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Thural

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Posts posted by Thural

  1. 28 minutes ago, (XB1)Cubic Clem said:

    I'm not sure >_> is this a buff or a Nerf <_<

    for most buff abilities it's a quality of life change, since range doesn't really affect their effectiveness, only the annoying aspect of getting teammates to get in range, and having it be based on affinity range gives an indicator of who's in range.

    1 hour ago, zoobmer said:

    Hollowed Grounds is an ability that suffers from the "self buff" build, hence its inclusion.

    that's the way of min maxing though, if you build for buffs, it hurts your offensive abilities.  Harrow is a perfect example, if you're building around his 4, you don't need range, but if you don't have range, his 1 is made worse.  So you could max out his 4, or make a more balanced build.  if you just made all his abilities based on affinity range, building for range would have no benefit.

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  2. 1 hour ago, zoobmer said:

    these numbers are place holder, and aren't the main point of the thread.

    I based it on the fact that Hollowed Ground's range is 60% of Renewal's range. the stats I gave for Oberon without Vazarin are equal to 200% power range at current; which, let's face it, is more than anyone gets on him.

    endorsing the post is not endorsement for the stats, but for the general change. feel free to add stats you belive to be better suited for these abilities.

    I think this should only apply to buff and support abilities, whereas abilities that affect enemies should still be based on range mods.

  3. 3 minutes ago, Walkampf said:

    Well, if you were leveling weapons, you weren't fighting hard...

    It's really your own fault, if you don't take a single powerful weapon with you to save time by leeching off of other peoples kills.

    So you basically got what you deserved.

    How is it his fault that the wolf dropped something useless?  If it took so long to kill him, then nobody had strong weapons, so I don't see how he was leeching if he was just as well equipped as everyone else.

  4. So as it stands, Baruuk's 1 and 3 make each other worse when used to together.

    If you build for max range to get the most coverage on Elude, you'll lose all your Desolate Hand charges when you are in the same room as an enemy, add on top that Elude doubles its range

    If you build for minimum range to keep all your damage reduction, Elude only covers 60 degrees.

    If you have Elude (an ability that makes guns useless since it blocks bullets) active, Desolate Hands is more likely to disarm enemies of their guns, meaning they are now able to damage you with melee.

    Luckily, there's a simple fix, make Elude disable the disarming effect of Desolate Hands.  With this change, it would no longer be detrimental to Desolate Hands to have Elude active, and building range is no longer bad for Desolate Hands.

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