The mag reduction does hurt moze since she could negate the high ammo consumption by constantly regening the mag with "means of destruction". Now she can get that 1 in the mag back, but she cant regen the 4 in the reserves
im almost sure she can still keep the gun at 1 ammo at all times with means of destructions due to the sheer amount of explosions and possibly the use of a stormfront/hex
Literally minutes after the hotfix went live 1 looked at the Flakker post-nerf and Just thought "that's it?". The magazine nerf is meant to specifically weaken the gun for Moze. For everyone else it barely makes a difference and often enough the Flakker will be faster than before due to how reload speed bonuses affect it. People react emotionally on something where a mathematical approach would've helping much more.
it really is amazing what you can actually do when you test guns out and do research instead of raging over every little thing and assume something is now dead or bad. hopefully its only a vocal minority of people in the community that are like that......
As a Zane Main, this was really cool. I've been running it on my Seein Red build and it's just way better. I've been playing with a Double Barrel build but the Clone is still unreliable even with the Flakker.
Ben Rogencamp I really feel like moze was out performing everybody with just one gun. That’s not healthy for the game when one weapon makes everything else seem kinda pointless.
I think this nerf was more of a hurt for Moze using Blast Master. I don’t know what the intent was at the dev table but this does effect your overall performance as Moze with that class mod. Even with all your free restock of ammo you still have to change things to make the flaker work. The players of Amara etc I don’t think are truly effected by this specific nerf as much. In honesty it seems like a undertone Moze nerf patch.
I feel like there are many people coming to BL3 who haven't played many of the other borderlands titles. Most of the nerfed guns are still insane. People complain about the game difficulty and mayhem mode, but in my opinion, it is nothing close to running the peak on OP8 in BL2. Mayhem 3, tvhm should be the hardest difficulty in the game. If people don't like it, they can play on easier difficulty.
Nice to see someone not blowing these nerfs completely out of proportion. Right after the patch went live I tested my 1 HP amp shield/grenade spam moze on mayhem 3 slaughterstar with the flakker and the hex and it was fine. The only real difference is that the hex doesn’t melt everything for you, just applies enough damage to keep your shields up.
Really loving the dedication you have put onto testing all these weapons! Have you tested the unique shield Loop of 4NG13? I have tested a little bit but havent noticed very much actionskill cooldown reduction when using phasezerker amara. Would be really interested if you would be testing it.
The big problem I have with this nerf is the fact the ammo economy for this weapon wasn’t changed to compensate for the changes to this gun functionality, reduce it to 3 per shot and maybe increase its mag size to allow the option of the ability to spec into a second shot with mag size buffs. It’s like the Storm and Firestorm now, not worth the ammo consumption to use.
Once agaoin, a very shrewd look into this nerf Derch. Good on ya! I dont even have one of these yet and with my luck, I never will until a way to cheat can be found. But, Ill keep this in mind whenever I do!
@@punpun8910 A) Thank you kind person! I appreciate it. I believe I am jabezrbrain on there too. If not, Ill reply with the correct one. But thats my go to name unless theres a reason why I cant use it. B) How does one dup something on a console? I wasnt aware we could do this? I need to learn this tool ASAP!!! Please explain...
I think he mis spoke there and that is where this is all coming from. If they wanted it to consume 1 ammo why not have that part of the hotfix. Also 1 ammo is way too little for the flakker
@@Derchlands Yeah i agree with the 1 ammo/shot is way to little for the flakker, thats why that shocked me, it would make the flakker the most ammo efficient weapon in the game by far
It seems insignificant, but the language used following the nerf seems to imply heavily that they did not intend for it to pull from the backpack. It's definitely strange because the mechanic has been there for multiple games, but it's hard to not see the explanation that way.
@@Derchlands yeah I wasnt trying to argue as I didnt have the source, but I did want this to be true. The precedent was there for ammo to draw from reserves too, so it was entirely reasonable for it to stay that way. It's a good change though.
I feel like this is less of a nerf to the flakker and more of a nerf to Moze, just because she has that one legendary class mod that increases splash damage up to 100% dependent on how long she goes without reloading.
@@Derchlands gearbox wanted to destroy blastmaster-flakker synergy and they did. I wish, it have 3 or 4 ammo mag to make it 2-shot thing and work with click-click and blastmaster com by using a lot of SP in mag size skills, like matching set and iron bank. And Derch, will you make flaming moze build?
Im kinda missing something here... This is the second time i hear you talk about the zane synergy with it. The only synergy zane has with reload is Duct tape mod, which only activates once every 8 sec and has a 20% chance to do so at 5/5 so doing multiple reloads with a 5ammo cost per shot, i wouldnt really call that a synergy. If anything Maggie synergizes better since it reloads fast, and only costs one ammo per shot. And that not even an optimal Duct tape mod gun.
I did some digging. looking through his skills asking some more people. All i can find is the skill where zane give his gun to the clone. Since the clone can have 93% reload boost then sure. clone did get a boost with it. Not zane "specifically", Since most zane builds play around shield/drone -> cryo reset skills
Has testing been done to see if the fire rate increases change how much you need to wait between the shots? Because it seems like that would be limiting it... Like you are reloading faster than its fire rate so it waits to be able to fire the next shot
One thing I’d like to see is the impact of fire rate on single shot mags. Does a fire rate of 10 change DPS compared to a fire rate of 2? i’ve seen for some it looks like the actual firing animation is sped up with better fire rate, but I’m not sure if it’s actually true. It seems like the hard coded fire rate limitation of the flakker might be an outlier though
The mag nerf was because of Moze’s class mod that made the Flakker a New Pandora Level of Power Until you remember that merely hitting an enemy with the gun reloads a bullet and 1 bullet is all the gun needs now, and somewhat buffs it because the old Flakker got to the point where you’d pick up too much ammo that would force you to reload regardless because of the Reserves
Yeah yesterday I tested the flakker out and realized that the blast radius was smaller but the damage is still great on the weapon. It's just the reduced amount of bullets that got me thinking that they shouldnt have touched it.
I never knew thats how the ammo worked. I just thought if you had 1 shot left in your clip you just got the other 3 for free OR it did 1 ammo's worth of damage. I never even considered that it took it out of your pool. How dumb am I! What a boob! Thanks for explaining that
What I wonder is, why do people think Blastmaster should only be using this thing or this thing is only for Blastmaster? It's one com that can use other splashy guns, that only got a nerf to the single most broken combo it had instead of getting nerfed for everything. Does it last between weapon swaps? Because if it does, build up with one, swap, and flak... or just build flakker Moze with a different setup that actually makes use of or buffs the reloading.
Even though I'm a Moze main who runs with a Master Blaster mod 24/7, I haven't used the Flakker much due to a lot of testing with other weapons that deal splash and keeping an eye out for any unsung heroes for weapons (the Proton Rifle being one of my favourites, it's like an elemental Muckamuck that you can charge up to do extra damage, DOT damage and splash radius, best on Moze but also potentially very strong in Amara's hands.) But I agree that the Flakker nerf is not as big a deal as some make it out to be. For those who say Moze suffers the most because of the Flakker nerf, one option I've been utilising with heavy weapons lately (and it can work with any gun, including the Flakker) is to spec into Cloud of Lead, fire another gun and count how many bullets you fire. When you know the next shot is going to proc CoL, switch to your Flakker/heavy weapon and get your free shot - you can accumulate bonus splash damage from the COM for any splash weapon with a low mag size without having to reload by doing this. It might not be an ideal option compared to how it was pre-nerf, but it is an available option nonetheless.
I want to point out that a lot of people probably panic when they see a number as seemingly big as 30% because they’re used to the more minuscule values in pvp centric games that have bigger effects. Destiny for example if you buffed auto rifle damage by 10% it would be game changing but in borderlands it’s barely noticeable because there’s so many ways to buff your character
So I hear what you're saying about now you don't have to spec for a certain point that you're not using is there any way that you could show us how to spell it correctly now?
Why are some people acting like this might be a buff, because they think reloading is actually faster? They do realize that you could reload early before right?
Not saying it's a buff, saying it's nerf is a small deal. You can treat it as a buff if you are smart about how you build the flakker now with skills, artifacts, and coms
@@Derchlands I didn't mean that you were saying that. I just noticed that some people in the comments were saying that it's kind of a buff, which makes no sense
find any shield that says extra reload speed when depleted then break your shield let it recharge break it let it recharge do it like 6 times and you can reload pretty much instantly i have a shield that gives 23% reload speed and 10% fire rate also on it which stacks the same also works with any shield that gives damage or movement speed when depleted everyone thinks you just get the bonus once while its depleted but no it stays until you die or change your shield so yup you can even travel and not lose your shield stacks i have one shield that has movement speed damage and fire rate basically godmode when i stack it called the band of sitorak if anyone wants to try it out works best on moze as she has a class mod that lets you constantly recharge shield making it easy to get the stacks if anyone trys this and has any questions just lmk
Apparently they actually intended to make the Flakker only use 1 ammo but that change didn't make it through in the hotfix. Might come with the elusive 30 day patch...
@@keynanmartinez Yeah, I'm glad the least fun to use gun in the game got buffed. Now maybe it will be worth holding down the trigger button for 3 minutes to kill something instead of 5.
I'm glad you made a video on this! I made a thread going over this on the forums just a bit after the hotfix went live and was unsure if the community was aware of it. The flakker is still a high tier weapon and many people are too reactionary when they see nerfs and don't bother testing things for themselves.
after they make it so it consummes only 1 ammo per shot, it will become the most efficient gun in the game, making it even better than what it was at launch Edit : i don't know if they will make this change but i read on the forums they will
Sadly if you go to any other borderlands 3 vids it just swarms of people saying this game is dead, and that they need to focus on buffing, even though they did? Makes me sad the majority of lfg on Xbox is duping and level boosting or people looking for whatever gear they saw in a video. Sure I've used "standard" builds but I try new builds too, so many post looking for a proturbulence, post calling it the "youtube"gun. Though from my testing the flakker its still better on a bloodletter build. Blastmaster did take a HUGE hit, but the proturbulence fits it spot nicely. People knee jerk so hard idk, rant over.
what is this?! positivity about a nerf?! lol, its nice to see some positivity for once, most people cry nerf and dont realise its called balance, they dont want one gun/character to rule them like in past games.
@@jodyboles8208 i loved Krieg and Salvadore in BL2, but damn man, they could one shot bosses and while it was fun to begin with, i soon played as other characters or used different builds, it got boring. at least GB seem to want everything to be at least useable, maybe not OP but you can still use it.
@@TheAuron32 oh yeah exactly. they arent nerfing things to the ground like they think they are and if they did they have no problem fixing it like the leave no trace skill. i wish more people understood this that they are giving us more to play with not less.
@@jodyboles8208 also, patience. they've said they are working on things like Mayhem being TOO powerful in some cases and pathetic in others. and things like Iron Bear being useless, some of this shit takes a lot longer than others, i play FF14 an MMO and that shit can literally take MONTHS to balance, Ninja is getting a MASSIVE rework in the next patch, 3 months after Shadowbringers launched.
The mag reduction does hurt moze since she could negate the high ammo consumption by constantly regening the mag with "means of destruction". Now she can get that 1 in the mag back, but she cant regen the 4 in the reserves
DJFLIPPIN MASTER and ist nerfs it with the blastmaster com.
im playing the her and the smaller is your mag, less regen will get, make no sence to do the bottomless mag build with the flakker
Moze’s Master Blaster mod is what took the blunt of the nerf.
im almost sure she can still keep the gun at 1 ammo at all times with means of destructions due to the sheer amount of explosions and possibly the use of a stormfront/hex
it's one of the things i was hoping he would address in the video.
Ravenjim93 you have to cancel reload every time, which is very annoying on console.
Literally minutes after the hotfix went live 1 looked at the Flakker post-nerf and Just thought "that's it?". The magazine nerf is meant to specifically weaken the gun for Moze. For everyone else it barely makes a difference and often enough the Flakker will be faster than before due to how reload speed bonuses affect it. People react emotionally on something where a mathematical approach would've helping much more.
Between means of destruction and cloud of lead I can usually get 5-6 shots off before I need to reload it on moze if I have enough targets.
But you can fire at as fast as before, so shooting once or ten times, you shoot at the same speed
Could be looked at as a benefit for Zane. One shot reload has higher chance to proc free nades more often.
it really is amazing what you can actually do when you test guns out and do research instead of raging over every little thing and assume something is now dead or bad. hopefully its only a vocal minority of people in the community that are like that......
The Annointed mod for 50% "X" dmg for 2 mags got nerfed... and you could infinitely sustain that on Moze
As a Zane Main, this was really cool.
I've been running it on my Seein Red build and it's just way better.
I've been playing with a Double Barrel build but the Clone is still unreliable even with the Flakker.
Give your clone a Hive. The flakker has a dead spot right infront that misses close range.
Mr Stach try cov sawblade launchers (shreddas) i have a x4 version and the clone can kill traunt on m3 by himself
Thomas V been doing this myself, such a fun build and actually does mad damage
Dude thank you so much. I was going insane trying to convince people the flakker was fine.
well stop trying :) especially if u are on reddit or gbx forums. you will just lose braincells
Ryan Williams dude me too!
Ryan Williams “OH MY GOOOD THE FLAKKER IS SO USELESS WHAT GARBAGE BLEEEEEH” kills 4 anointed at once with a Fire Flakker.
Fine? The synergy with Moze's blast master com is gone, that's a loss of more than 50% of the flakkers damage. Oh yeah it's fine.
Ben Rogencamp I really feel like moze was out performing everybody with just one gun. That’s not healthy for the game when one weapon makes everything else seem kinda pointless.
I think this nerf was more of a hurt for Moze using Blast Master. I don’t know what the intent was at the dev table but this does effect your overall performance as Moze with that class mod. Even with all your free restock of ammo you still have to change things to make the flaker work. The players of Amara etc I don’t think are truly effected by this specific nerf as much. In honesty it seems like a undertone Moze nerf patch.
I feel like there are many people coming to BL3 who haven't played many of the other borderlands titles. Most of the nerfed guns are still insane. People complain about the game difficulty and mayhem mode, but in my opinion, it is nothing close to running the peak on OP8 in BL2. Mayhem 3, tvhm should be the hardest difficulty in the game. If people don't like it, they can play on easier difficulty.
Todays patch made it only consume 1 ammo per shot, so its definitely worth it to use now
Nice to see someone not blowing these nerfs completely out of proportion. Right after the patch went live I tested my 1 HP amp shield/grenade spam moze on mayhem 3 slaughterstar with the flakker and the hex and it was fine. The only real difference is that the hex doesn’t melt everything for you, just applies enough damage to keep your shields up.
Really loving the dedication you have put onto testing all these weapons! Have you tested the unique shield Loop of 4NG13? I have tested a little bit but havent noticed very much actionskill cooldown reduction when using phasezerker amara. Would be really interested if you would be testing it.
I don't think so, I need to do more shields
The big problem I have with this nerf is the fact the ammo economy for this weapon wasn’t changed to compensate for the changes to this gun functionality, reduce it to 3 per shot and maybe increase its mag size to allow the option of the ability to spec into a second shot with mag size buffs. It’s like the Storm and Firestorm now, not worth the ammo consumption to use.
Once agaoin, a very shrewd look into this nerf Derch. Good on ya! I dont even have one of these yet and with my luck, I never will until a way to cheat can be found. But, Ill keep this in mind whenever I do!
If your on ps4 I can dupe one for you
@@punpun8910 A) Thank you kind person! I appreciate it. I believe I am jabezrbrain on there too. If not, Ill reply with the correct one. But thats my go to name unless theres a reason why I cant use it. B) How does one dup something on a console? I wasnt aware we could do this? I need to learn this tool ASAP!!! Please explain...
I might be wrong but i believe they said in the couch show that it's suposed to consume only one ammo/shot, not the other 4 from your ammo pool.
I think he mis spoke there and that is where this is all coming from. If they wanted it to consume 1 ammo why not have that part of the hotfix.
Also 1 ammo is way too little for the flakker
@@Derchlands Yeah i agree with the 1 ammo/shot is way to little for the flakker, thats why that shocked me, it would make the flakker the most ammo efficient weapon in the game by far
They just said in the 24th oct hotfix flakker will only consume 1 ammo, most ammo efficient weapon in the game confirmed lol
Yup, happy to be wrong
It seems insignificant, but the language used following the nerf seems to imply heavily that they did not intend for it to pull from the backpack. It's definitely strange because the mechanic has been there for multiple games, but it's hard to not see the explanation that way.
They never explained that for any guns, it's just how it works
They fixed this.
@@Derchlands huge implications for Moze, definitely worth taking another look at.
I'm glad to be wrong
@@Derchlands yeah I wasnt trying to argue as I didnt have the source, but I did want this to be true. The precedent was there for ammo to draw from reserves too, so it was entirely reasonable for it to stay that way. It's a good change though.
I feel like this is less of a nerf to the flakker and more of a nerf to Moze, just because she has that one legendary class mod that increases splash damage up to 100% dependent on how long she goes without reloading.
The flakker isn't still supposed to consume 5 ammo, they said on the couch play it shouldn't be consuming 5
Should've waited longer before commenting *facepalm*
This gun is way too powerful for 1 ammo.
Maybe they will but I doubt it
@@Derchlands the reply he gave on the stream made it sound like it should only consume 1 but like you said it could just be him getting tongue tied
@@Derchlands gearbox wanted to destroy blastmaster-flakker synergy and they did. I wish, it have 3 or 4 ammo mag to make it 2-shot thing and work with click-click and blastmaster com by using a lot of SP in mag size skills, like matching set and iron bank. And Derch, will you make flaming moze build?
@@Derchlands Well they about to make it only consume 1 ammo in the latest patch notes. I knew this wasn't a mishear like u were saying.
Im kinda missing something here...
This is the second time i hear you talk about the zane synergy with it.
The only synergy zane has with reload is Duct tape mod, which only activates once every 8 sec and has a 20% chance to do so at 5/5
so doing multiple reloads with a 5ammo cost per shot, i wouldnt really call that a synergy.
If anything Maggie synergizes better since it reloads fast, and only costs one ammo per shot. And that not even an optimal Duct tape mod gun.
I did some digging. looking through his skills asking some more people. All i can find is the skill where zane give his gun to the clone. Since the clone can have 93% reload boost then sure. clone did get a boost with it. Not zane "specifically", Since most zane builds play around shield/drone -> cryo reset skills
Has testing been done to see if the fire rate increases change how much you need to wait between the shots? Because it seems like that would be limiting it... Like you are reloading faster than its fire rate so it waits to be able to fire the next shot
One thing I’d like to see is the impact of fire rate on single shot mags. Does a fire rate of 10 change DPS compared to a fire rate of 2? i’ve seen for some it looks like the actual firing animation is sped up with better fire rate, but I’m not sure if it’s actually true. It seems like the hard coded fire rate limitation of the flakker might be an outlier though
The mag nerf was because of Moze’s class mod that made the Flakker a New Pandora Level of Power
Until you remember that merely hitting an enemy with the gun reloads a bullet and 1 bullet is all the gun needs now, and somewhat buffs it because the old Flakker got to the point where you’d pick up too much ammo that would force you to reload regardless because of the Reserves
At least it wasn't the next Evil Smasher.
Don't forget both zane and moz can take advantage of that 1 shot.....and I believe the infinite ammo build works on it
Yeah yesterday I tested the flakker out and realized that the blast radius was smaller but the damage is still great on the weapon. It's just the reduced amount of bullets that got me thinking that they shouldnt have touched it.
I still use my Flakker , still does what it's supposed to lol love your content by the way
I never knew thats how the ammo worked. I just thought if you had 1 shot left in your clip you just got the other 3 for free OR it did 1 ammo's worth of damage. I never even considered that it took it out of your pool. How dumb am I! What a boob! Thanks for explaining that
What I wonder is, why do people think Blastmaster should only be using this thing or this thing is only for Blastmaster?
It's one com that can use other splashy guns, that only got a nerf to the single most broken combo it had instead of getting nerfed for everything. Does it last between weapon swaps? Because if it does, build up with one, swap, and flak... or just build flakker Moze with a different setup that actually makes use of or buffs the reloading.
It's also taking 5 additional from reserve ammo
Even though I'm a Moze main who runs with a Master Blaster mod 24/7, I haven't used the Flakker much due to a lot of testing with other weapons that deal splash and keeping an eye out for any unsung heroes for weapons (the Proton Rifle being one of my favourites, it's like an elemental Muckamuck that you can charge up to do extra damage, DOT damage and splash radius, best on Moze but also potentially very strong in Amara's hands.) But I agree that the Flakker nerf is not as big a deal as some make it out to be.
For those who say Moze suffers the most because of the Flakker nerf, one option I've been utilising with heavy weapons lately (and it can work with any gun, including the Flakker) is to spec into Cloud of Lead, fire another gun and count how many bullets you fire. When you know the next shot is going to proc CoL, switch to your Flakker/heavy weapon and get your free shot - you can accumulate bonus splash damage from the COM for any splash weapon with a low mag size without having to reload by doing this. It might not be an ideal option compared to how it was pre-nerf, but it is an available option nonetheless.
1:10 yeah this is in BL1 as well
Derch the overall ammo consumption was hit really hard.
That is the issue? Ammo is all over the place. I've never ran out of ammo killing with the flakker
I want to point out that a lot of people probably panic when they see a number as seemingly big as 30% because they’re used to the more minuscule values in pvp centric games that have bigger effects. Destiny for example if you buffed auto rifle damage by 10% it would be game changing but in borderlands it’s barely noticeable because there’s so many ways to buff your character
On moze I now run out of ammo before I have to reload with the new flacker
Mines only using 1 ammo, was there a further patch after this one?
My Flakker had a 26 ammo mag for a while when I was playing co-op after the patch. Maybe it's because the host didn't stay in the main menu though.
gearbox maybe allow the flakker to still be a fun gun just not a really stupid op fun gun so I’m still gunna farm for this gun lol
So I hear what you're saying about now you don't have to spec for a certain point that you're not using is there any way that you could show us how to spell it correctly now?
Why are some people acting like this might be a buff, because they think reloading is actually faster? They do realize that you could reload early before right?
Not saying it's a buff, saying it's nerf is a small deal. You can treat it as a buff if you are smart about how you build the flakker now with skills, artifacts, and coms
@@Derchlands I didn't mean that you were saying that. I just noticed that some people in the comments were saying that it's kind of a buff, which makes no sense
The ammo consumption is a glitch and is being looked at. Confirmed from the couch coop stream.
"Glitch" that existed for 10 years since bl1 lol
That doesn't sound right because that makes the flakker 5 times better if that wasn't the case
@@commanderdouchebag1694 They literally said the ammo consumption wasn't intended.
find any shield that says extra reload speed when depleted then break your shield let it recharge break it let it recharge do it like 6 times and you can reload pretty much instantly i have a shield that gives 23% reload speed and 10% fire rate also on it which stacks the same also works with any shield that gives damage or movement speed when depleted everyone thinks you just get the bonus once while its depleted but no it stays until you die or change your shield so yup you can even travel and not lose your shield stacks i have one shield that has movement speed damage and fire rate basically godmode when i stack it called the band of sitorak if anyone wants to try it out works best on moze as she has a class mod that lets you constantly recharge shield making it easy to get the stacks if anyone trys this and has any questions just lmk
Apparently they actually intended to make the Flakker only use 1 ammo but that change didn't make it through in the hotfix. Might come with the elusive 30 day patch...
I don't know if that is true
@@Derchlands I'm gonna see if I can find it again, apparently they said it during a devs stream.
Having a radiation or fire version makes it 1000 times more viable post nerf
Flakker is still a monster and arguably significantly better for a dedicated build.
I kinda feel like this isn't intended
It works
@@Derchlands I'm glad the Infinity is buffed.
Amen. The nerfs didn't do much but make balance. Everything is still good.
People complain way to much. People just focus on the negatives of everything and it's sad
exactly. its kinda crazy.
I'm glad the Infinity was buffed.
@@keynanmartinez maggie got buffed as well
@@keynanmartinez Yeah, I'm glad the least fun to use gun in the game got buffed. Now maybe it will be worth holding down the trigger button for 3 minutes to kill something instead of 5.
I'm glad you made a video on this! I made a thread going over this on the forums just a bit after the hotfix went live and was unsure if the community was aware of it. The flakker is still a high tier weapon and many people are too reactionary when they see nerfs and don't bother testing things for themselves.
You mean now if I want to use the flakker the way I wanted to, I have to hit the R key after every shot? OMG NERFERLANDS
Fucking buffbox ruins bufflands they should just stop making games
ikr. wth was gearbox thinking. what will we ever do lol
wait... there's no money shot in bl3? WTF GEARBOX?! I don't want to think about my builds!!! I just want to one shot everything with no effort
after they make it so it consummes only 1 ammo per shot, it will become the most efficient gun in the game, making it even better than what it was at launch
Edit : i don't know if they will make this change but i read on the forums they will
I don't think that is true, I think people mis heard something or someone mis spoke
@@Derchlands well its seems it has become true. The flakker is completely awsome now
I was wrong and glad to be
All it did was take the focus off of fire rate and put it on reload speed so yeah, really not that big of a nerf.
Sadly if you go to any other borderlands 3 vids it just swarms of people saying this game is dead, and that they need to focus on buffing, even though they did? Makes me sad the majority of lfg on Xbox is duping and level boosting or people looking for whatever gear they saw in a video. Sure I've used "standard" builds but I try new builds too, so many post looking for a proturbulence, post calling it the "youtube"gun. Though from my testing the flakker its still better on a bloodletter build. Blastmaster did take a HUGE hit, but the proturbulence fits it spot nicely. People knee jerk so hard idk, rant over.
I hate boosting the most, learn to play your character
Honestly, such a waste of 60$. Its like going to a carnival just to finally get on a ride then you go walk to the exit line.
But... but... people want to complain so bad :(
People losing their shit over nothing
what is this?! positivity about a nerf?! lol, its nice to see some positivity for once, most people cry nerf and dont realise its called balance, they dont want one gun/character to rule them like in past games.
too true. too many people over react and never even bother testing or trying anything. alway assume the worse
@@jodyboles8208 i loved Krieg and Salvadore in BL2, but damn man, they could one shot bosses and while it was fun to begin with, i soon played as other characters or used different builds, it got boring.
at least GB seem to want everything to be at least useable, maybe not OP but you can still use it.
@@TheAuron32 oh yeah exactly. they arent nerfing things to the ground like they think they are and if they did they have no problem fixing it like the leave no trace skill. i wish more people understood this that they are giving us more to play with not less.
@@jodyboles8208 also, patience. they've said they are working on things like Mayhem being TOO powerful in some cases and pathetic in others.
and things like Iron Bear being useless, some of this shit takes a lot longer than others, i play FF14 an MMO and that shit can literally take MONTHS to balance, Ninja is getting a MASSIVE rework in the next patch, 3 months after Shadowbringers launched.
@@TheAuron32 yeah im looking forward to see what other buffs pets and mech will get.
7 mins 51 seconds to say 'reload manually after you shoot.' CZcams monayyyyyy
it's not youtube monayyyy unless he hits 10:00. He just rants and repeats a bit.
@@indecisiverift Wait you still get ad revenue if its
@@xdrcx yes but videos under ten minutes get trashed in the CZcams algorithm, so af revenue is a lot lower. It's why you see so many videos at 10:01
Yeah, I agree, the flakker nerf wasn't that big of a deal, as the weapon is still powerful.
With that being said, I question the Mag size change.
But it doesn't really matter
It does for blastmaster moze sadly.
does annoy me how people keep saying nerflands and stuff. Shows who the shit players are eh?
It makes swapping weapons a little worse though, since you cant swap after 1 shot and shoot immediately after swapping back