Fallen Hope should be reworked to be better at bossing. Something like: ~ No longer spreads poison to nearby enemies, instead has a 10% chance to apply an area explosion of poison to and around your target that applies an unique poison debuff that makes ALL weapons deal 5% increased firearm attack, and stacks up to 5 times for 25% increased firearm attack. This applies to yourself and the party, but is unique so having multiple Fallen Hopes in the party will just stack it faster, but not make the debuff give more damage. ~ On hitting a poisoned enemy is reduced to 10% from 30% firearm attack because of the above party debuff change. Enduring Legacy is at a really good level of power and other guns should be brought up to that level. Clairvoyance I would do the following buffs and changes to really put it on that Enduring Legacy tier: ~ Critical Damage increased to 250% from 200%. ~ Range increased to 50 metres from 35 metres. ~ New effect: When at max beam charge, deal 10% increased firearm attack against Colossus. (Since Colossus are not really affected by Frostbite. The gun would still apply Frostbite however and this feature still exists.)
Fallen Hope should have been a part of the package when they reworked Freyna. This gun's ability is the exact same as TC, but they "balanced" it by taking away accuracy and giving the ability trigger rate a horrendous chance of happening. TC has 100% chance and gives a 300% increase to damage on the explosion. Why is Fallen Hope treated differently, especially now since poison is nothing more than a mark, not an actual element damage that has an effect beyond just a bit of extra damage. Poison should bypass shields just like in almost every single game ever made since videogames have existed.
- I need that hat! Appreciate your honesty in all of your content. If it’s mid, low or God tier, you share how you built the Descendant or Weapon. Thank you for sharing why it worked in meta builds or totally failed to meet your expectations. Good stuff, big dawg. 💯
Great info thanks 🙏 but you should mention: the +% toxic dmg modules apply only if you have the toxic dmg sub stat in the weapon stats. The other thing which may be better: instead of weak point dmg I would roll the trigger attribute rate stat, so you have a bit better chance to trigger toxic status effect.
Readjustment thought. I would try for attribute trigger rate, as you had mentioned. There are four elemental choices: leave that roll for last. If you get a gold roll, you might not feel so badly when first looking at it. This way u have four ways to win. Personally, even if I have an elemental roll on the gun, the elemental enhancement mod provides a Firearm ATK+ value that is highly valued on non-crit builds.
Awesome video. Agreed 100% with everything you said. And yes I tried both weapons, Fallen and Enduring. And yes Enduring is far superior... that is sad because I would love to see Fallen being good... but it is not.....
External willpower is my favourite AR, I’ve been using the Excava lately . And this one as well. I’ve been all over the place in this game lately with weapons , descendants etc lol
Honestly if fallen hope was like thundercage with guaranteed explosions on maxed unique ability,I wouldn’t even be mad. Or make it explode on toxin stack for 5x the damage. Something man lol
I really do hope they rework fallen hope because I love toxin effects but it's unique effect sucks because 1. Attribute trigger rate makes trying to apply poison, to get bonus damage, a pain, and 2. It's explosion effect is basically a worse version of thunder cage which is guaranteed on kill and doesn't rely on enemy needing to be affected by an element.
You described a guideline on deciding on crit build or raw dmg i actually use too, if it's below 20% crit rate and far under 2% crit dmg I'll ignore building into crit and stack just raw firearm atk and weak point dmg and other stats. I always was unsure of this because ive seen different opinions on this like videos of people building crit on low crit guns like Albion Calvary Rifle, Python. But i have seen crit built into shotguns a lot even though they seem to have low crit from what i remember. Why is that? And does it also depend on the user, like say building crit on the Albion Calvary for Hailey to use?
General rule of thumb for me is 20% rate, but yes factors like the unique effect of the weapon(Smithereens for example) and the Descendant used(Hailey, Enzo, etc) also play into the decision
I've had a maxed out fully catalyzed Fallen Hope since before season 1 because Freyna was my main from day 1. Please, Nexon, please oh please let's get some real love. If it could somehow supplement Contagion leaving us a new open slot for mobbing (like the run fast one) it would be awesome. Or just make it Thunder Cage but poison
This I always hoped for Freyna and Keelan. Maybe even Python. Then Divine for Yujin. Definitely need buffs cuz I’d get good use out of them. I absolutely hate the burst fire of tact rifles but Secret Garden is just so good.
Your build and rolls are almost like mine. If you want to make the gun "feel" better, because I find that Recoil is a sorely overlooked stat, I would recommend dropping one of your ammo mods for max Vibration, or a purple mod equivalent. Trust me, keeping that recoil in check does make many of the firearms in TFD feel a lot better.
I feel like they could rework it instead of just poison a corrosion gun for keelaan for another way to spread his corrosion with a high expode chance instead of 40 percent since not all mobs die to the stacking of corrosion off back
in Diablo we used to work no a 3:1 ratio for crit chance to crit damage, going outside of the ratio was deemed a waste. So during leveling, trying to always follow this roughly was good. Knowing what needs to be upgraded. so to upgrade crit damage you would need to check ur crit chance. Like what is the point of adding to damage if it is never going to happen. Does this still apply with tfd do you suppose?
A simple twist that could be made to buff not only Fallen Hope, but many weapons, is to buff the mods themselves. Specially the Crit. Rate mods. The blue mod should give 100% crit rate, and the purple one 150%. This is not much considering that the baseline of the average guns are pretty low, and all enemies have a built in crit resist. Not to mention that if you intend to go all crit, it's four dedicated mod slots, and you also lose 15% atk dmg for the purple crit chance. All that to barely reach the 30% CR range, it really feels that you are not making full use of the decently high crit dmg multipliers. I dunno, maybe I'm a crit fanboy, but TFD's crit gunplay feels kinda janky to me
Assault rifles should fit in the gap between submachine guns and machine guns. But in TFD this gap is de facto non-existent. So nobody needs assault rifles, you take either Thunder Cage or Enduring Legacy, for example. If movement speed while firing or min-max range had more impact, maybe that would be different. And of course you are right, the ultimate ability should be stronger.
I feel they should give Assault Rifles a crit boost, so they are somehow straddling the stats of both LMGS and subs as you say. They need something that defines them as a type, right now they have no identity
its effect is thunder cage, but much much worse. sure it has the 30% attack going for it, but its trigger rate on that is just %4.55. so it has a %4.55 chance of inflicting poison and thats only IF you put poison on your weapon, then it has a 40% chance of the enemy exploding, and thats IF you maxed it, and even then the explosion is only 75%, oh but wait, it applies a dot for 5 sec that hits every 2.5 for....15% damage....so 100% damage over all. meanwhile thunder cage when maxed WILL make an enemy explode on death for 200% damage every single time with no cooldown and no prep, just kill the enemy and boom 200% aoe damage. i have lost all hope for the fallen hope, and it was the first gun i farmed to max.
It's made specifically for Freyna, but I look at it...then I look at my fully built Secret Garden, and I wonder why I would ever use Fallen Hope over Secret Garden?
The guns a bust but if you have full builds online it can be just fine to run. My Keelan rips so I used fallen hope just to not use the same 3 guns all the time. I’m consistently getting 200+ mil dmg on 400% dungeons. I think people get to caught upon what’s best and don’t realize how much you can use in this game that isn’t the best item every time.
Nexon hates this gun. All they need to do is change the ultimate perk to have 100% activation rate. It also doesn't "feel" like 40%, it feels like 10% when I'm trying to mob with it.
You definitely make it a point to hit that 10 minute plus mark in videos but do deliver good explanations when you start talking about the actual builds
Favorite Assault Rifle in the game? Go!
First descendant the only game I favourite smg over AR.
Most people went tamer I chose Eternal willpower as the first gun I fully catalyzed carried me through most of the game until I got enduring legacy
That’s a nice joke 😂
Enduring Legacy that's an assault riffle isn't it 😉🤣
Python 😅
I saw this video and was excited.. but now.. all I have is fallen hope. :-/
😂😂😂 facts!
I'll leave a like but I don't appreciate what you did there lmao
What do you mean 😂
Well played sir...wel played
Fallen Hope should be reworked to be better at bossing. Something like:
~ No longer spreads poison to nearby enemies, instead has a 10% chance to apply an area explosion of poison to and around your target that applies an unique poison debuff that makes ALL weapons deal 5% increased firearm attack, and stacks up to 5 times for 25% increased firearm attack. This applies to yourself and the party, but is unique so having multiple Fallen Hopes in the party will just stack it faster, but not make the debuff give more damage.
~ On hitting a poisoned enemy is reduced to 10% from 30% firearm attack because of the above party debuff change.
Enduring Legacy is at a really good level of power and other guns should be brought up to that level.
Clairvoyance I would do the following buffs and changes to really put it on that Enduring Legacy tier:
~ Critical Damage increased to 250% from 200%.
~ Range increased to 50 metres from 35 metres.
~ New effect: When at max beam charge, deal 10% increased firearm attack against Colossus. (Since Colossus are not really affected by Frostbite. The gun would still apply Frostbite however and this feature still exists.)
This & Divine punishment need a big rework 😊
Fallen Hope should have been a part of the package when they reworked Freyna.
This gun's ability is the exact same as TC, but they "balanced" it by taking away accuracy and giving the ability trigger rate a horrendous chance of happening. TC has 100% chance and gives a 300% increase to damage on the explosion. Why is Fallen Hope treated differently, especially now since poison is nothing more than a mark, not an actual element damage that has an effect beyond just a bit of extra damage.
Poison should bypass shields just like in almost every single game ever made since videogames have existed.
F.H is their black duck chick 😂
ARs need like a massive crit or weakspot damage buff to be viable with their low mag size
- I need that hat! Appreciate your honesty in all of your content. If it’s mid, low or God tier, you share how you built the Descendant or Weapon. Thank you for sharing why it worked in meta builds or totally failed to meet your expectations. Good stuff, big dawg. 💯
Much appreciated
Great info thanks 🙏 but you should mention: the +% toxic dmg modules apply only if you have the toxic dmg sub stat in the weapon stats.
The other thing which may be better: instead of weak point dmg I would roll the trigger attribute rate stat, so you have a bit better chance to trigger toxic status effect.
Readjustment thought. I would try for attribute trigger rate, as you had mentioned. There are four elemental choices: leave that roll for last. If you get a gold roll, you might not feel so badly when first looking at it. This way u have four ways to win. Personally, even if I have an elemental roll on the gun, the elemental enhancement mod provides a Firearm ATK+ value that is highly valued on non-crit builds.
Glad you cover all the weapons and just the popular ones.
Awesome video. Agreed 100% with everything you said. And yes I tried both weapons, Fallen and Enduring. And yes Enduring is far superior... that is sad because I would love to see Fallen being good... but it is not.....
You should try with Venom Essence Set. It gives extra boost.
External willpower is my favourite AR, I’ve been using the Excava lately . And this one as well. I’ve been all over the place in this game lately with weapons , descendants etc lol
Honestly if fallen hope was like thundercage with guaranteed explosions on maxed unique ability,I wouldn’t even be mad. Or make it explode on toxin stack for 5x the damage. Something man lol
I really do hope they rework fallen hope because I love toxin effects but it's unique effect sucks because 1. Attribute trigger rate makes trying to apply poison, to get bonus damage, a pain, and 2. It's explosion effect is basically a worse version of thunder cage which is guaranteed on kill and doesn't rely on enemy needing to be affected by an element.
You described a guideline on deciding on crit build or raw dmg i actually use too, if it's below 20% crit rate and far under 2% crit dmg I'll ignore building into crit and stack just raw firearm atk and weak point dmg and other stats. I always was unsure of this because ive seen different opinions on this like videos of people building crit on low crit guns like Albion Calvary Rifle, Python. But i have seen crit built into shotguns a lot even though they seem to have low crit from what i remember. Why is that? And does it also depend on the user, like say building crit on the Albion Calvary for Hailey to use?
General rule of thumb for me is 20% rate, but yes factors like the unique effect of the weapon(Smithereens for example) and the Descendant used(Hailey, Enzo, etc) also play into the decision
The only thing i didnt really like about this is that 11% in magazine size is only 4 bullets, buthey, all help
I've had a maxed out fully catalyzed Fallen Hope since before season 1 because Freyna was my main from day 1. Please, Nexon, please oh please let's get some real love. If it could somehow supplement Contagion leaving us a new open slot for mobbing (like the run fast one) it would be awesome. Or just make it Thunder Cage but poison
Just by chance I picked the Eternal Willpower just to use as a ammo capacity buff for my Enduring legacy. Was surprised how good it is.
love that fuckin gun
This I always hoped for Freyna and Keelan. Maybe even Python. Then Divine for Yujin. Definitely need buffs cuz I’d get good use out of them. I absolutely hate the burst fire of tact rifles but Secret Garden is just so good.
Your build and rolls are almost like mine. If you want to make the gun "feel" better, because I find that Recoil is a sorely overlooked stat, I would recommend dropping one of your ammo mods for max Vibration, or a purple mod equivalent. Trust me, keeping that recoil in check does make many of the firearms in TFD feel a lot better.
I feel like they could rework it instead of just poison a corrosion gun for keelaan for another way to spread his corrosion with a high expode chance instead of 40 percent since not all mobs die to the stacking of corrosion off back
This is the same set up i use and the weapon is very underwhelming. I'll stay with thunder cage. Great video as usual.
Tcage bangs
@@theFullMeasure as usual
in Diablo we used to work no a 3:1 ratio for crit chance to crit damage, going outside of the ratio was deemed a waste. So during leveling, trying to always follow this roughly was good. Knowing what needs to be upgraded. so to upgrade crit damage you would need to check ur crit chance. Like what is the point of adding to damage if it is never going to happen. Does this still apply with tfd do you suppose?
Yo maybe combined with the Venom component set 🤔 I’ll try it and get back on this
Hammer & Anvil build next/soon please! Cheers
A simple twist that could be made to buff not only Fallen Hope, but many weapons, is to buff the mods themselves. Specially the Crit. Rate mods. The blue mod should give 100% crit rate, and the purple one 150%. This is not much considering that the baseline of the average guns are pretty low, and all enemies have a built in crit resist. Not to mention that if you intend to go all crit, it's four dedicated mod slots, and you also lose 15% atk dmg for the purple crit chance. All that to barely reach the 30% CR range, it really feels that you are not making full use of the decently high crit dmg multipliers.
I dunno, maybe I'm a crit fanboy, but TFD's crit gunplay feels kinda janky to me
Assault rifles should fit in the gap between submachine guns and machine guns. But in TFD this gap is de facto non-existent. So nobody needs assault rifles, you take either Thunder Cage or Enduring Legacy, for example.
If movement speed while firing or min-max range had more impact, maybe that would be different. And of course you are right, the ultimate ability should be stronger.
I feel they should give Assault Rifles a crit boost, so they are somehow straddling the stats of both LMGS and subs as you say. They need something that defines them as a type, right now they have no identity
Im using it since Ultimate Freyna Launch Love it. Idc if its average, the synergy between FH and Fryena is match made in Heaven.
Haven’t unequipped it from Freyna since I crafted it 🙌🏾
have you never herd of python?
@@midegola5623 Yes I have.
its effect is thunder cage, but much much worse. sure it has the 30% attack going for it, but its trigger rate on that is just %4.55. so it has a %4.55 chance of inflicting poison and thats only IF you put poison on your weapon, then it has a 40% chance of the enemy exploding, and thats IF you maxed it, and even then the explosion is only 75%, oh but wait, it applies a dot for 5 sec that hits every 2.5 for....15% damage....so 100% damage over all. meanwhile thunder cage when maxed WILL make an enemy explode on death for 200% damage every single time with no cooldown and no prep, just kill the enemy and boom 200% aoe damage.
i have lost all hope for the fallen hope, and it was the first gun i farmed to max.
Come for the content, stay for the beard. Fuckin' cheers.
Champ!
Wait for the second part of season two
Yooo where'd you buy that hat man??
From my merch, check description
@@theFullMeasurei dont see it. Link?
@@sterben_alone3083 here you go streamlabs.com/thefullmeasure/merch
Assault Rifles need their own niche where they could be useful. None of the ultimate ARs are good for bosses or even abilities
Can you do an updated guide on King's guard? I don't think the Lethal finish works anymore. Just trying to push it to the limit...
Unfotunately it doesn't snapshot like it did before anymore, they 'fixed' it :)
I wanna build the Fallen hope but I'm only using it with Keelan cuz I don't wanna implant a reactor ngl
They made rerolling Stats 100% harder. It was Never a problem to get a Gold version
It's made specifically for Freyna, but I look at it...then I look at my fully built Secret Garden, and I wonder why I would ever use Fallen Hope over Secret Garden?
fallen hope should have been what enduring legacy is. i don't know of any game where the assault rifle isn't the best all rounder.
The guns a bust but if you have full builds online it can be just fine to run. My Keelan rips so I used fallen hope just to not use the same 3 guns all the time. I’m consistently getting 200+ mil dmg on 400% dungeons. I think people get to caught upon what’s best and don’t realize how much you can use in this game that isn’t the best item every time.
Nexon hates this gun. All they need to do is change the ultimate perk to have 100% activation rate. It also doesn't "feel" like 40%, it feels like 10% when I'm trying to mob with it.
It feels like the module spray and pray but ur actually praying for it to work
You definitely make it a point to hit that 10 minute plus mark in videos but do deliver good explanations when you start talking about the actual builds
So far don't really like any AR they made all kinda suck smg, MG get all the love 😢
Enduring Legacy
Huh...i just crafted this tonight...
Maxed mine out and it's still disappointing; low base stats on top of low proc is just not worth building.
Haven’t done much to the weapon so far, since other weapons are better.
Merry fukin Christmas
Happy holidays!
I wanted to use it with my keelan but I’m not going to use the gun anyway with him 😂😂
He named it "Britney Spears" 😂 im weak off et 1 lol
hahahaha
NEW HOPE
He siad run out of money and i look up and uuuh what
Unfortunately it still sux, secret garden still freyna's go to weapon 😢
Actually pithon rocks for bossing with freyna using the mod firing fiesta
Give me your hat.
Nexon just isn’t that good at designing weapons
That gun sucks just shit so true that a non legendary weapon is better just get mastery rank and move on