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Trickst3rGawd

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Posts posted by Trickst3rGawd

  1. 1 hour ago, ArdeKakka said:

    i was trying to think of a low effort somewhat easy to implement rework that doesnt require new assets, but if we are talking a full scale ability rework then yes, the kraken fantasy and control over water should be expanded upon

    Much love for your discourse and receptivity. Hehe my imagination kind of popped out a bit, yes I was thinking about a full scale rework as Hydroid already got a low effort rework a while back so there’s most definitely some wiggle room if it’s brought up to DE that he needs a straight up full overhaul. The same happened with Volt, Mag, Excal, limbo where their reworks started out as small tweaks but they ended up getting that big love 

  2. 6 hours ago, ArdeKakka said:

    being able to make pools that u can shoot in for damage and status spread separate from becoming one would be epic,

    the dmg of 3 is ridiculous if u have 100% armor shred (it's max health percentage based) and a donkey amount of strenght, i think the character should be designed around that

    the tentacle pull from pool should be aoe and u should be able to pick up items in pool, (remove the invulnerability in pool)

    1 and 4 should not ragdoll at all (a stagger is much more manageable) and u could give 4 slash if u want it to not be underwhelming to new players

    passive should be a 100% chance and have a spawn limit of like 5 or something(moddable pls)

    idk how hard it would be but tentacles should also swing in a smarter pattern so they would feel like the creature of the deep is actually trying to help u and not just flailing around aimlessly 

    also make the tentacles different lengths for a more chaotic evil look and feel

     

    I absolutely love that concept for making water more of an element with a status affect. My take on the abilities: it honestly is they should just make undertow be an area of affect that enemies slowly sink into like quicksand ?(*another idea I don’t know if you’re familiar with Naruto but there is this character named Kisame and he has a “Water Prison Jutsu” and even an option to bubble a group of enemies in water is some sexy cc I’ll leave a vid:

     

      instead of turning you stationary, and relying on PUDDLE form since he’s water based he should most definitely get a wave based dash a water based damage reduction like a certain a amount of projectiles phase and splash through him. It would leave space for a new 2nd ability. 
     

    His 1 should be similar to aqua blades that way he can run around and cc so the water just follows hydroid and shotgun shoots high pressurized water pellets keeping them staggered or knocking people down

    I’m very conflicted about his 4. I think they should give his KRAKEN XD some Ai capability to be able to move around, defend hydroid by batting sway projectiles with the tentacles, it would be able to eat and fully devour enemies and I guess wherever you’re aiming they target specifically that would be epic !! What do you think ?

     

  3. 7 hours ago, (PSN)Frost_Nephilim said:

    Water supposedly can be used help regulate temperatures, meaning it can both make and keep something cold or hot faster or longer. Id take that concept and apply it to all elements just cause. It will apply a 5 second debuff to increase status proc chance by a flat 50%, maybe even allow you to apply multiple procs at the same time meaning instead of 1 corrosive proc youll get 4.

    Harrow increases Crit achance by a flat percentage, we dont have a warframe that increases status chance by a flat percentage.

    That’s a really good idea it would be very useful and create a new meta :O

    • Like 1
  4. Love the ideas! You have my full support. I was on the earlier dev stream calling for a hydroid rework but the moderators tried to silence me 😈😭 Lmaoo ngl aside from hydroid getting buffed IMO water needs to be it’s own elemental within the game and given its own unique attributes so that any frame that gets released with the theme being water isn’t dumpster juice ;-; What do you think about that and do you have any ideas? Would love to brainstorm 

    • Like 1
  5. Your ideas for Nezha are really well thought! For his fourth ability I would not really support the firewalker+ spear synergy because he isn't really a damage dealing frame. He's more of a fast cc and support. I was thinking of something more in the lines of "recasting divine spears picks up new enemies in the vicinity instead of how currently recasting deactivates the ability."

  6. 4 minutes ago, Reefermun said:

    I was harping on about Nezha in my thread, and your points align pretty closely with my own. I particularly like your idea for Blazing Chakram. I would also like to add that Warding Halo should be able to be replenished by Blazing Chakram's heal.

    Link your thread please? :) I'm really glad you're satisfied and I like the Idea that warding Halo should be able to be replenished by Blazing Chakram's heal. Is it cool if I add that to my thread?

  7. With Nezha getting an upcoming Deluxe Skin (A fantastic one, at that), perhaps he could also get a few tweaks to some of his abilities? For the most part, his kit is pretty good, but have a few issues that really stand out and are clunky.

    Image result for nezha deluxe skin

    1. Fire Walker : This skill is pretty good as it is. CC, cleanses status, and has potential to deal damage with its augment. The only issue I have is that the width is too skinny and the energy cost is too high.

    Request: As well as the reduced drain, have fire width and sprint speed scale with range and strength respectively ( Sometimes when I run around or through enemies to cc with fire walker I sometimes miss an enemy due to how skinny fire walker's radius is. I'd like to see if be affected by range and unfurl..more like a wave of fire behind him, or at least in a cone.)

    2. Blazing Chakram: This is where most of Nezha's issues lie. Blazing Chakram can inflict a heat proc, knock down an enemy, heal nearby allies if enemies hit are killed, and Nezha can teleport to his Chakram while it's mid-flight, causing a fire explosion if Firewalker is active. Sadly, almost every part of this has issues.

    The heat proc/Knockdown is okay CC, but a lot of times the Chakram just becomes impossible to aim. It seems to just bounce off enemies without doing anything at times, and other times an ally being a little too close will cause it to bounce off of them and go anywhere else. 

    If Nezha does manage to hit an enemy, allies have to be within (a small) range of the enemy to receive the heal

    When Nezha hits an enemy with Chakram, they often ragdoll a bit, often moving out of range for a heal

    There's no indicator of what enemies are hit by Blazing Chakram other than the heat proc, but when Firewalker is a thing is becomes hard to tell.

    Pretty much nobody enjoys Firewalker being turned off when teleporting. It then costs more energy to turn Firewalker back on

    The Teleport explosion doesn't really do much other than a heat proc. The damage is pitiful.

    Request: Give Blazing Chakram the "bladestorm treatment". Allow us to mark enemies then the Blazing Chakram will auto target the enemies we mark. If we choose not to target enemies we can still use it to teleport. Also make the teleport a bit more smooth, and make this ability scale with range. Hold 2 to mark enemies and release to launch it. This will allow for fun, cc, and mass healing once allies kill the targets.

    3. Warding Halo: Another good skill. While not as strong as Iron Skin, it has some CC and can be put on allies with the augment. It'd be nice if there were a way to restore it's health though. Rhino is already tankier than Nezha, but he also has a way to restore his Iron Skin. Nezha has to wait for his Halo to run out (if running out of bounds is not an option), then use a decently long cast time to regain Warding Halo. This makes Nezha much more vulnerable, and in higher levels he gets shredded easily. 

    Request: Just give him a higher casting speed so he does not die in between cast because yes. It happens.

    4. Divine Spears: Pretty good CC, even if the casting time is a bit long. However, that ending animation...either remove it or make it a 1-handed action. Too many times has it been a nuisance. It stops the player from firing their weapons and reloading, which can leave them a sitting duck and force them to restart their reload timer. Also I find it hard to keep up the cc when another enemy enters the vicinity.

    Request: scrap the second animation (where he drops enemies to the ground or the ability ends) and instead of keeping that we can make it to where casting it again picks up new enemies that are in the area, similar to Equinox's sleep.

     

     

     

  8. 2 hours ago, Kauzuko said:

    1. To your first point. thats why Total Eclipse should fix the issue of (Light and Dark) both at the same time giving both buffs matter where you are on the map

    2.I get both buffs are good but so is Rhinos Iron Skin and Roar whats the difference? i mean Chroma is also a Damage Tank and the thing that neither of these guys share with mirage is they dont need augments their kits fix the problems for them but it would be nice to put Mirage on their level by giving her a fighting shot with an augment.

    Isn't that what augments are for? to change the flow of combat for your warframe with its abilites? i dont want to stand in place being a buff for my team with mirage i want to be able to move and kill with her i dont feel her place is to be a buffer even rhinos roar has a bigger range and chroma has ward so it last the full duration on a teammate without standing near it i feel like total eclipse needs to be change and is outdated 

    I'm literally agreeing with you that it should be looked at but I was just letting you know that  I've seen threads like these get shot down because of toxic players.

  9. This will get shot down because some people tend to not understand that we'd just rather not have the buff  at all instead of just getting one a random one you know? I wish that if we casted under a certain light source the buff would stay (light or dark) instead of switching as we run through the map.

    ps. many people's argument will be " oh !! but both of mirage's buffs are good so either way it doesnt matter what you want". I've seen some many mirage threads go down because of these people.

  10. Nezha is a semi solid frame and I really love his concept but the fact that I can't do 3 things with divine spears ability kind of annoys me and causes casualties in gameplay with him. 

    That ending animation...either remove it or make it a 1-handed action. Too many times has it been a nuisance. It stops the player from firing their weapons and reloading, which can leave them a sitting duck and force them to restart their reload timer. Also I find it hard to keep up the cc when another enemy enters the vicinity.

    My request would be to scrap the second animation (where he drops enemies to the ground or the ability ends) and instead of keeping that we can make it to where casting it again picks up new enemies that are in the area, similar to Equinox's sleep. I have a question for you as well. What is Nezha's purpose in team play? Is he a support because of his 2nd or is he a fast damage dealer. I wanted to know this because if he's a fast damage dealer maybe we can make it to where shooting the spears that impale enemies does damage to them because ground finishers are poopy. If he is a support maybe enemies impaled by Divine spears give life steal to you and your teammates. What do you guys think of that? 

    PS. I think his warding Halo scales badly as well but apparently players think it's fine so I guess I'll leave the details out.

  11. 3 hours ago, ComradeHX said:

    I don't know about "very intelligent" but I bet they're more intelligent than you are.

    Hey just scrolling through and reading all the feedback to this thread...I just would like to say that even though there is no common ground for you guys to come to..there should be no insults thrown back and forth. You guys are derailing the thread and ruining this thread for those with feedback. Also Im kind of with TK on the " why are people on the forums like this!!". Chatting in a condescending way , giving their feedback + a sneak insult. Assuming they're crying or whining when all they are trying to do is be helpful..all that just to get shut down.It's just super sad.

  12. 1 hour ago, FeztacularGames said:

    Ok so I might have to drop Nezha for a bit because, he gets killed in sortie, the Void, and I couldn't even do a 1 hour survival without almost losing all of my revives. 

    If anyone from DE can see this, please fix/buff Nezha. He is my favorite frame and I really like his abilities and design, but for the most part he is just too squishy for anything past... what... level 60 maybe? Hey, maybe even release his fix/buff with the release of his deluxe skin, I'm sure his popularity would surge quite a bit. 

    I've been trying to let people know but a lot of people have been brushing it off..

  13. 5 hours ago, deliciousdoobmaster69 said:

    This is a copy paste comment from your other Nezha post, just thought I'd post it again. 

    I think his Firewalker ability is practically perfect IMO, I honestly don't want any changes to this at all. Adding range to the equation is only asking for problems to arise and forcing Nezha to worry more about how to mod. His speed all ready lets him spread that glorious fire everywhere with no issue. If they had to make a change to this at all I would be okay with speed scaling with strength. I would take a little wider fire trail, but no range mods affecting it. The augment for this ability is probably my favorite augment in the game, no doubt.

     This sounds weird but possibly really cool, let me share my take on what needs to be done with Blazing Chakram. While Firewalker is active Blazing Chakram should create a line of fire when thrown mimicking Firewalker. The base range should increased to somewhere around 15m at least and the speed it travels should be increased slightly as well. The healing affects of this ability should heal Warding Halo as well as health. Lastly when I teleport to Blazing Chakram and I have Firewalker active it shouldn't turn off my Firewalker. It should still do the flame burst thing while Firewalker is active, but it shouldn't deactivate my ability, this massively hampers the use if his Pyroclastic Flow augment.

    This is another ability that I think is mostly fine as is, but it could use a few QoL changes. Range should never be factored into this ability, it should just be a base 3m (one meter larger than it is currently). The animation should be drastically sped up to avoid dying while casting. One extra second during the invulnerable phase of this ability would go a long way as well for survivability. I like the idea of supporting the team with this ability, but isn't that why we have the Safeguard augment. I don't think your purposed change sounds terrible, but it would make the Safeguard augment useless or broken depending on how the mechanics would work.

    I'm pretty much right there with you on this change. Scrap that damn animation it's totally unneeded and just a huge hamper to Nezha. I would like to add another change that I think would be amazing to this ability though. Someone else suggested this so I can't take the credit, but IMO it's genius and simple. Any damage done to the spears also damages the target. This doesn't seem like a huge deal, but it is, let me explain why. This ability lifts enemies off the ground, Nezha's Firewalker creates flames on the ground, pretty much this negates the flames of Firewalker (what was DE thinking). Also sometimes (not in all cases) it can be difficult to land melee attacks, depending on the animation the attack will slip right under the target. If damage dealt to the spears transferred to the target being held this would clear up this problem. 

    Nezha holds a place in my top 3 favorite frames with Ivara and Volt, I can't choose which one I love the most. I would love to see some QoL tweaks come his way, and I'm always happy to see people posting about him. Thanks for posting it's always nice to see what people think should be changed, and I always have fun posting my two cents on the subject. Thanks for reading everything I had to say if you got this far, and happy hunting Tenno! 

    No problem! Thank you for your feedback..hey I really like the idea of shooting the spears to deal damage to impaled enemies because ground finishes are clunky and they don't kill most of the time.

  14. 1 hour ago, SenorClipClop said:

    You mean the majority of people who read a thread that was obviously based on the idea that Nezha needs serious improvements. The Forums are a salt mine and everyone wants buffs, so naturally the majority of people replying are going to agree with you when you say "________ sucks" on the Forums. You really can't take that as a reflection of the larger population of Warframe.

    On what @LuckyCharm said, Nezha is my go-to Warframe for basically any Sortie. He's fast, has tons of utility and his augments help idiot-proof the rest of my squad. The only thing I would improve is enemy tracking or casting speed on Chakram. (Or punchthrough like Lucky suggests, that'd work too.)

    By the way, about Divine Spears' deactivation animation, Nezha skips it if you kill all effected enemies before the duration runs out. If you don't, the animation slams enemies to the floor for extra damage.

    EDIT: If we're adding to Nezha though, you make a good point that every Warframe should have access to scaling damage in some form. Perhaps if the slam from Divine Spear deactivation dealt Finisher damage, percent Health damage or Armor/Shield reduction. This would give Nezha more tactical options: quick-deploy CC with a cast of 4, significant damage with a double-tap of 4.

    That sounds awesome as well!! Someone from a long time ago threw said that it would be noce if we could shooot the tips of divine spears and do damage to the enemies imaaled would be a nice addition as well. Ground finisher damage is pretty bad to be honest so it gives a strong alternative and more of a reason to use his 4

  15. 45 minutes ago, LuckyCharm said:

    Hes not a "damn support frame". If you want a support frame then play one. There are many many many others to pick from. He's not a healer because his chakram range is short and niche, doesn't give overshields, has no skills that buff, his cc wears off quickly and his warding halo augment cuts it's effectiveness. 

    But since you seem intent on parroting a streamers words..

    Firewalker: Skill is good, it removes status effects effectively making you immune to things like heat procs, toxin procs, slash procs etc that are the main cause of death besides ramping damage. 

    Blazing chakram- needs its bounces removed and needs punch through added so you can actually teleport places effectively without worrying about bounces. Maybe a faster throw animation. Other than that it does what it's supposed to. 

    Warding halo: Makes you immortal while casting so it's cast time is NOT a hinderance contrary to what people think. It's HP when built correctly is effective upto sortie level enemies, and if you're dodging around enough you don't often lose it for quite a while. Which nezha can do because he's not a fat slow lump like rhino.

    Divine spears- Fine for a nuke, cc is a short reprieve from fights, could stand for a little more base range to bring it up to par with other nuke abilities in game but it's still a decent skill. Cast time is long but it's not the worst nuke skill by far. 

     

    As for saying you don't care if people think otherwise.. well I don't very much like your tone. He's already sortie viable, i use him there all the time. He's already effective at what he does and he's already a fun niche pick who's only weakness really is nullifiers and comba's, until you're already at levels that break your halo quickly, in which case, you probably shouldn't have picked nezha for a 2hr extended run when there's plenty of more effective options. 

    Not everyone shares your opinion that he needs major tweaking, so stop assuming that just because your favourite streamer does that hes broken. 

    The majority shares my opinion :P i've mad countless threads mentioning this and the majority always agreed. The only reason why the thread isn't hot is because everyone is worried about the "Ember nerf" lol. Didn't DE say he was support one time?

  16. 10 minutes ago, LuckyCharm said:

    I take nezha 9/10 times over rhino for anything. He's great and literally the only thing i'd change is his blazing chakram skill to have a straight line punch-through  or enemy tracking. Other than that, he's a much better frame than people make him out to be and he's far more viable for solo players than some other frames. Warframes don't always need to "scale" they just need to be good at what they do, and nezha is. 

    He's a fast, mobile fighter that skirts in and out of fights, while remaining status proof. He's not supposed to be a tank, or a heavy cc frame and I'm not sure why people try to force him to be one while comparing him to rhino

    We're trying to get him to be a better damn support frame as well. He has no niche whatsoever and his abilities are clunky as hell. He needs tweaks and I don't care if people think otherwise.

  17. 7 hours ago, helioth137 said:

    good post, yes this frame needs more attention.

    *every frame needs some form of scaling mechanic, they got it right with gara for instance; when you envelope enemies in glass with vitrify they now add their shields + health to your aoe glass shields... nezha could work like this; the more fire you spread/ divine spears you inflict, the harder your chakram hits & wider range of its effect is, as well as the great the amount you shield yourself & allies for is. 

    and yes i agree warding halo takes too long to cast, nezha is like a discount rhino... only, you get nezha much later.

    That's such a great idea!

  18. 23 minutes ago, S.T.M.P.D said:

    Uh, okay? I guess?

    I main Vauban, and I like him a lot, but I'm not super sure about compressing Bastille and Vortex into two abilities being necessary. The gun's not really doing it for me, either. And I dunno, but I don't particularly enjoy swapping endlessly between grenades for his 2, and then having to hold the key down to throw out the trap I actually want, it's just one more action for my brain to process. Making that be the case for every single ability could be kind of frustrating.

    It's not a bad start, though. If you could make a more compelling 'trap' ult that isn't a gun I'd be pretty much down with this.

    Hey I like Vauban as well. I think that his 3 and 4 should stay, as well as DE giving Tesla 100% status chance. I'd like to see all the grenades in mine layer be replaced with other things that are more useful. Like maybe flash bangs? 

  19. Wall of text incoming.

     

    "A lot a players ask "why is nezha not not endgame or good for endurance runs" I'm going to try to be as honest as possible. Of you're a nezha main can we please be honest I'm the comments? Try to avoid favoritism.

    So first let me give you clarification on why  I use a frame for an endurance run. Ah wait now let me clear up another thing before that clarification. Any frame can go to 1 hour(MOT). That's not a problem. All any player has to do is have a strong weapon. The majority of weapons in warframe will take you to an hour. We can take that off the board. Nezha can go there.

    So now the clarification. Why don't I take nezha to endurance runs? Because in endurance runs you start depending on the synergy and everything else you need from the frame. Now when I look at nezha and look at certain frames , I try to see what unique creativity I can come up with. How this frame is gonna synergize with other frames that I'm running with. So when I look at nezha I start thinking.."okay Nezha's good for go getting life support. The speed, the quick shield that's gonna die (warding Halo) but you just use it for the little invincibilty phase."  You don't need that anymore. Operators can become iinvincible and do it with less effort.

    Now the next thing that I look at is a frame that can actually help buff the team synergy as in like damage. You need the extra kills and stuff to properly yourself to get further into the survival. Right? Nezha doesn't buff at all. We:all take that off the board.

    Nezha's not looking to good right now...next thing Ill look at is CC. Nezha has some cc right? Put on firewalker and run around. "Momma there goes DAT man". No it's not good enough CC. It's pretty bad. Nezha's fourth ability. When divine spears was first shown , that he could summon those spears I was like wow that's great CC. But then after we messed around with it..anyone knows that Nezha's 4 is terrible vs ancients and nullfiers destroy them quickly. The other bad thing about it is the second animation (after the count down is over) forces nezha to slam them. If the slam did something unique or creative that would be nice but..it just interrupts game play.

    With all of those reasons being said..there is no reason for me to bring nezha. I'm sorry to the people who want to see me use nezha in endgame and everything else like that. I'm going to be honest. If I took nezha to an endurance run right now with a group of 3 other warframes...I would be getting carried. I will be providing no form of support. Divine spears would fall off and my team mates wouldn't be able to depend on it.

    His third ability..I know someome is going to be like "Life of rio have you ever tried Nezha's augment?? *snooty sound*". And I'm like bro the augments aren't even good.."but you can give team synergy with the shield (warding halo). You know like giving rhino's iron skin to teammates." 

    No that thing is honestly terrible. It's okay for lower level to mid level content. A lot of people don't do endurance runs and they proceed to say nezha is fine. 

    Now let's see..does nezha synergize with any frame? No that's off the board."

    -Life of Rio.

     

    Okay so that's the gist of it. With all this being said..coming from a warframe partner and if you look at the current nezha threads in the forums and Reddit with them saying the same thing, I'm going to throw out some ideas that would make nezha a better endurance frame as well as a better frame in general.

    1. Fire Walker : This skill is pretty good as it is. CC, cleanses status, and has potential to deal damage with its augment. The only issue I have is that the width is too skinny and the energy cost is too high.

    Request: As well as the reduced drain, have fire width and sprint speed scale with range and strength respectively ( Sometimes when I run around or through enemies to cc with fire walker I sometimes miss an enemy due to how skinny fire walker's radius is. I'd like to see if be affected by range and unfurl..more like a wave of fire behind him, or at least in a cone.)

    2. Blazing Chakram: This is where most of Nezha's issues lie. Blazing Chakram can inflict a heat proc, knock down an enemy, heal nearby allies if enemies hit are killed, and Nezha can teleport to his Chakram while it's mid-flight, causing a fire explosion if Firewalker is active. Sadly, almost every part of this has issues.

    • The heat proc/Knockdown is okay CC, but a lot of times the Chakram just becomes impossible to aim. It seems to just bounce off enemies without doing anything at times, and other times an ally being a little too close will cause it to bounce off of them and go anywhere else. 
    • If Nezha does manage to hit an enemy, allies have to be within (a small) range of the enemy to receive the heal
    • When Nezha hits an enemy with Chakram, they often ragdoll a bit, often moving out of range for a heal
    • There's no indicator of what enemies are hit by Blazing Chakram other than the heat proc, but when Firewalker is a thing is becomes hard to tell.
    • Pretty much nobody enjoys Firewalker being turned off when teleporting. It then costs more energy to turn Firewalker back on
    • The Teleport explosion doesn't really do much other than a heat proc. The damage is pitiful.

    Request: Give Blazing Chakram the "bladestorm treatment". Allow us to mark enemies then the Blazing Chakram will auto target the enemies we mark. If we choose not to target enemies we can still use it to teleport. Also make the teleport a bit more smooth, and make this ability scale with range. Hold 2 to mark enemies and release to launch it. This will allow for fun, cc, and mass healing once allies kill the targets.

    3. Warding Halo: Another good skill. While not as strong as Iron Skin, it has some CC and can be put on allies with the augment. It'd be nice if there were a way to restore it's health though. Rhino is already tankier than Nezha, but he also has a way to restore his Iron Skin. Nezha has to wait for his Halo to run out (if running out of bounds is not an option), then use a decently long cast time to regain Warding Halo. This makes Nezha much more vulnerable, and in higher levels he gets shredded easily. 

    Request: make it bigger , scale with range mods,change it from an iron skin effect to a self centered area of effect damage mitigater that works on self and allies in the radius while scaling up to 95% with some strength mods. This would give him a good bit of survivability because his health and shields are already low. This will also serve to make him a better supportive player with his wading halo augment.

    Why change that ability so much? Well rhino's iron skin is way better then Nezha's warding halo. Iron skin works really well with its near instant 0.5 cast time.  The augment allowing for mid skin recasts and aoe stun are good. Iron skin also scales with armor so, Health conversion, steel fiber and Rhino charge augment get you some nice 100,000-300,000 skins. Warding halo is ..ehm a bit broken. It's like a broken version of the same skill, with 1.5 seconds cast time means it can't be used in combat to take advantage of the scaling as death is almost always the outcome in high leveled content.

    4. Divine Spears: Pretty good CC, even if the casting time is a bit long. However, that ending animation...either remove it or make it a 1-handed action. Too many times has it been a nuisance. It stops the player from firing their weapons and reloading, which can leave them a sitting duck and force them to restart their reload timer. Also I find it hard to keep up the cc when another enemy enters the vicinity.

    Request: scrap the second animation (where he drops enemies to the ground or the ability ends) and instead of keeping that we can make it to where casting it again picks up new enemies that are in the area, similar to Equinox's sleep.

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