Anybody getting it? Seem to have made some quality of life improvements, but they seem like they're still making balancing mistakes. I always felt there was little reason to have a skill tree and randomly generated loot when the scaling usually boiled down to few things being viable (or you're just handicapping yourself to a ridiculous degree) and everything they've released thus far leads me to believe they haven't remedied this issue. Historically the modding has been a nightmare for anybody that wanted to play with randoms which they didn't really address at all so there's not much reason to believe that's improved. Movement improvements are nice, so is asynchronous coop and instanced loot but that really only helps if you want to play with people you know since you can already tell there are broken builds that will trivialize the difficulty if you aren't one of those people who don't like being completely over-powered and able to kill anything in seconds and even the hardest enemies in the game in a few minutes tops with these broken builds when using non-exploitative builds you can literally burn every single round you have and not put a scratch in them. Despite the poor balance of the series I'm still looking forward to, but more for generic pt1 and pt2 and not so much the unbalanced endgame content that more or less pigeonholes you into a few specific builds that exploit stat stacking to achieve op levels of damages.
With all the characters' skill trees reveal who's everyone's top choice in character for their first run?
What manufacturer are people planning to have loyalty to?
Personally if they get the balancing of survivability and damage for summoned objects I'll have a hard time not taking a Gunner Jabber so I'm planning on Fl4k, but if damage scaling and health scaling of non-player character objects is as bad as it has been in the past I'll probably just go with Zane. Zane is a more interesting character IMO and if the main draw of Fl4k is going to be completely useless at high levels like Deathtrap, Roland's Turret, Saint, Timothy's Digi-clones etc have been then that ruins his draw for me even if he doesn't really need the pet to be good. Zane can pull similar utility to Timothy Lawrence with his activation of Kill Skills on use of an Action Skill similar to how Timothy's Digiclones counted as kills to effectively keep his Kill Skills going without the need of getting actual kills though I'm hoping the Digi-Clone for Zane isn't paper since even if his base damage is garbage duplicating your own weapon with the capstone should fix that and I did want to play Timothy with his digi-clones originally they were just such utter garbage that they weren't worth investing in outside of the utility features like most of the Action Skills in the game end up just using their utility features rather than their damage aspects since they tend to do pitiable damage even if that's what they're meant to do. As for Manufacturers I like the sounds of the new Jakobs weapons, strong and rewarding for crits by ricocheting to another target I don't mind the negatives of having low mag sizes and long(er) reloads if they have the damage to make up for it I much prefer controlled fire to more spray and pray style gameplay.