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Pure Brilliance Rounds need buff


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Pure Brilliance Rounds are significantly inferior to their shadow counterparts, with the brilliance shimmer effects unable to stack, and the added damage being much lower than the cluster fear effect. The lunar affinity lacks the strong slow and stun effects compared to the shadow affinity, and also deals less damage. Pure Brilliance Rounds should have a group damage capability similar to Moon Shard Rounds or possess an ejection ability like the Brightshade Staff.

Yeah, I think a lot of issues with the lunar ammo is they go for damage, but nothing in the new tree out damages cursed rounds. 

I'd also prefer if they had other special effects. Maybe brilliance could blind the enemy and make them panic for a second?

I don't mean to denier your suggestion, but I personally think it's fine now it. Considering that Pure Brilliance Rounds also trigger by planar attacks other character than Walter's, I think Lunar Affinity is designed for party play, not solo play. If it's still significantly inferior to Shadow Affinity, it may need a buff.

4 minutes ago, SilverSpoon said:

I don't mean to denier your suggestion, but I personally think it's fine now on. Considering that Pure Brilliance Rounds also trigger by planar attacks other character than Walter's, I think Lunar Affinity is designed for party play, not solo play.

A point is that the pure brilliance proud seems like low efficiency for party play, especially when comparing with, ehh, Cursed Vex... Emm.

10 minutes ago, Steorra said:

A point is that the pure brilliance proud seems like low efficiency for party play, especially when comparing with, ehh, Cursed Vex... Emm.

I think it's balanced because Cursed Vex is strong but difficult to apply and maintain, and it's not Planer debuff. Pure brilliance round gives a debuff for 8 seconds just by shooting it. And also I don't think it should be made more difficult and stronger than it is now, It's better to keep it simple as it is now so it can be combined with other rounds.

Lunar Walter still has slightly higher DPS than Shadow, actually. If it's to receive a damage increase, it needs to be modest if we want to keep similar existing damage benchmarks. (I wouldn't recommend an increase further than 5 -> 8 planar damage for self.)

I made a suggestion before for this in another thread, but I think 1. The duration needs to be increased to 15 seconds, at least and 2. The planar damage increase should be raised for allies only to provide more utility in team play (probably 5 -> 10-12 damage). I'd also prefer they were AoE by default, without the Thulecite Frame alt fire, as you suggested, but I don't think it's that important. It's not like I'm going to waste these on spider farming or something, and Bee Queen is really the only boss where this would matter at all. These suggestions are only applicable if these rounds don't get a relatively major overhaul.

The main thing I kinda hate about Pure Brilliance Rounds in general is that they require planar damage to actually utilize at all. As a result, they have no synergy with Cursed Rounds, so I feel like I'm basically just missing Icker Rounds for most fights in the game, unless I'm willing to spend Brightshade Rounds instead. I don't really know why this condition for the damage bonus even exists to begin with. I would have preferred the damage bonus were just a straight-up percentage of both base and planar damage, so it's literally always applicable and not dependent on Brightshade Rounds for it to do anything at all for Walter himself. Icker Rounds are universally extremely helpful, so why should Pure Brilliance Rounds be limited to only when you're willing to spend Brightshade Rounds?

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