quxier Posted February 24 Share Posted February 24 Make the augment work on all finishers or kills as noted here: Quote - enemies killed by Inaros create Sand shadow More info here: Dessication curse augment: Quote Desiccation Augment: Killing a blinded enemy with a finisher has a 100% chance of summoning a Sand Shadow. All Sand Shadows deal 2x damage. Quote Drains 25 energy when creating a Sand Shadow, affected by Ability Efficiency. Sand Shadows have a 15 second duration, affected by Ability Duration. Maximum limit is 3 Sand Shadows. Creating a new one will cause the oldest to die. Summon chance and maximum Sand Shadow limit are not affected by mods. Will not work with Blade Storm when subsumed onto Ash, despite being counted as finisher kills. So you are using 100 energy, for short lived (15 second) that do nothing for few seconds and disappears after ~10 seconcds. Not only that but enemies have to face Inaros and you have to do slow finishers. It has too much restrictions. Link to comment Share on other sites More sharing options...
Tiltskillet Posted February 24 Share Posted February 24 (edited) 20 minutes ago, quxier said: Not only that but enemies have to face Inaros and you have to do slow finishers. It does work on ground finishers, and it looks like the new Sandstorm will be good at putting enemies on the ground in a pile. If so, he'll be able to get multiple shadows at once fairly easily. Just something to keep in mind. I don't know that it's enough to make it a good augment. Personally I still may not be interested in it not because of finisher requirements but because I don't enjoy minions much. Edited February 24 by Tiltskillet Link to comment Share on other sites More sharing options...
quxier Posted February 24 Author Share Posted February 24 15 hours ago, Tiltskillet said: 15 hours ago, quxier said: Not only that but enemies have to face Inaros and you have to do slow finishers. It does work on ground finishers, and it looks like the new Sandstorm will be good at putting enemies on the ground in a pile. If so, he'll be able to get multiple shadows at once fairly easily. But you have to first mark them with 1st, right? I wasn't very precise. I meant: - Finisher kills without need to use 1st. So with reworked Inaros, Sandstorm put enemies into ground, so you can do ground finisher on them. Doing so will create Sandclone. - On any kill - it would probably require 1st, random spawn or some manual spawn like Nekros. Link to comment Share on other sites More sharing options...
Tiltskillet Posted February 24 Share Posted February 24 1 hour ago, quxier said: Finisher kills without need to use 1st. Ah, ok. I didn't realize you were talking about something new. Link to comment Share on other sites More sharing options...
Xzorn Posted February 25 Share Posted February 25 In general Developers should avoid using % base damage. It's a very dangerous slope and yes I know DE has already done this. The reason it should usually be avoided is because it scales independent of whatever combat system you've created. It can also result in situations where you just auto kill targets ie Covert Lethality. X + 1 scaling is just about always a bad idea. Hopefully they have the foresight to allow Sand Shadows to be affected by Duration. My Inaros rework years back also allowed them to be carriers of Scarabs to help curve AI Vs AI Damage issues. Link to comment Share on other sites More sharing options...
PsiWarp Posted February 25 Share Posted February 25 And let them (Sand Shadows) carry Scarab Swarm when Inaros blasts them or a Sand Kavat goes up to beg for pets. Link to comment Share on other sites More sharing options...
DrivaMain Posted February 25 Share Posted February 25 What I want them is to fix the annoying bug where it doesn't spawn the sand shadows versions of Eximus Enemies. Also, Mercy Finishers should count as a condition as well. 1 Link to comment Share on other sites More sharing options...
Tiltskillet Posted February 25 Share Posted February 25 31 minutes ago, DrivaMain said: Also, Mercy Finishers should count as a condition as well. Probably worth a bug report if so. I don't know if he meant it 100% literally, but Pablo said in the AoD Devstream the intent was to unify finisher triggers between every type, including Mercy. It's hard to imagine a balance reason for them not working for Shadows. 1 Link to comment Share on other sites More sharing options...
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now