While I'm glad to see new egos a lot of the new elemental effects (caustic, thundering, etc) feel like they're just copy/pasted and have little difference aside from damage type and really aren't all that different from their previous incarnations (flaming, acidic, etc.).
Here's my suggestions for giving these egos a bit more flavor and variety.
Blazebringers - Change the damage type to fireburn and double the damage to compensate for it being converted to damage over time.
Glacial - Change melee project to ice.
Thunderous - Give a chance to daze on hit.
Caustic - Give a chance to sunder arms and armor on hit (like the Reaver Acid Blood talent).
Vile - Is fine.
Plague - This already has a talent use effect so maybe giving it a small disease on hit would be to much, then again it would have great synergy with the epidemic talent on use. So.. my suggestion is to give it the corrupted blood damage type like the Corpsebow.
Paradox - Chance to cast flawed design on hit. (Low chance, like 5 - 10%).
Chance on hit effects for new egos
Moderator: Moderator
Re: Chance on hit effects for new egos
My only issue with the new egos is that they don't seem to be scaling as well as the old ones, turning pretty useless later on.
Anyway, you have some good suggestions there.
Caustic - straight Armor Penetration... no need to overly complicate this one.
Paradox - 4% to release anomaly on hit.
Anyway, you have some good suggestions there.
Caustic - straight Armor Penetration... no need to overly complicate this one.
Paradox - 4% to release anomaly on hit.