As cool as the super is visually and aesthetically, I really think it should gain some sort of a pull in feature on the charge blast. As it is now in PVE it just doesn’t really do anything particularly well, even ad clear.
-
Edytowany przez użytkownika Ghostfire239: 11/6/2024 9:52:19 AMMost roaming super need major buffs in PvE and in my opinion PvP too as they are completely overshadowed by single use supers in both modes.
-
Unfortunately that would make oppressive in pvp. As I recall, it's actually one of the higher dps roaming supers. I believe it's like the 3rd or 4th highest. I think it would be interesting if it offered some sort of team support like the new solar super. Maybe getting kills while in your super could give super energy to your teammates who are within 20 meters.
-
Edytowany przez użytkownika ACROCANTHUS: 11/6/2024 5:10:38 PMHere are the changes I'd make. Uncharged explosions are worthless. Remove them. Warp is a close range super that does not have melee lock on to resist boss knockback. Give it full knockback resistance. Removing uncharged explosions takes away an "instant attack" instead replace the user's grenade ability with an instantly charging handheld supernova and increase grenade charge rate to 25% per second. The super is actually pretty decent at ad clear now I use it in GMs and it's about the same potency as song of flame but doesn't last quite as long, so I don't think it needs a potency increase. Just a quality of life update, and a more fitting "instant" attack and an increase in the duration by a bit. Basically, Only big explosions. No knock back. Throw a HHSN every 4 seconds. Make super last longer
-
I agree on a pull effect also in my opinion need knockback immunity but I disagree that it doesn't do anything in pve, I have been using it in the 2060 version onslaught and even at end waves it had no issue destroying everything in its sight. What I found completely unacceptable what a scorn abomination launching me across the map when I released the detonation.