I really liked its destiny 1 effect. It was class neutral and it gave stalker, backstab, and poison melees. I think this exotic might be more fun if reworked closer to this rather than it’s current state
Oh man, i just realised that they can do a real cool thing and turn it into something similar to Necro Grips. it could read something like: When thrown, smokebomb has a larger radius and inficts Poison to affected enemies. When you melee an enemy with full melee energy, drop a smokebomb that does the same effect, and suppresses the main target. Killing an enemy affected with poison gives a small amount of melee energy and spreads the Poison to surrounding enemies. This could not only let the exotic have a more neutral use case, since being melee, even with all the suvivability invis hunter has, is not something you want to do. Rewarding going into melee for an easy champ stun is an easy no brainer, was actually thinking of being an unstop-stun but void doesnt inherently have that and it might be balance breaking. The energy regen part i wasnt too sure how to spin, but gambler's dodge already resets CD so it might not even be needed. Also i like how you used Monte and barely used the bayonet cause it doesnt matter anyways...
Fun fact: If you have dedicated keybinds for powered and unpowered melees, the autodeploy smokes stop working and it just consumes the powered melee for no reason
It's strange that this exotic feels like it was designed with trapper's ambush in mind instead of stylish executioner. The two could work so well together if they made it so that melee kills while invisible or on debuffed targets dropped a smoke, and invisible melee kills refunded it, but no, it's just kind of... there.
Kephri's sting is by far one of the weirdest and kinda buggiest exotic I've ever used I tried to make some weird knock off assassin's cowl void hunter and only *sometimes* did the game think my melee was an ability, sometimes I would get invis to proc, but no explosion, sometimes I got the explosion but no invis I think whatever debuf the uncharged melee leaves is also an old remnant of the Old void subclass, similar to how helm of saint-14 applies a (non-keyword) blind effect and not something like suppression or weaken
So it already has melee regen increase... when the snair is just laying there untouched. Where you might use this? Pvp of course, but more like a niche. Mayhem, spam snares all around the map... that's it
damn this really came out one day before the smoke bomb got buffed 😭
Let's hope the buff is enough
I really liked its destiny 1 effect. It was class neutral and it gave stalker, backstab, and poison melees. I think this exotic might be more fun if reworked closer to this rather than it’s current state
It was so much better in d1. Giving any subclass invis was snazzy, plus the backstab was super fun
Oh man, i just realised that they can do a real cool thing and turn it into something similar to Necro Grips.
it could read something like:
When thrown, smokebomb has a larger radius and inficts Poison to affected enemies.
When you melee an enemy with full melee energy, drop a smokebomb that does the same effect, and suppresses the main target.
Killing an enemy affected with poison gives a small amount of melee energy and spreads the Poison to surrounding enemies.
This could not only let the exotic have a more neutral use case, since being melee, even with all the suvivability invis hunter has, is not something you want to do. Rewarding going into melee for an easy champ stun is an easy no brainer, was actually thinking of being an unstop-stun but void doesnt inherently have that and it might be balance breaking.
The energy regen part i wasnt too sure how to spin, but gambler's dodge already resets CD so it might not even be needed.
Also i like how you used Monte and barely used the bayonet cause it doesnt matter anyways...
Fun fact: If you have dedicated keybinds for powered and unpowered melees, the autodeploy smokes stop working and it just consumes the powered melee for no reason
I actually didn't have that issue in my playtime, but that sounds super annoying!
It's strange that this exotic feels like it was designed with trapper's ambush in mind instead of stylish executioner. The two could work so well together if they made it so that melee kills while invisible or on debuffed targets dropped a smoke, and invisible melee kills refunded it, but no, it's just kind of... there.
Kephri's sting is by far one of the weirdest and kinda buggiest exotic I've ever used
I tried to make some weird knock off assassin's cowl void hunter and only *sometimes* did the game think my melee was an ability, sometimes I would get invis to proc, but no explosion, sometimes I got the explosion but no invis
I think whatever debuf the uncharged melee leaves is also an old remnant of the Old void subclass, similar to how helm of saint-14 applies a (non-keyword) blind effect and not something like suppression or weaken
The one thing you can pair it with is the inside of your vault, unfortunately. There so many extics that need love, this one more than others.
It makes no sense void hunter only has one melee but solar has 3 and arc has 2
what if it was subclass neutral and replaced your melee outright with a new one, similar to mothkeepers?
Didn’t I tell you to stay away from it until next season until the new smoke bomb dot buff? 😭
I had this made before you mentioned anything I'm sorry 😭😥
I hate it when butterflies sting me
For real. That's what this exotic feels like
So it already has melee regen increase... when the snair is just laying there untouched.
Where you might use this? Pvp of course, but more like a niche.
Mayhem, spam snares all around the map... that's it
Tiggle
Ziggy!
It's decent in crucible
Sadge 😭 I think my monte bayonet comment on the last vid was too late lmao
A little bit haha! This was already scheduled when you commented, sorry!
D1 version was so much better. Never forget what they took from us