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Complaining about Vazarin polarities on secondary weapons


Ghigog
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Hello

I'm here to bring attention to the very small but annoying problem that is: 

Vazarin polarities on secondary weapons.

 

There are two mods for secondaries with a D: A cold damage mod, and measly 15% status chance increase (that is an objectively useless low level mod)

Point is, quite simply, that making a secondary polarity with a D polarity, is objectively a downside, and honestly, a joke. The twin kohmak takes 3(?) forma to build, and another one to remove the D polarity. It's an obvious oversight. You can't tell me that this is meant to be a cold weapon; there is measly status chance, and no indication in its design that it should have cold damage.

Please fix / change this, I feel kinda embarrassed having to write a post about it...

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14 hours ago, Ghigog said:

Point is, quite simply, that making a secondary polarity with a D polarity, is objectively a downside, and honestly, a joke.
The twin kohmak takes 3(?) forma to build, and another one to remove the D polarity.

It's not great but it's pretty much purely beneficial still, allowing you to get some cheap Cold damage
during the ranking up / maxing out process, and if your final build doesn't use that,
you don't have to "waste" a Forma on removing it, just re-polarize it to a - or V Polarity.

Worst case, you can treat that slot like it never had a Polarity to begin with.

</Devil's Avocado>

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15 hours ago, JuicyButthurt said:

The only issue with this polarity is that DE time and time again has refused to make any viable mods for primaries and secondaries that would use it.

See archwing, or warframes, pets, possibly even melee where having D slot doesn't instantly make it a complete waste.

Here some D polarity suggestions, made just for this thread:

Vampiric shots: 1% of the damage is converted into healing

Mortem: For every ammo spent the player loses 1hp, each shot deals +50% damage with +10% flat crit and status chance

Self-sacrafice: Doubles the ammo usage, for each shot the player generates 0.5 energy for his teammates and every second shot generates 0.5 energy for himself

Statistical advantages: For every enemy killed you gain +1 armor. The armor amount constantly grows with kills and only active for 10 sec after a kill. Cooldown 10 sec.

Fortuna be with you: RNG mod, each shot has 50% chance to get +10 base damage, 30% chance to get +25% crit and status chance (flat addition), 10% chance to deal double damage, 1% chance to generate an aoe field of 30m on the impact location dealing 100% damage with 100% chance to apply all status effects avaible on the gun.

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