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Syndicate Nuke


Doom_Bunny
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So for me attaching a nuke to every syndicate weapon (mod) seems like overkill with a lack of variety.

 

Overkill:

The reason I say overkill is because of what we already have; abilities, explosive mods (doesn't scale), and explosive/aoe weaponry. We have all this and more to empty entire rooms. Why do we need a weapon that covers all of that and is easy to get?

 

Against abilities - Exp is easier to gain then energy unless using a team restore, aura, or rage mod. The bonus affects don't compare to the support abilities but the nuke definately competes with the likes of Saryn and Frost's fourth abilities.

Against explosive mods - Much higher damage with and comes with bonus effects

Against aoe weaponry - Much larger aoe, zero self damage, and still runs as a normal gun.

 

The only downfall is that it doesn't scale but even in late game it still comes in handy because of the bonus effects.

 

 

Variety:

So each syndicate has a unique nuke but inside the syndicates it's rather bland. The only variety comes from the buff the weapon recieves from the mod or upgrade. If it wasn't for the nuke there could be much variety.

 

Examples:

Leech weapons

Larger buffs

Innate elements/punch through

New alt fire, could even change how the regular fire works

Change the main damage type

Hell we could even have rainbow builds

 

The nuke doesn't have to go it could be the crown jewel at the end of some hard gaming. However there could be so much more variety in the mean time. Instead of strapping the same nuke to every weapon (mod) within a syndicate.

Edited by Postal_pat
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