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Can be 4 PVP sets , one for Healer build, Support/CC build , Marksman Build and AR-SMG Build. (Make sure there is a fair balance between) . PVP should be all about Fair Play,because it's competitive.
With this way, PVE Gears-builds not gonna get nerfed right and center just because some gear sets dominating in PVP after each change.
We've seen this issue, way back with Sentry set ,,Alpha,Tech,Striker,Deadeye all had to be nerfed just because of PVP.
Hopefully this issues won't carry over to Division 2.
Other sets should have been brought up instead of nerfing what ever was stronger to balance it. That would have solved both the pvp and pve aspects since most pve's are running either strikers, lonestar, reclaimer, or D3 anyways. Its just easier to nerf a few sets than to buff alot of sets and its not like TD's pvp is set up for long term compaired to something like LoL/Dota.
But I agree, it sucks one half of the players have to suffer because of the other half though i dont blame pvp for it, just ubi's inability to balance it.
also another mistake was make a dps set that scales with stam. if you want balance something the basic and general idea is dps should be glass cannon and tanks should have no damage. easy solution would be make striker scale with firearms, but like a lot ie 9k firearms to activate max damage bonus. damage will be awesome, but people will die really fast as well.
First part is completly correct and why noobs in any game always go "nerf this, its op" when it isnt op, it just happens to be the meta at the time.
Second part I disagree with, strikers damage doesnt scale with stam, it scales with fire rate and firearms. The higher your firearms, the higher the top of the scale is, the higher the fire rate, the faster you reach the top of the scale. Strikers defence scales with stam and fire rate, at 3k 6k and 9k healing amount increase and fire rate, like damage, you reach the top of the scale faster.
but it should be like
ez to play=low reward
Hard to play = huge reward