(PSN)Yes-Man-Kablaam Posted January 10, 2019 Share Posted January 10, 2019 The augment is a neat idea I won't dispite that but honestly what is needed for Venari i feel is something to encourage switching off attack mode all the time since defense isn't great and with a bit of modding healing is wholly unnecessary. I have a proposed augment here. Venari Treats. After 3 seconds of being in a particular mode Venari grants a buff to Khora and allies in range (Range 20m base but buffs are always on Khora) Attack: Damage increased by 15% to Khora and everyone in range Defense: Venari gains 30% damage reduction and grants 150 Armor to Khora and all in range Healing: venari grants 2 hp regen and 0.5 energy regen to Khora and allies in range All these are effected by power strength and only one can be active at a time. Switching makes a 3 second cooldown before the buff kicks in. Trying to give some incentive to just not always stay in attack mode. As for Khora stacking there's 2 ways to address it either with a cap or only the strongest Venari buff counts. While I'm at it got 1 more Khora augment Strangled Pinata damaging an enemy in strangledome causes them to drop health, energy, or ammunition. Hitting with whipclaw has 50% of dropping loot (once per enemy) The damage roll for supplies and whipclaw roll for loot is separate but both have cooldown. Link to comment Share on other sites More sharing options...
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