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Klayms

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Posts posted by Klayms

  1. My Ash Rework Idea:

    Shuriken: Fine as is (maybe change animation a bit).

    Augment: Leeching Stars: the shurikens stick to the targets making the bleed damage on the target heal Ash for % of the damage. (Could also make bleed procs from other sources heal ash). Power strength increases the % healed and duration increases the amount of time the shuriken stays on the target.

     

    Smoke Screen: Ash throws down a smoke bomb which staggers enemies and increases avoidability on Ash and allies in the smoke screen, the closer the enemy is to you while in the smoke screen the higher chance of the enemy hitting. Power duration is increases how long the smoke screen is in place and range increases the radius of the smoke screen and the radius of the emeny accuracy rate. (Lets say Ash has 100% avoidablity while in smoke screen at a 20m active radius, while enemies are past 20m they wont be able to hit ash or allies in the smoke screen but when they come closer the % chance to hit will become higher based on power range. aka the higher the power range the closer the enemies can come with lower hit accuracy).

    Augment: Traveling Smoke: Smoke screen has an extremely reduced radius but it now travels with Ash.

     

    Teleport: Fine as is just change the animation and maybe make it teleport behind the target.

    Augment: Shadow Slip: Teleporting to an ally turns Ash and/or the ally invisible for set duration. Power duration increases the invisibility duration.

    Shadow Steal: When teleporting to an enemy Ash steals something from the target based on the target and gains a buff. Power strength increases amount stolen and duration increases buff duration. Power Strength increases the stolen amount and duration increases the buff duration. (could also be based off of codex entries

    Shielded Target: Gains an overshield based on amount of shields stolen.

    Armor: Gains increased armor based on armor stolen.

    Non-Armor: Gains health based on health stolen. (Could heal and/or increase base health).

     

    Marked for Death: Ash marks all targets (or set amount) within a radius for death making all melee attacks on these targets finishers (includes allies) with increased damage and guaranteed bleed proc. Ash's finishers will do the bladestorm animation and create up to 2 clones to attack 2 other marked targets. Casting teleport on a marked target will perform the finisher from range and teleporting you to the corpse after the animation (could also cost less energy on marked targets). Power strength increases finisher damage and bleed damage, range increasing the cast range and radius of the ability and duration increases the amount of time the target is marked.

    Augments: Slowing Shadows: Marked targets are slowed for a % but the ability has increased cost rate and/or reduced radius.

    Marked Knowledge: Reduces Shields/ armor/ max hp based on the targets. (Could be affected by codex entries aswell).

     

    Feel free to say you like it or hate it and/or improvements. This is just what i think will be nice for Ash to make him more of a team player and not some ashhole stealing everyones kills because even as an Ash main i know the feels of being ashholed by another player. I wasnt really going to say anything about my ideas for Ash improvements/rework but i really really do not like the new idea for bladestorm. btw i havent read anyone elses improvements/reworks so if i have suggested ideas already rejected then by all means say so and im sorry.

  2. Ash Rework:

    Shuriken: Fine as is

    Augement: Blood Leecher: the shurikens stick to the targets making the bleed damage on the target heal Ash for % of the damage. (Could also make bleed procs from other sources heal ash). Power strength increases the % healed and duration increases the amount of time the shuriken stay on the target.

     

    Smoke Screen: Ash throws down a smoke bomb which staggers enemies and increases avoidability on Ash and allies in the smoke screen, but the closer the enemy is to you while in the smoke screen the higher chance of the enemy hitting. Power strength increases the avoidability %, duration is increases how long the smoke screen is in place and range increases the radius of the smoke screen and the radius of the emeny accuracy rate. (Lets say Ash has 100% avoidablity while in smoke screen at a max 10m radius, enemies at 10m wont be able to hit him while enemies at 5m will have a 50% chance to hit him).

    Augement: Traveling Smoke: Smoke screen has an extreme radius reduction but it now travels with Ash.

     

    Teleport: Fine as is just change the animation and maybe make it teleport behind the target.

    Augement: Shadow Slip: Teleporting to an ally turns Ash and/or the ally invisible for set duraion. Power duration increases the invisiblity duration.

    Shadow Steal: When teleporting to an enemy Ash steals something from the target based on the target and gains a buff. Power strength increases amount stolen and duration increases buff duration.

    Shielded Target: Gains an overshield bases on amount of shields stolen.

    Armor: Gains increased armor based on armor stolen.

    Non-Armor: Gains health based on health stolen. (Could heal and/or increase base health).

     

    Marked for Death: Ash marks all (or set amount) tragets within a radius for death making all melee attacks on these targets finishers (includes allies) with increased damage and guaranteed bleed proc. Ash's finishers will do the bladestorm animation and create up to 2 clones to attack 2 other marked targets. Casting teleport on a marked target will perform the finisher. Power strength increases finsiher damage and bleed damage, range increasing the cast range and radius of the ability and duration increases the amount of time the target is marked.

    Augements: Slowing Shadows: Marked targets are slowed for a % but the ability has increased cost rate and/or reduced radius.

    Marked Knowledge: Reduces Shields/ armor/ max hp based on the targets. (Could be affected by codex entries aswell).

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