#they are making me jump through hoops (AKA try bc) but WHATEVER
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semiotomatics · 5 days ago
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I FUCKIN. DID IT. FUCK
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cruddyborderlandstheories · 5 years ago
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THE SEEIN’ DEAD MOD IS A BAND-AID FIX
gearbox locked zane’s lazy fix behind a paywall
tl;dr: for the love of god, the seein’ dead class mod should be what the seein’ red capstone is and vice versa. also. MORE SYNERGY. also i redesigned all of Zane’s trees and augments for more synergy you’re welcome.
is 1am and i don’t want tomorrow and im angry and thinking about borderlands so this seems like the perfect time to immerse myself in remaking Zane’s skill trees (for the 5th time). mainly because some of zane’s skills are still irking me and i’ve written extensive essays for the bl3 subreddit about the seein’ dead class mod and just playing around with zane’s skills in general, but i don’t think i’ve ever posted here before about it. so here we are. i notice i usually save lore/theories/characterizations for this blog and meta/balancing/gear talk for reddit. not sure why that’s a split for me. 
now i’ve remade zane’s skills a number of times, but honestly this was all before the seein’ dead mod was released. then, instead of fixing his skill trees, i wrote a lot of essays about why that mod was a terrible bad decision on gearbox’s part (you can read one of the shorter arguments in a comment from 5 months ago here). I’m just gonna remake the skill trees now with all his current abilities in mind.this post really should be titled: ALL THE PROBLEMS WITH THEIR BALANCING DECISIONS
so imma just talk for a bit about why i love/hate the seein’ dead class mod. 
Obviously it’s a god tier mod, and you see almost no zane builds without it, and no top tier, can solo m10 true takedown builds without it (unless ur like, the 1% of masochistic players, in which case i salute you). and while that obviously means its a good mod, it also shows the problems with all his other class mods and his skill trees in general.
They all kinda suck. and that wouldn’t be a problem, bc, hey, the seein’ dead mod is ez to get, just pop on over to the casino and kill a few baddies and they’ll  drop like candy. Which is really awesome!
slight problem.
the dlc is locked behind a PAYWALL
now this is a problem because if zane was a top tier character BEFORE the dlc, and everything was hunky dory and people weren’t on their knees begging for gearbox to fix Zane, then him getting a new badass class mod wouldn’t be such a big deal. but the problem was this was gearbox’s solution to giving Zane a buff.
they literally locked a buff for a character behind a pay wall.
I recommend Zane is every single person I try to convince to play bl3, but i always have to add this like, commercial-esque asterisk. you know, terms and conditions or, side effects or whatever. *you probably want to get the seein’ dead mod if you’re looking at end-game play because unless you wanna struggle that’s his only viable play style.
what if they don’t want to buy the dlc?! for real...
There’s also the point that this class mod makes his (arguably) BEST capstone obsolete. so we have distributed denial which literally no one uses because its broken, double barrel which is always traded for seein’ red or more points in other skills, and seein’ red, WHICH WAS MADE USELESS BY THIS CLASS MOD
gsfdhjikdhgdaskjfhgaskdfjh
okay and it wouldn’t even be so bad
IF THEY DIDN’T CHANGE HIS ENTIRE SKILL SET BEFORE RELEASE
like they lowered ALL his kill skills, then they turned Seein’ Red into his capstone instead of Death Follows Close, meaning they nerfed Death Follows Close so it could fit as just a game changer. my poor boy was g u t t e d.
so, imagine this, everyone is reaching the end-game content of bl3. it’s a month or 2 weeks or whatever after the game dropped and people are finally hitting level 50. and moze/fl4k/amara are all killin’ it, and the zane players have to work their ASSES off to do like... 50% of that damage output (now, they did also eventually nerf the crap outta moze and fl4k but the point stands). 
so instead of gearbox going: “oh... shit that pre-release nerf was an awful idea, revert the changes guys” they decided to keep him gutted and then they released what was, in my opinion, a kick in the nuts with the maliwan takedown (aka the antifreeze mod, alongside the spiritual driver) ahahahahahaha. what good times it was. (I say this sarcastically.) 
man i remember people were soooo livid with that class mod release. well, both of them. zane mains were pissed off (for good reason). “yes, let’s make the people who are begging for a straight damage increase jump through MORE hoops (LITERALLY) for a pitiful amount of damage. oh, also, let’s give their 28 skill point build to the strongest character in the game for free and also make it 10x better”. because it was 10x better than violent momentum (driver didn’t have a damage cap) until they fixed both the spiritual driver and the violent momentum skill. it was the worst of times.
i will note here they did, around this time, let zane have stackable kill skills, but it was only 2 stacks and also it was still *incredibly* difficult to achieve stacks because zane just. struggled to kill anything. I still remember when i grinded the shit outta an antifreeze class mod and it took me over 20 minutes to kill Wotan my first time solo on m4. Not the fight UP to wotan. literally. just killing wotan.
then the seein’ dead mod dropped and i had. a fuckin. 15 minute decrease to my time on killing wotan (5 minutes!!!!). now i am not perfect, and i 100% believe i could’ve lowered the time even more. but that... that shows a VERY CLEAR problem.
they never actually fixed zane, they gave him a class mod that’s stupid OP just to make sure he could hang on next to the other Vault Hunters. it’s just a bandaid fix. you remove the class mod, and he’s back to pre-jackpot power levels (which will NOT hold up at m10, let me tell you). 
all his pre-jackpot problems are still here, and that’s why people are not using any other class mod of his. I bet we could have some really fun builds with the conductor mod! but nobody will ever use it because it’s just... not even close to the seein’ dead mod.
So what does the seein’ dead mod do that makes Zane so good?
IT BRINGS HIM BACK TO PRE-RELEASE VALUES
this mod, plus Death Follows Close, brings Zane back to pre-release zane. and i don’t understand how gearbox isn’t putting two and two together and going “Oh.”
it also is a BETTER VERSION of Seein’ Red!!! something players could have had at, like, level 15, but instead had to wait until they hit a capstone! the capstone is completely obsolete at this point. There is nothing seein’ red can give you that seein’ dead doesn’t do but better. Getting that capstone is a w a s t e of skill points.
AND they locked this fix behind a pay wall!!! i cannot say that enough. you don’t wanna get the handsome jackpot dlc?? guess u don’t wanna play zane at endgame then. too bad, so sad.
have i stated that enough? because it still blows my fuckin mind. THEY LOCKED A CHARACTER FIX BEHIND A PAYWALL
djhdgakjhakjdah. imagine playing without any prior knowledge and being like, aw man i love this zane character. can’t wait to get to max mayhem end game like all my favorite youtubers and friends!! then finding out you gotta drop 15 bucks or whatever it is just to actually be able to play at max mayhem level. that is not a skill difference, that is A BALANCING PROBLEM MY DUDES. like. my favorite zer0 build was still viable without the story DLCs. obviously grog > rubi, pimp > lyuda, rapier > law but, it was still fuckin viable.
guh. gufhgufhsdgkfjsdh. it bothers me.
ok so there’s a lot i just went over: my main issue? is that by making Seein’ Red a capstone, they did nothing to make it an actual legit capstone. They definitely nerfed Death Followed Close to make it a gamechanger, but they never gave Seein’ Red a buff to move it from a gamechanger to a capstone. It was the same exact skill. Seein’ Dead is what Seein’ Red SHOULD be and that’s what angers the crap outta me. they locked this obvious fix behind a pay wall (AND a gear slot!!!!!) n ur probably thinking ‘but cruddy this WAS really nice of them to try and fix zane... they could’ve just let him be suuc’ and like, yeah, they could’ve, and it is good they’re TRYING, but also, they’re leaving the people who DON’T buy the DLC high and dry.
keep in mind i DO own the dlc. have the season pass and everything. IM STILL MAD!!!
Zane should be strong no matter what class mod the players want to use. Same with Amara, same with Moze, same with Fl4k. FFS, it is not that hard. CHANGE THEIR SKILLS!!!!!
so im gonna be taking the time to go over all of zane’s skills and shit just to put him more on par with the others (WITHOUT THE SEEIN’ DEAD MOD)
imagine the seein’ dead mod doesn’t exist for this. we’re gonna make a balanced character since apparently THAT’S TOO HARD FOR A TRIPLE-A BALANCING TEAM
first things first, the tree with the most fuckin problems: 
Under Cover
oh god this tree is a fucking train wreck what the hell were they thinking. good god. my eyes. they’re burning.
not actually, but it still kinda sucks.
Action Skill: Barrier is fine. I would not add the ‘picking it up decreases benefits’ when Zane’s whole schtick is running around fast. You get the full bonus no matter what form it’s in. also, you can hold down the action skill activation button to deploy the barrier directly on yourself.
Tier 1: Hearty Stock is a trap. never get this. so dumb. no synergy with his other skills. Adrenaline is okay, but not really great during end game. Ready For Action is similarly okay. Just a very MEH start to this tree. 
Adrenaline: Zane gains increased Action Skill Cooldown Rate. 10% per level, up to 50%. this shouldn’t be tied to his shields being full because if your barrier is down (cooling DOWN)... your shield is taking damage. c’mon now. THINK GEARBOX T H I N K
Hearty Stock: (maxed) Zane and his clone gain 5% magazine regeneration while an action skill is active. This skill stacks. In it’s original state, this skill is such a trap skill. for real.
Ready For Action: i mean, it’s fine. We’ll keep it. +30% shield recharge rate and -29% (why????) recharge delay
Tier 2: ech. Stiff Upper Lip is not that good. Brain freeze is what u really want. Rise to the Occasion is also okay.
Brain Freeze: keep the same.
Stiff Upper Lip: when Zane is damaged with a hit that would break his shield, he gains (max) +20% bonus gun damage on his next shot through the barrier.
Rise to the Occasion: Zane and his clone gain health regeneration. +5% max health/s. Not determined by shield availability.
Tier 3: `screams in confident competence` oh lawd. this skill is good. the accuracy thing is kinda laughable. i tell you, i always thought that zane was originally meant to be the sniper with the Under Cover tree but they decided to swap Zane and Fl4k’s skills. which is why Zane has soooo many accuracy buffs.
Confident Competence: fine the way it is. I would also add, since this IS a game changer, that the Barrier’s damage amp is now 40%.
Tier 4: ew. tier 4. Really Expensive Jacket is literally the only skill you might want to get and EVEN THEN. ugh. Best Served Cold is so pointless. and so is Futility Belt. YOU TAKE MORE DAMAGE WITH IT
Really Expensive Jacket: Elemental Status Effects have reduced duration (-50%). Additionally, Zane is not slowed by Cryo anymore.
Best Served Cold: Remove the cooldown. Buff up the damage at least 200%. Make it an AOE Brain Freeze. That is, the cryo novas stack and if overkill damage is high enough, enemies hit with the novas freeze. Kinda like a discount Frozen Heart.
Futility Belt: HA. Ahahahahaha. Ha. Zane gains resistance to non-elemental and cryo damage (+15%). Futhermore, after killing an enemy, Zane’s barrier gains additional cryo damage (+20%) for 8s.
Tier 5: is oki. My only real complaint is with Nerves of Steel. Like. Seriously.
Refreshment: god tier skill actually. Keep the same.
Best Served Cold: also keep the same. The only change I will make is this: resetting your action skills’ cooldowns counts as action skill start and end.
Nerves of Steel: The longer Zane’s barrier is active, the more stacks of Nerves of Steel he gains (a maximum of 15). For each stack, Zane gains 2% shock damage, 2% cryo efficiency, and 1% damage to frozen enemies. (why shock damage? cryo doesn’t do well against shields.)
Tier 6: *cries in the worst capstone in the entire series* WHO DID THIS. WHY. WHAT’S WRONG WITH YOU???
Distributed Denial: no. just. no. scrap this whole damn thing. IT DOESN’T EVEN WORK!!!! either fix it COMPLETELY or do something else. My recommendation? Whenever Zane throws down his barrier, his shield instantly begins recharging. If Zane’s shield is already full or recharging, enemies with no shields (or freeze immunity) that touch Zane’s Barrier for the next 10s are instantly frozen.
Augments: why the hell do i gotta place my barrier down when my entire fuckin’ character is about RUNNING. ALSO JUST AS A BLANKET STATEMENT: ALL THESE AUGMENTS WORK 100% EVEN IF HIS BARRIER IS PICKED UP. SO DUMB. a fully pointless restriction.
that last sentence immediately fixes Charged Relay and Nanites or Some Shite.
Redistribution: If his shields are full, Zane can sacrifice 50% of his shields to have his next shot deal 100% bonus cryo damage by holding F.
All-Rounder: Fine as is. Only thing I would add: whenever Zane melees an enemy, his shields are drained by 50% and his sliding augment is added to the melee attack.
Deterrence Field: Fine as is. But! I would add: whenever Zane sprints into an enemy, his shields are drained by 50% and slam augment is activated.
THAT WAY we can have both slam/sliding relics actually DO SOMETHING. because my god they’re so useless rn.
alright, moving on.
Hitman
Tier 1: is okay. nobody ever takes cold bore. ever.
Violent Speed: fine as is, but we’re taking it back to pre-release values. Max: 30%. can stack 2x.
Cold Bore: Zane gains (max) 20% bonus cryo damage to all shots fired while moving.
Violent Momentum: fine as is, but taking it back to pre-release values. 30% gun damage at default walk speed. Additionally, Zane can now shoot while sprinting.
Tier 2: my boy zoomer needs more fun.
Cool Hand: fine as it is. I would buff his base reload speed up to 20% and kill skill reload to 20% as well. 17 and 13 are such weird numbers.
Drone Delivery: fine as it is. Additionally, Zoomer’s base shots now take on the element of Zane’s grenade mod.
Salvation: fine as it is. I won’t mess with this bc life steal is messy business (coughs in grog)
Tier 3: hhhynf.fdsg. 
Death Follows Close: Kill Skill Bonus: +30%. Kill Skill Time: +7s. Additionally, enemies targeted by Zoomer take 5% more damage from Zane.
Tier 4: these two skills are actually p dope by themselves. it can stay as it is. I would MAYBE increase the violent violence max buff up to 20% but that’s just me.
Tier 5: ahahahaha. this skill. just remember, we’re pretending Seein’ Dead doesn’t exist, so imagine how this skill looks next to calm cool n collected. so pointless.
Good Misfortune: Killing an enemy with a critical hit adds (max) 10% efficiency to Zane’s kill skills for 8s. This does not stack.
Tier 6: WE’RE GONNA MAKE YOU RELEVANT AGAIN BOO HANG IN THERE
Seein’ Red: Zane has a (4%) chance to activate his kill skills upon dealing gun damage to an enemy. Additionally, enemies targeted by Zoomer now take 15% more damage from Zane.
so why didn’t we make good misfortune the infinite action skill build?? BECAUSE THAT’S WHAT CCnC IS SUPPOSED TO DO!!! why have 2 skills that do the exact same thing AT THE EXACT SAME TIER except ONE IS OBJECTIVELY WORSE!!!!!
what happens to the Seein’ Dead class mod if we’re giving its perk to this capstone? I’m so glad you asked. “Zane activates his kill skills when activating his action skills. Additionally, the kill skills activated this way have 15% more efficiency”. look how much better balanced that is!!!! that’s a class mod!!!!!!!!
Augments: these aren’t THAT bad, but they could be a lot better.
Winter’s Drone: Zoomer gains 20% bonus cryo damage to all shots.
Bad Dose: pump these numbers up. Fire Rate: +7% per affected enemy. Movement Speed: +10% per enemy. everything else is fine.
Boomsday: just make this more beefy. fr. It’d be a good choice if it were stronger.
Static Field: also fine. I would again give it better damage output, but that’s just me.
Almighty Ordnance: remove the build up honestly. Like i get the vibe and it’s really cool, but in combat it just DOESN’T WORK. maybe if Zoomer is targeting an enemy, he will unleash the missiles if they are above 50% health after 30s or something. I honestly think these should have a debuffing factor instead of a damage factor (you know, to not get in the way of boomsday). maybe something around 15%? the 1x per action skill activation thing would be easily subverted with CCnC with the changes we suggested, so it could work. 
Doubled Agent
ahhh, Blane. Blue Zane. Love ya, buddy. One change: he prioritizes pinged targets. That way you can kinda get him to fight specific people. Also, lower the teleportation timer. pls.
Tier 1: actually p good. could be better, but its not bad.
Synchronicity: Zane gains 20% bonus damage per active action skill. While Zane has an action skill active, he gains a stack of Synchronicity. Max Stacks: 10. For each stack of Synchronicity, Zane gains 5% Action Skill Cooldown Rate and 2% Action Skill Damage.
Praemunitus: Zane and his digiclone gain (max) 30% magazine size.
Borrowed Time: For each action skill active, Zane gains 30% action skill duration. The longer Zane’s action skills are active, he and Blane gain a higher Fire Rate and faster Reload Speed, up to 20%. (the idea is you choose between this or synchronicity bc... either permanent action skills build or fast paced action skills build)
Tier 2: Donnybrook is fun. Fractal Frags is fun. Duct tape mod is a GODDAMN DISAPPOINTMENT
Donnybrook: fine as it is. I might buff the max numbers up to 20% gun damage and 3% health regen. But that’s really it.
Fractal Frags: Blane will periodically toss a grenade from Zane’s stockpile at his targeted enemy (cooldown: 20s). Kill Skill: Blane has a 45% chance to throw a free grenade.
Duct Tape Mod: this skill... why... No cooldown. NONE. Zane has a 1% chance to also fire a grenade from his gun. Kill Skill: This is increased to 15% for 8s (stays at 1% for the whole time, but the kill skill will increase by 3% for each tier)
Tier 3: Actually Quick Breather is one of my favorite skills. this can stay.
Quick Breather: Same as is. Additionally, Zane and his clone gain 25% Gun Damage after swapping places for a short time (8s).  I really wanna promote swapping places. It’s really underutilized. they’ve ADDED stuff to this skill already!!! even tho it didn’t work until the next patch. BUT THEY SHOW ITS POSSIBLE TO ADD TO SKILLS!!!
Tier 4: actually a really good tier. a few minor changes. 
Pocket Full of Grenades: Kill Skill: Zane gains (max) 15% grenade regeneration for 8s. If Zane’s grenades are full, any excess grenades are shot from his gun with 25% bonus damage.
Old-U: If Zane falls into FFYL while his digiclone is active, he can press the action skill activation key to destroy his clone and gain a second wind. When he does this, he takes the place of his clone. His clone will also drop a grenade when it is destroyed.
Supersonic Man: Zane gains increased movement speed for each active action skill: (max) 15% each. Additionally, teleportation is considered to be Zane’s maximum speed for its duration and 5s after. 
Tier 5: oh god oh fuck oh god.
Like a Ghost: Oh god why. Zane and his digiclone gain a (max) 15% chance to ignore all damage while teleporting and for 7s after.
Boom. Enhance: actually a pretty swell skill. I would probably add Health Regen +3% per grenade tho. Blane needs help a lot.
Trick of the Light: bring back the shock damage. Zane deals 40% bonus shock damage for 7s after swapping places with his clone.
Tier 6: oh ngl I actually love this capstone lol
Double Barrel: Zane’s digiclone gains a copy of Zane’s current gun when it is deployed (and all the anointments work and he actually fires it like a reasonable person). Zane’s clone now deals damage equal to Zane’s base weapon damage. Upon swapping places, both Zane and his digiclone deal 50% bonus damage for 7s.
Augments: 
Binary System: is okay. Kinda uhhh underwhelming tho. Buff up the damage and also maybe reduce teleportation time.
Schadenfreude: I like this one a lot. Zane’s shield is restored by 100% of the damage his digiclone takes and vice versa.
Dopplebanger: lower the waiting time. I get that u don’t wanna override the teleportation, but it’s really annoying. Buff damage and don’t make it dependent on action skill duration. If this explosion kills an enemy, the clone is reactivated with 50% action skill duration.
Which One’s Real?: I’ve never actually felt this work. Maybe for like 2 seconds? Make it work more like Zer0′s hologram or Timmy’s Jack clones or smth. Maybe give an activation cue? im v lost with this one. Enemies targeting Zane take 30% more damage from the digiclone.
Digital Distribution: 75% of the health damage Zane takes is distributed to his clone instead. The digiclone gains 5% Health Regeneration/s and sends out 3 [level specific damage] shock spikes to enemies that attack it. 
literally all Zane needs is SYNERGY. if they can change a few skills, pump up a few numbers, and ffs fix the seein’ red/dead capstone/mod, they’d be in FUCKIN BUSINESS
but no instead
THEY LOCKED THE BUFF BEHIND A PAYWALL.
WHYYYYYY
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