wasn’t so scarce…
I think increasing ammo reserve for the Stubbers would solve this problem…
But you need to increase it by a A LOT.
The math for effective ammo increase is 1/(1-proc chance). It’s hard to even be bothered to argue about this when the post starts with blatant misinformation. I’m sure it’s not intentional on your part but it’s still lazy and should be avoided. Oh also this effective ammo increase is multiplicative with ammo stash.
Your point about them being afraid to buff it is probably accurate. Apply the above formula to higher values and it could definitely get out of hand pretty quick.
That said I still think careful number increases and an alternate final node to MBLO that generates a guaranteed proc on next shot every 6-10 seconds would pretty much fix all its issues
Edit: To be more specific here are the numbers I’d suggest:
14% base BLO proc chance
Raised to 20% chance with MBLO (+25% effective mag and total ammo increase, combines with ammo stash for a total of +56% more total ammo).
Add an alternate (mutually exclusive to MBLO) final node that banks a guaranteed proc for your next shot every 10s (conservative end estimate), or 6s (generous end estimate).
Thank you for correcting me , I am not very good with these stuff, just the surface level of knowledge.
So if I would follow this foruma, the increase would be around ~13.6% + ammo stash it’s ~42%?
I don’t think that just changing numbers would be the way to go, but because nobody really complains - this all might just be me and the Keystone should not be changed or balanced.
Anyways, I really want something cool done with it.
And your idea is a pretty good buff that will balance the Keystone with other ones
Correct. TBC I am definitely not defending those numbers as they are. Just wanted to get the calculations cleared up for the purpose of discussing where those numbers probably should be at.
No this Keystone has had several threads dedicated to it as this point. Several SINCE it was buffed no less. I think most are unhappy with it currently and you’re also not the only one who thinks it needs to be completely redesigned.
That is also a completely fair position to take. Personally I try to aim for suggested fixes that are minimum work for FS because they seem more likely to come about. If FS commits to redesigning this Keystone entirely I certainly wouldn’t complain. I just think the bones of it currently is perfectly workable. You have an effective mag size increase, effective max ammo increase, crit synergy for stubbers, and cooldown as an alternative to crits already baked in. Those are all desirable boosts, they’re just still under tuned for the talent cost to my mind.
Right side in general is kinda under tuned (besides PBB) with several talents that are not widely useful across different guns which I think definitely plays into this issue.
And -2 crit chance and another -2 for stubber wasn’t it? Is there maybe another -2 for a day ending in “Y”?
Maybe the “lucky part” in unlucky bullet should be something silly like randomly applying fire, bleed, brittle stacks now and then. Hel even other ailments like electrocute, why not.
IDK, something, anything; I wanted leadbelcher, instead got leadblecher.