Love the non-hunter mains saying it's only 70 stats not realizing it's 170 stats.
The whole point is that class comes back faster than melee. You're trading your class ability for your melee instead. It's never been free. So you need class to come back faster to make it worth it, so 100 goes into class, but now you also need 70 for the full refund, so 100+70=170.
Also, anybody saying you get 500 stats to use is also wrong. It's 450.
Masterwork is 5 in 3 lowest stats, aka the ones you aren't building, so trash.
Tuning allows you to take 1 of those 5 out of the trash bin to use it, or you can throw 3 more into the trash bin if you're feeling a little extra today. BTW, throwing 3 into the bin makes the usable stats 425 instead of 450.
450-170= 280, so now you can only max out 1 stat with 280 because 280-200=80
And you now have 80 to round things up.
Granted that 200 is going straight to weapons because anybody not using 200 weapons who is NOT CURRENTLY in a super is throwing in all content.
Why all? Because bonus dmg for boss dps and ammo drops for add clear, 200 gives both, 100 gives none. So always max it.
So you only actually get 80 stats left to make a build with on hunter and to be where we are at currently.
Thank you, non-hunter mains and hunters who can't do math for listening to my T.E.D talk.
BTW, i hate that weapons 100+ is both dmg and ammo. It would have been better to split it up so you could run less than 200 and not throw. It would've made the gamblers' nerf seem more reasonable. I also didn't go into the whole situation where the only class using orbs for health in PvE is hunters, and having basically none now is gonna hurt. And again, in a vacuum, isn't that bad when thinking about the class ability overshield, but that's just even more stats wasted into either health or class to be as neutral game viable as we are now.
The gamblers nerf being as bad as it is, it's mostly a perfect storm rather than an unreasonable change.
It's bad because of a lot of outside factors that bingo and most people don't think about. It's also why most people think it's fine. They don't see the whole storm.
Also, because sometimes it's hard to visualize, here's what it'll look like:
Weapons:200
Health:25+
Class:100
Grenade:25+
Super:25+
Melee:70
And because Idk what you'll tune, just know you'll have either 80 replace one of the 25s or 80-25=55 stats to put wherever. Just remember below the new 30, is below the current 0 stats.
Idk about you guys, but 55 stats to make a build with that spread feels bad. TBH, I'll most likely be running:
Weapons:200
Health:0
Class:150
Melee:25
Super:100
Grenade:25
For most end-game content. And throwing away gamblers.
Mind you, this is with T5 armor with max stats. subtract 10 to see what T5 not max looks like. It's rough...
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[quote]Love the non-hunter mains saying it's only 70 stats not realizing it's 170 stats. The whole point is that class comes back faster than melee. You're trading your class ability for your melee instead. It's never been free. So you need class to come back faster to make it worth it, so 100 goes into class, but now you also need 70 for the full refund, so 100+70=170. Also, anybody saying you get 500 stats to use is also wrong. It's 450. Masterwork is 5 in 3 lowest stats, aka the ones you aren't building, so trash. Tuning allows you to take 1 of those 5 out of the trash bin to use it, or you can throw 3 more into the trash bin if you're feeling a little extra today. BTW, throwing 3 into the bin makes the usable stats 425 instead of 450. 450-170= 280, so now you can only max out 1 stat with 280 because 280-200=80 And you now have 80 to round things up. Granted that 200 is going straight to weapons because anybody not using 200 weapons who is NOT CURRENTLY in a super is throwing in all content. Why all? Because bonus dmg for boss dps and ammo drops for add clear, 200 gives both, 100 gives none. So always max it. So you only actually get 80 stats left to make a build with on hunter and to be where we are at currently. Thank you, non-hunter mains and hunters who can't do math for listening to my T.E.D talk. BTW, i hate that weapons 100+ is both dmg and ammo. It would have been better to split it up so you could run less than 200 and not throw. It would've made the gamblers' nerf seem more reasonable. I also didn't go into the whole situation where the only class using orbs for health in PvE is hunters, and having basically none now is gonna hurt. And again, in a vacuum, isn't that bad when thinking about the class ability overshield, but that's just even more stats wasted into either health or class to be as neutral game viable as we are now. The gamblers nerf being as bad as it is, it's mostly a perfect storm rather than an unreasonable change. It's bad because of a lot of outside factors that bingo and most people don't think about. It's also why most people think it's fine. They don't see the whole storm. Also, because sometimes it's hard to visualize, here's what it'll look like: Weapons:200 Health:25+ Class:100 Grenade:25+ Super:25+ Melee:70 And because Idk what you'll tune, just know you'll have either 80 replace one of the 25s or 80-25=55 stats to put wherever. Just remember below the new 30, is below the current 0 stats. Idk about you guys, but 55 stats to make a build with that spread feels bad. TBH, I'll most likely be running: Weapons:200 Health:0 Class:150 Melee:25 Super:100 Grenade:25 For most end-game content. And throwing away gamblers. Mind you, this is with T5 armor with max stats. subtract 10 to see what T5 not max looks like. It's rough...[/quote] This person understands! Thanks for the breakdown