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Good ideas for June update: How to transition cold's D polarity into Naramon(-) polarity, Suggestion for Blast and Magnetic to make them competetive and Primary merciless arcane's third bonus. New Vazarin polarity mods


Redrigoth
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Magnetic changes:

Magnetic should have an additional effect on top of delaying shield recharge that gives enemies 0.5m per stack magnetic field and enemies whose fields overlap are drawn to each other. It can serve as a grouping tool and a different way to kill corpus as opposed to the usual toxin shield bypass. It will also make it more interesting to build magnetic against other factions as well. It will also potentially introduce magnetic-gas builds as meta-competetive builds and it might make rivens for super low dispo weapons more useful if they have multiple elements so you can get the combo without spending so many mod slots (until we get single slot magnetic mods).

 

Cold mod's polarity change:

Change Primed Cryo Round from Vazarin to Naramon polarity so it matches other elements. This will also encourage people to experiment with and use cold, magnetic, and blast builds rather than dismissing them as "i want to make one config like this but it doesn't fit on my forma". Sure we have the 60/60 cold mod but sometimes you want raw damage or you want to adjust the status chance distribution. Make the mod universal polarity for 6 months and give everyone over mastery rank 10 5 formas. After the 6 month period is over, change the mod into Naramon(-) polarity. This will avoid breaking people's loadouts and give them time to fix any weapon using Primed Cryo Rounds(it probably isn't too many weapons). This is how we can smoothly transition this troublesome cold polarity to be in line with the rest of the elemental mods.

 

Blast changes and making single target rifles more viable:

Since blast takes away heat dots, maybe it can provide some kind of damage over time in an alternate form. On top of the accuracy reduction, maybe make it so it does 1% of enemy max hp+shield per stack (10% at 10 stack. This effect is not triggered by explosions) as tick damage per second(because the pressure build up and instability) and then if an enemy with blast procs dies, they explode in a 1m per stack radius and deal 1% of their max hp+shield per stack as radial damage with no falloff to enemies. This explosion gives each enemy hit 1 blast proc and it is not affected by crit or status chance mods. It is affected by puncture stacks on enemies it hits though so it can have a 25% chance to hit them for double.

This blast change would make single target punch-through puncture blast weapons a viable alternative to aoe weapons or group-and-nuke strategies. Weapons like Gorgon, Gotva Prime, Tenet Flux rifle, Tenet Tetra, Kuva karak, Kuva Quartakk, Kuva Hind would become much more popular. Yes Bramma will also deal a little more damage due to the blast explosions but it barely has ammo anyway so the few shots it has might as well count. Plus it kills with slash and toxin procs already so little difference either way. It would refresh loadouts a lot.

 

Primary and Secondary Merciless's third stat and ammo pickup:

Bring back a third stat for Primary merciless. Maybe +80% more ammo recovery on pickup? This won't affect bramma since ammo rounds down. Ammo recovery instead of max ammo allows you to fine tune ammo gains for different weapons by adjusting their per-pickup value.

Also maybe let Rifle scavenger affect bramma too so it gets 2 instead of 1 ammo per pickup since you are spending your aura slot? It will still not be spammable but it will be more reasonably usable. Also with the changes to magnetic and blast above along with other improvements to the system that exist now and in the future, such as the armor changes, people will feel other options are just as good and viable rather than feeling forced into using any one weapon.

 

More uses for the Vazarin polarity slot:

We only have like 1 or 2 mods worth slotting into this. We need alternatives so other weapon configs can have useful options. Plus these mods may encourage loadout diversity.

  • -50% impact, +75% puncture, +50% status chance
  • -50% impact, +75% slash, +50% status chance
  • Same for puncture and slash
  • All status effects on the weapon have an equal chance to be selected on status proc, +50% status duration

 

Impact status adjustment:

Currently impact only increases mercy threshold which is kind of a weak effect. Give it additional effects so tat upon reaching 10 stacks it knocks enemies down(edit due to LittleLeoniePrime comment) stuns enemies, open them up to finisher and create a weakspot across their entire body for 3 seconds that also counts for incarnon charging.

Edited by Redrigoth
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  • Redrigoth changed the title to Good ideas for June update: How to transition cold's D polarity into Naramon(-) polarity, Suggestion for Blast and Magnetic to make them competetive and Primary merciless arcane's third bonus. New Vazarin polarity mods
2 hours ago, Redrigoth said:

Maybe let it knock enemies down upon reaching 10 stacks too?

that was proposed in the status rework - what... 3 years ago now... - but everyone hated the idea of shooting your enemies, namely with a sniper, impact procing them and eventually they just fall over and you can't headshot them anymore because they're laying on the floor. I suspect people will still hate this.

Mods like Hemorrhage and Internal Bleeding exist for good reason. Impact simply needs a better status effect. Something i could immagine is it creating sonar-esque weakspots (but maybe that's better fitted for puncture..). Others could include applying a slow mixed with confusion like a mixture of cold and radiation in a way but instead of running around all crazy they just wander slightly confused because they're slowed. Maximum impact procs would have them come to a full stand still (immitating a concussion essantially).

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Posted (edited)
2 hours ago, LittleLeoniePrime said:

that was proposed in the status rework - what... 3 years ago now... - but everyone hated the idea of shooting your enemies, namely with a sniper, impact procing them and eventually they just fall over and you can't headshot them anymore because they're laying on the floor. I suspect people will still hate this.

Mods like Hemorrhage and Internal Bleeding exist for good reason. Impact simply needs a better status effect. Something i could immagine is it creating sonar-esque weakspots (but maybe that's better fitted for puncture..). Others could include applying a slow mixed with confusion like a mixture of cold and radiation in a way but instead of running around all crazy they just wander slightly confused because they're slowed. Maximum impact procs would have them come to a full stand still (immitating a concussion essantially).

That's a nice idea. Stunned at 10 stacks instead of knockdown. Still open to finisher. Still able to headshot. Plus a highlighted weakspot where the last impact proc happened. Rationale for weak spot is that the enemies armor/shield/flesh was beaten and battered by the impacts

Edited by Redrigoth
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