I think the massive overguard pile from triumph should never have applied to allies in that way. Light verse is a small amount and that is fine, but the HUGE pile of overguard from triumph is silly., they will likely already have two casts of light on them which gives a decent amount of overguard(this number for two casts should remain less than archgun calldown amount with base power strength on light), and then you top that off with even MORE overguard? unnecessary.
I think it should have instead been limited to regen on kill buff only for squadmates and dante instead. and that dante himself(selfish bonus) would get enhanced regen effect depending on how many squadmates have the buff in affinity range(or ability range) as well. encouraging him to continually buff all his squadmates in order to keep his regen up. (encourages teamplay to the dante user)
Alternately this could be extended to all teammates with the buff would have the enhanced regen if near squadmates, or semi-extended to squadmates only in the ability range of dante's triumph centered on dante get enhanced regen along with dante himself getting enhanced regen(again encouraging teamplay but this time in general for all players to stay closer together in tough situations)
For his tragedy move LoS is reasonable(lol glad there are no downvotes), but adding a slight aoe to enemies who the power affects would be better and provide some ability to hit things around corners but not too far around them.
This meaning if dante hits an enemy with his ability using the improved LoS check that is coming next hotfix, that enemy that was hit should do a much smaller NON-LoS check AoE centered on itself(improved by range mods) that hits enemies nearby to itself for the same damage(or potentially reduced damage) that the initial enemy was hit for. (not chaining constantly. just one more check from the enemies hit by the main LoS check on his tragedy move and no further than that.)
This makes the ability have a way to chain slightly past the LoS check and hit things around corners a little bit but without being too overpowered as a fully non-LoS check ability would be. This also allows for making a player decide if they want improved range to hit around corners a little bit better or other mods instead.(mod choice tradeoff)
thoughts comments concerns?