Read moreIt wont matter if you change the internal cooldown or lower the requirement to get the full buff. None of this will solve the 1# issue with fortress. Which i believe you have lost site on what that was.
We asked for a way to free up the slot so that we weren't "Forced" into running fortress anymore.
The reality is all you did was make Fortress worse off and people will still run it because its still going to be best in slot. So you really dint fix anything with this change. Think about what im saying.
Even if you made it 10% instead of the 30% people will still run it. The Mod needs to be removed entirely and or reworked so that it isnt a stat stick mod. The only way to get players to use other mods is to remove fortress. Period. Or Nerf it into the ground so that people just wont use it because its just bad OR Move fortress to our skill tree nodes.
We want to open up the slot on our weapon. That...
If you move the existing Fortress into either the Class Tree or the Armour slots then you just shift the problem to a different area of the game rather than address it.
If its in the class trees then that node becomes a must have, locking out other nodes or potential paths.
If you shift it into the Armour slots you again block a mod slot.
The changes we're planning for other mods and Legendary Sets will make other mods and their effects more interesting and, for some builds, more viable than Fortress because of their increased damage output.
Is the new Fortress viable for every single current build in the game? The reaction to the Fortress rework indicates that many players feel like Fortress will no longer be the 100% guaranteed powerhouse it currently is.
Which is precisely what the intention was. If it is to become an optional part of a build, it can't maintain it's current 100% consistent-always-on 43% damage output when compared to othe...
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