Mobility needs to get the "Resilience" treatment
The TWAB yesterday revealed that 390 RPM pulses will two burst anyone below 4 Resilience. While i'm interested to see how the sandbox feels after this change, I can't help but feel that Hunters continue to put in positions where they need to have god rolled armor stats to manage their sandbox.
Right now, Hunters need to have:
- High Mobility
- High Recovery
- At least T4 Resilience (but realistically near T6)
- A high investment in either Strength or Discipline since there's very little ability regen synergy in some of the different elemental subclasses.
I just want to see some value added to Mobility that makes it an actual loss if you don't invest in it.
I have a feeling I may get a few objections so i'll try to field them here:
Q1: Well! Hunters don't really need to invest in the strength stat because they have a dodge that refunds their melee!
A1: Yes! But it's designed to aid you when you get into a sticky CQC fight situation and not just how you're supposed to naturally regen your melee. No reasonable hunter enters a gunfight thinking they're going to dodge just to regen an ability because dodging mid fight means you're not firing your gun. Unless your opponent is terrible at tracking, they will usually be able to kill you after a dodge. Imagine if a Titan and Warlock could only regen their melee's or grenades by popping their class ability near their opponents.
Q2: Hunters can just run lightweight weapons or Stomp-E55's to get +20 Mobility!
A2: They can, but that would force them to stay with a specific loadout just to be able to optimally use their class abilities. Imagine if a Titan or Warlock had to run an Aggressive Frame weapon if they wanted to boost their class abilities as well. If Mobility could be reworked to have a bigger benefit, then Warlocks and Titans would also see the same benefit of running a lightweight frame weapon or receiving exotics that granted them more mobility.
The issue here is that when a Titan or Warlock focus armor for their specific class stat, they can deprioritize Mobility since it doesn't have any inherent negative for them, in fact, a lower mobility score means they can "skate" easier. They will have a much easier time farming armor.
Meanwhile, when a Hunter focuses armor they have to pray to the RNG gods that the 4 pieces of armor they get rolls with a decent enough Recovery, Resilience, and Mobility stat so they can stay relevant in the sandbox in both PvE or PvP.
Q3: Hunters can just use Powerful Friend and Radiant Light!
A3: While Radiant Light (+20 Strength) is beneficial to ALL classes, Powerful Friends doesn't need to be used by Titans or Warlocks (unless they want a slight boost to mobility for skating). They can slot in Quick Charge instead which will grant them +20 handling for Fusions, Shotguns, SMG's, and Swords. A Hunter now has to make a decision on whether they boost a stat they need or gain boosted handling on their weapon, a choice that Titans/Warlocks don't need to make, but would benefit if there was a Mobility rework. Hunters are then put in a position where 1 out of 5 of their combat mods is spent trying to keep their class ability as high as possible.
Additionally, Armor gets split up into two sections when it's rolled. Top half is Mobility, Resilience, and Recovery. Bottom half is Intellect, Strength, and Discipline. The way that rolls work, two out of the three stats has a chance to roll higher then the third.
It's much harder for Hunters to achieve some sort of balance in all the stats. I have farmed armor before and managed to get relatively high mobility and recovery at the cost of resilience that's below 5 pts per armor set (even with a MW). The +20 Mobility is nice but doesn't make up for the fact that statistically, Hunters need to farm God Rolled armor to keep up with the other two classes.