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nagantaka's anti synergy (special ability vs stats)


Ragingwasabi
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its special ability where headshot kills reward faster reloads does not work if the enemy died to DoT status procs eg slash procs.

too bad the nagantaka has a 90% slash bias and 34% status chance, easily 100% when modded.

mind boggling design choice to say the least. the passive needs to be changed. either let DoT's count for the passive, or let it trigger on any headshot (even non kills)

OR

speed up base reload and change the passive to reward bonus crit chance.
this is a better change when you consider the nagantaka's extremely coinflippy, unreliable crit. even after wasting 2 mod slots for point strike and a somewhat hard to obtain mod like argon scope, the cc still only sits at 57.75%.
and modding for base dmg without crits is useless, since its dmg is no where near high enough for such a build.
for a weapon as slow, clunky and hard to aim as the nagantaka it needs to reach 100% either with argon scope or with a bonus rewarded by the passive. it needs to be reliable. missed shots should be punished. successfully landed shots should not.

bonus crit locked behind player skill would be an awesome solution to these issues.

Edited by Ragingwasabi
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I have to agree with this. The Nagantaka looks cool, and has some interesting mechanics, but these mechanics do not work well with each other, or the weapon's stats. Faster reloads on headshot would likely be better on another weapon, whereas this one could perhaps do better with some synergy with blood: if the weapon had 0% base crit chance, but gained guaranteed crits (+100% flat crit chance) against enemies affected by a Slash proc, it would become a significantly more synergistic weapon (especially with Hammer Shot), as the player would guarantee massively powerful follow-up shots after the initial bleed, itself ensured by the weapon being able to reach 100% status, and reinforced by the weapon being able to burst-fire for massive damage if focused on the right targets.

Edited by Teridax68
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