This is the one area where People Can Fly unshackles players to theory-craft optimized builds to their heart's content. It wasn't until the back half of the campaign that I finally started finding enough Rare weapons to take advantage of Outriders' generous mod system. I spent almost the entire campaign cycling through nearly identical variants of the same two or three shotguns and rifles, trashing the old one each time a bigger number came along. The same goes for Outriders' weapons, which span a mostly predictable variety of assault rifles, shotguns, DMRs, sniper rifles, and LMGs. I can see the numbers get higher and trust that an extra 10 percent damage against the stronger Captain enemies is helping, but the result doesn't meaningfully change how I play the game. The incremental upgrades aren't transformative, but rather subtle nudges toward certain playstyles, like my Trickster's eventual affinity for shotguns. Nothing illustrates this better than Outriders' extensive class skill trees for the four classes that mostly consist of tiny, incremental stat boosts (plus 5 percent close-range damage here or plus 8 percent clip size there). Rolling the perfect combination of perks on your favorite Destiny guns could take hours, but it's just a few clicks in Outriders.Īs a shooter fan first and a loot fan second with days worth of time in Destiny and Borderlands, I think People Can Fly and I have opposing priorities in our loot shooters-everywhere I would zig, Outriders zags.
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