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Zephyr- Air Burst augment suggestion


Fullmetal_Underpants
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18 minutes ago, BiancaRoughfin said:

Slash Fanboying...

Can people learn that Air Impacts and not Cuts?

How about giving Airburst a chance to jam enemy weapons for a certain duration or have it leave a lingering effect on enemies that cause them to stay on the floor for longer after ragdolling?

air impacts, fragments caught in air impacts, punctures and slashes, though personally my only gripe with Air Burst with ~no~ augment is that it costs too much energy for what it does.
would be cool to see it have an effect where if the enemy ragdolls against a wall or ceiling instead of a floor, it leaves a cracked texture and sticks there for a few seconds, stunned.

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2 hours ago, (PS4)ForNoPurpose said:

How about they give airburst divebombs old augment.. people really hated seeing that go and the targeted nature of air burst would make it really effective..

 

For reminders this would be an augment that causes a enemy draw in like that one zaw arcane at the point of impact.

ah so like invisible tethers for a distance, pulling mobs close to it from the sides and above and dragging them with it.

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24 minutes ago, Fullmetal_Underpants said:

ah so like invisible tethers for a distance, pulling mobs close to it from the sides and above and dragging them with it.

I dont think thats how that augment worked, never had it and cannot find referance now...

 

But i like that, having the wave vacume enemies as its traveling..

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Alternate take; base damage from Airblast and Tornado is actually really small, so having Slash-based does not make this a viable status proc due to how tiny the Bleed will be at any level beyond level 25 or so.

Slash is great when it comes from high rate of fire, crits, or high base damage, for examples there would be the Soma, the Baza, the Dread and the Tigris series. None of these really applies to either Air Blast or Tornado.

Base damage of Tornado is IPS already, and hitting it with a weapon is what makes it Elemental, so even changing the base damage to full Slash would be in-effective because the second you try to actually damage the enemies with something that does good damage the Tornados would change to that element instead. Beside that, Elemental damage types have better status than Bleed for something with low base damage, such as Viral, Corrosive, Toxin, Radiation, all of those things that either have effects on reducing the enemy's total health or stopping them from attacking you.

Likewise with Air Blast as an ability, the function is CC, which is reliable at any level regardless of damage.

@(PS4)ForNoPurpose is absolutely right at the moment, and have suggested exactly what I was going to suggest: if the CC is the function, why not take a leaf from her previous 2's augment and improve on that?

Previously Dive Bomb was the one that impacted a radius (exclusively, it still does now, but people use it even less than they used it before) and Ragdoll has always been granted momentum away from the direction of the proc. With Dive Bomb Vortex, it inversed the ragdoll direction, meaning the enemies still got the exact same proc, but moved in towards the centre instead of outwards. Thus:

Air Implosion; Zephyr throws a super low-pressure wave of air that ragdolls enemies towards the centre of impact. Casting at Tornado funnels does not increase their size, instead increases their speed of travel (capped at double speed, for balance).

This would then reliably group enemies while still ragdolling them from the same radius. While ragdoll CC is reliable at any level it does often send enemies outwards away from where we're trying to kill things. Having it pull them in to the center of impact would mean that we could then go to town with AoE weapons, melee and so on while they're incapacitated.

It would also give everyone a reason to cast it on Tornado, because currently that interaction does... precisely diddly.

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