Feuershark Posted May 14, 2018 Share Posted May 14, 2018 (edited) Whipclaw augment : Whipclaw's damage jumps to enemies within x range on killing blow Ensnare augment : Ensnare no longer pulls in enemies, but instead jump and propagate to enemies further and faster Venari augment : Venari's damage now profits from melee combo, and Venari's hit add to your combo counter Strangledome augment : the Strangledomes now last twice as long, but no longer damages enemies Edited May 14, 2018 by Feuershark Link to comment Share on other sites More sharing options...
janjandark Posted May 14, 2018 Share Posted May 14, 2018 (edited) ok honest opinions here: 1st one is pretty useless as with min/maxing out your mods you'l always kill anything hit by the ability(i'm missing a few mods/mod ranks and i can 1hit k.o. corrupted bombards lvl 145 in simulacrum currently if u wonder how here's a tip riven mods work with the first skill) and making the damage jump more the initial explosion range sound too much like the sort of thing de wants to limit one button,low cost,clear a room 2th while the idea on paper is not bad i can see it going out of control and/or messing with normal khora gameplay as u+others usually want enemies grouped together 3th not actually a bad idea and as i'm as mostly melee player...yes please:D 4th u can get over 60 sec duration so i don't really see the benefit of this one but instead of duration maybe make it move with khora? like have some chains on her back just pull enemies and hold them in front of you with same effect as strangle dome but reduced nr of max enemies say 4 or 6 i'd give suggestions for 1 and 2 but nothing comes to mind for now Edited May 14, 2018 by janjandark Link to comment Share on other sites More sharing options...
xXHobbitXx Posted May 14, 2018 Share Posted May 14, 2018 this has no point to it, as they are already re-reworking her, you should have watched last devstream Link to comment Share on other sites More sharing options...
Kalvorax Posted May 14, 2018 Share Posted May 14, 2018 1 hour ago, Feuershark said: Whipclaw augment : Whipclaw's damage jumps to enemies within x range on killing blow it actually WILL be doing this natively...its just bugged right now in that range doesnt affect the aoe 1 hour ago, Feuershark said: Strangledome augment : the Strangledomes now last twice as long, but no longer damages enemies would be great for high level for sure. 1 hour ago, Feuershark said: Venari augment : Venari's damage now profits from melee combo, and Venari's hit add to your combo counter will have to wait and see what melee rework will do. 1 hour ago, Feuershark said: Ensnare augment : Ensnare no longer pulls in enemies, but instead jump and propagate to enemies further and faster hmmm....kind of iffy on this one tbh...particularly since i dont like how useless Ensnare currently is if the main enemy is killed....hopefully the fixes this week (based o nthe devstream) will help out. Link to comment Share on other sites More sharing options...
(XBOX)Cryoguard Posted May 15, 2018 Share Posted May 15, 2018 5 hours ago, xXHobbitXx said: this has no point to it, as they are already re-reworking her, you should have watched last devstream not necessarily pointless, the changes being made are not kit-changing dramatically from what I've gathered. Mostly QoL improvements and bug fixes. That being said, no harm in toying with augment concepts in the fan concept forum. Link to comment Share on other sites More sharing options...
Feuershark Posted May 15, 2018 Author Share Posted May 15, 2018 Il y a 11 heures, janjandark a dit : ok honest opinions here: 1st one is pretty useless as with min/maxing out your mods you'l always kill anything hit by the ability(i'm missing a few mods/mod ranks and i can 1hit k.o. corrupted bombards lvl 145 in simulacrum currently if u wonder how here's a tip riven mods work with the first skill) and making the damage jump more the initial explosion range sound too much like the sort of thing de wants to limit one button,low cost,clear a room 4th u can get over 60 sec duration so i don't really see the benefit of this one but instead of duration maybe make it move with khora? like have some chains on her back just pull enemies and hold them in front of you with same effect as strangle dome but reduced nr of max enemies say 4 or 6 Good points you're making here, so maybe for each jump, damage is reduced (with a number of max jump if it's still too OP) The thing is, you can have several Strangledome out at once so the augment mod would make it move with you but of course limiting to one. Thing is, the Strangledome has limited range so for this augment to work you'd have to increase range too. But nice idea ! Link to comment Share on other sites More sharing options...
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