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Taskmaster improvement/fix suggestions.

FabwiziFabwizi Posts: 1,168 ★★★★
edited February 2021 in Suggestions and Requests
I feel task master can have a small tune up to just fix him once and for all not major change or anything just the understanding of him in game.
First of all let's look at his kit as his kit is strong.
1 he can reduce offensive as well as defensive ability via repetative attacks
2.Has concussion debuffs to reduce aar even further via awakrned ability.
3Increase perfect block chance
4.Can go immune to debuffs completely
5.Bleed on sp1 and armour break on sp2.
Plus a few more insignificant ones.

But the issue is aar part is broken all the time and hard to understand it in game how it is working.

By making simple changes like instead of passive aar reduction and concussion combination.
We can have a single ability photogenic potential which has an increasing icon in % so each time an opponent or taskmaster does unique attack this % fills up and so it does on each exploit weakness and eventually at 100 he gets max photogenic memory buff which works something similar to Falcons aar but also has aar reduction based on the % of photogenic potential.

And the argument of damage can be settled by changing his signature to increase critical rating with the above aar % at 100 he has guaranteed critical hit for duration of max photogenic memory buff.

As a tradeoff we can remove his perfect block chance and additional attack for debuffs on specials.

Rest everything from exploit weakness burst damage, bleed armour break, debuff immunity etc. can remain largely the same.

Only change here is the aar is visual can be understood and should be easier to attain but falls off and needs to be rebuild but you get guaranteed critical hits and better damage.
Post edited by Kabam Porthos on

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    LemoNotLemoNot Posts: 181
    Hi! While I agree that Taskmaster needs the update, I don't feel like these changes are best for making him a better character.

    The three main suggestions to make Taskmaster a great character:
    1. Taskmaster's Photographic Reflexes count all attacks from either opponent as Unique Attacks, and each Unique Attack places a charge on himself or the opponent, depending on the Ability Accuracy reduced.
    -Higher potential AAR, and one can easily understand how much they've already reduced AA.
    2. Learn the Foe works instead like Apocalypse's immunities/Evade counter, building up 1 charge every time Taskmaster gains a debuff and at 10 debuffs becomes a grayed-out icon making Taskmaster immune to all debuffs. These charges and icon would transfer from fight to fight over the course of the quest.
    -It's almost useless otherwise, and would make Taskmaster an OP character for this alone.
    3. Exploit Weakness should have its potency increased the lower the opponent's Defensive AA, paralleling his Perfect Block Chance. Additionally, EW's base damage should be multiplied, to make its damage outside of special attacks worthwhile.
    -Hell, I'd actually take a lower Critical Hit/Damage Rating if those last two get added, as his damage would come largely from red numbers.

    As for less necessary but equally significant changes, in no specific order:
    1. Exploiting a Weakness refreshes all debuffs on the opponent.
    2. Sp2's armor break applies on the first hit, and has its potency increased the more buffs the opponent has had.
    3. Scaling attack bonus with each special (i.e., Sp2 gets twice the damage bonus of an sp1, and sp3 gets twice the damage bonus of an sp2).
    4. Taskmaster's Passive Concussion counts towards Photographic Reflexes.
    5. When fully immune to debuffs, counts as having 5 debuffs on Taskmaster during special attacks.
    6. Second Medium Attack will Exploit any Weakness, at the cost of -60% its potency.
    7. Increase Taskmaster's current Concussion potency.
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