Whats Left To Fix In Outriders After Legendary Drop Rates?
Outriders People Can Fly  Early this week, Outriders is supposed to get a patch to dramatically boost overall legendary drop rates, improve its bad luck protection and introduce at least one re-roll to legendary items. I have been playing the game this weekend, leveling up a Pyromancer on Xbox so I have all four classes on one platform, and Ive been thinking about the question of what else needs to be fixed after this. Please, hold your hur hur everything! jokes. As Ive said before, I think Outriders actually benefits from getting a lot of looter fundamentals right at launch here, whereas games like Anthem or Avengers have needed much more dramatic overhauls. The remaining issues may be relatively minor, but taken together, its still kind of a lot. So heres whats been on my mind as Ive gone back to playing. First off, Im not sure if Im convinced these announced legendary changes will fully do the trick. I do think there needs to be better target farming, as this update is not introducing a knockout system, despite the name anti-duplicate protection, so finding one item out of nearly a hundred still may be prove too annoying for many players. I also think that legendary items should have random rolls on them besides just damage or armor, and this idea of re-rolling items only once is pretty weird. I maintain the common through that Tiago should have a rotating stock of legendary items each week so players can fill in gaps. And random rolls would help this. Outriders People Can Fly  But past legendaries, some other things, namely balancing:  There needs to be a pass across a lot of weapon archetypes that are underwhelming or almost impossible to use. Snipers, some LMGs, Double Guns and all Sidearms need a lot of work to become relevant in the current state of the game. PCF did a good job buffing certain underused and underperforming skills and mods last patch. But obviously, there are plenty more to go. They need to first fix issues with many perks not working or triggering, but after that, focus on buffing more skills and also, entire set bonuses that are underperforming. Each class needs more than just 1-2 sets that are of any use. We need to see more class neutral mods buffed on armor and weapons, and we may need to see a couple nerfed as well (sorry, Fortress, you literally make no sense). Please, no yelling. Balance extends to enemies as well. Brood Mothers, Crawlers, Alphas and Strix all need some toning down in various ways. Id say melee damage from enemies in general is too strong, especially from tiny critters like Perforos. Past this stuff, quality of live improvements would be helpful:  I think PCF should change to a system where youre put straight into an expedition rather than camp, preventing AFKing which is a common problem. This may be a tougher technical feat than Im giving it credit for, given the design of the current system. Solo players should get at least one self-revive per expedition. Many of the timers needs to be adjusted as the difference between what is able to be golded easily and what is borderline impossible without one-shotting everything is enormous. PCF has already commented on this, but designing a reward system that promotes other builds besides DPS (healing, tanking) to get the fastest clear times possible is a must for build diversity. Make the campaign relevant again by upping its difficulty and allowing it to drop items above 42. Its a very awkward system that makes little sense in its current form. Those are my main points for now. Again, its not like, one massive issue, but a lot of little ones. I do think the legendary changes theyre making this week will be a big deal, and as promised, I will be playing again when theyre live, and will have more to say then. Follow me on Twitter, YouTube, Facebook and Instagram. Subscribe to my free weekly content round-up newsletter, God Rolls. Pick up my sci-fi novels the Herokiller series, and The Earthborn Trilogy, which is also on audiobook.