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How i'd make the new rounds more interesting


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Hi, i think a big problem with Walter's skill tree are the new ammos, and i want to rework/tweak some to make them more interesting.

1) Dreadstone rounds:

they're cool, maybe increase their damage to 72 (because it's nonsensical that gounpowder rounds deal more damage than them) or add a panick feature when you hit smaller enemies.

2) Sting rounds:

I think they are ok, but i think their area of effect needs to be increased and their damage a bit too.

3) Gunpowder rounds:

Damage is fine, with the change applied to sting rounds these rounds deal more damage but in a smaller area.

4) Honey rounds:

COOL, but the honey trail needs to last longer, so it can slow down other enemies easier.

5) Electric rounds:

Cool idea, somewhat useful

6) Glass rounds:

Instead of dealing AOE damage i think they should apply bleeding damage to "alive" creatures.

7) Vortex rounds:

With this update they became outdated, so i thought about some changes:

DAMAGE ON IMPACT: FROM 17 TO 0

NEW ABILITY: on hit they create a vortex which sucks enemies into it (bosses are immune to this effect) and after 2 seconds it explodes, dealing more damage the closer the enemy is and dealing knockback.

 

2 hours ago, Sacco said:

2) Sting rounds:

I think they are ok, but i think their area of effect needs to be increased and their damage a bit too.

I the aoe could use a slight increase but I feel like their fine damage wise for how accessible they are.

2 hours ago, Sacco said:

6) Glass rounds:

Instead of dealing AOE damage i think they should apply bleeding damage to "alive" creatures.

I feel like this should be given to the dreastone rounds to as a panic ability wouldn't be as useful while we have good slowdown options already.

2 hours ago, Sacco said:

7) Vortex rounds:

With this update they became outdated, so i thought about some changes:

DAMAGE ON IMPACT: FROM 17 TO 0

NEW ABILITY: on hit they create a vortex which sucks enemies into it (bosses are immune to this effect) and after 2 seconds it explodes, dealing more damage the closer the enemy is and dealing knockback.

Is this meant to be for the purple gem's rounds? If so it is a interesting concept.

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