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Reach And Stretch Mods Additional Mechanics


FoxRabbit
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   It would be nice it Stretch increased the size of Volt's Shield >.>

 

   But on to more important things.

 

    For AoE's that had limited enemy caps, the flat amount of meters gained through Stretch could increase the enemy cap by a 2:1 or 3:1 ratio. So say.... you have an ability that hits 10 guys in a 20m radius. You add 30% more to it's area of effect, increasing it to 26m of affect. There is a 6m increase, so the added number of enemies that can be affected are increased by 2-3. Now your added range isn't completely pointless because it will hit a few more people to compensate for the increased light show.

 

 

  Edit: These wouldn't be buffs, but added in-depth mechanics for players to further customize and build synergy between skills and mods without creating an overbalance on ability use. You'd still have to be willing to place Stretch on your frame for that small bonus.

 

 

 

 ^ The same thing can be said for weapons that don't have any AoE. By equipping a Reach mod, relative to the amount of .1m gained a weapon could increase it's enemy strike pool size by say.... (throwing out a number) 1. Allowing those bad melee weapons no one wants to use because they don't grant a decent enough boon in comparison to one WITH AoE effectively doubling, tripling, or quadrupling it's damage on single swing or charged attacks, could add to a more viable weapon selection. Which in turn adds to a more enjoyable game play for those who want to be a little different, or prefer fast strikes to slow bat swings.

Edited by FoxRabbit
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