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CandyManCriminal

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Everything posted by CandyManCriminal

  1. I didn't think too hard on the actual numbers, just kinda have em in there to get the idea across better I also don't expect anything to come of this mostly did it for fun, but would still like feedback Passive: Incoming damage is reduced by percent of health missing, up to 75% 1: Desiccation No changes, pocket sand okay Augment: Killing a blinded enemy with a finisher has a 75% chance of summoning an Embalm minion that lasts for 20 seconds (ignores cap) 2: Embalm Energy: 20 (20 per corpse) Strength: (6 / 9 / 12 / 15)% minion damage Duration: N/A Range: (2 / 4 / 5 / 7)m aura range Inaros twists the corpses of the recently deceased into sandy jackal minions can have up to (2 / 3 / 4 / 5) minions at one time Enemies that die within (2 / 4 / 5 / 7)m have their corpse converted to sand and shaped into jackals these minions have (9 / 17 / 25 / 33)% Inaros's max health and armor deal (6 / 9 / 12 / 15)% of their own max health as damage when attacking, dealing additional damage to blinded enemies Minions draw enemy fire away from Inaros and his allies When a minion dies Inaros regains 10% of his health Augment: Curse of Undeath - Embalm is now a targeted ability, if the victim dies while afflicted its converted into a minion with a duration of 20 seconds. removes minion cap. 3: Sandstorm Energy: 50 Strength: (100 / 150 / 200 / 250) damage Duration: (2 / 3 / 4 / 5)s post-dash storm Range: (6.5 / 7 / 8.5 / 10)m dash distance (2 / 2.5 / 3 / 3.5)m pull range Engulf yourself in whirling spiral of sand and launch forward (6.5 / 7 / 8.5 / 10)m Enemies within (2 / 2.5 / 3 / 3.5)m are pulled into the storm and held inside it Enemies within the storm take (100 / 150 / 200 / 250) damage per second While dashing incoming enemy damage dealt to Inaros is reduced to (0.8 / 0.7 / 0.6 / 0.5) times their damage when the dash ends leave behind the storm for (2 / 3 / 4 / 5)s casting Desiccation on a Sandstorm causes the Sandstorm to implode, slamming the victims inside to the ground dealing (100 / 150 / 200 / 250) damage to each enemy inside per enemy inside Augment: (no changes) 4: Scarab Swarm Energy: 75 Strength: (100 / 150 / 175 / 200) dps (1 / 1.5 / 2.25 / 3) heal Duration: (11 / 19 / 27 / 35)s swarm duration Range: (4 / 5 / 6 / 7)m swarm size Create a (4 / 5 / 6 / 7)m radius swarm around Inaros following him for (11 / 19 / 27 / 35)s enemies within the swarm take (100 / 150 / 175 / 200) damage per second Allies within the swarm are (12 / 19 / 26 / 33)% harder to hit and gain (1 / 1.5 / 2.25 / 3) health per second for each enemy killed within Scarab Swarm Blind enemies take (1.1 / 1.2 / 1.35 / 1.5) times damage from Scarab Swarm Augment: Engulfing Swarm - Swarm now targets a location and has increased range
  2. Yareli is VERY fun Yareli is VERY weak some ideas for buffs: I don't really like her current passive, but idk what to do about it make enemies affected by Sea Snares take additional damage from Yareli's abilities make the amount of bubbles produced increase with power strength let Merulina be modded with the K-Drive mods (and maybe use skins?) add some damage reduction OR dodge while on Merulina, let Aquablades have range mods change them Aquablades have more blades based on power strength more base damage for them, won't need a lot with Sea Snares causing more damage from her abilities have Riptide pull enemies in a Sea Snare from double range surviving enemies should be slammed downward instead of flung outward maybe having Aquablades active pulls them in, too, increasing damage (and giving them back after) I might come back and post more ideas later ¯\_(ツ)_/¯ *edited to switch around a bit of stuff after talking to a fren (basically that dodge while on Merulina feels more lore friendly instead of changing the passive to that)
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