Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Epidemic, I think, SHOULD do lethal damage, a way to sort of finish off groups of enemies weakened by Poison. Mechanically it makes sense. You use one of his leaps to get in, poison a bunch of enemies, then use his second leap to get to safety and use Epidemic to finish them.
Also I think it would be neat if Epidemic did 0 base damage, but did more and more damage based on Poison stacks (if they change it to stack) on an enemy. That would emphasize it's use as a "finisher" move even more. Perhaps a skill variant that could be added one day...?
But, as you said, it's affected by armor, so it doesn't even do that much.
Poison ticks should heal for leaching seeds, but I think that's the extent it should go.
Epidemic's range for spreading definitely needs increasing.
Letting Epidemic be separate from poison would be nice simply because if they let it stack multiple Acrids won't be nerfing the team(my biggest issue with Acrid currently).
To add to this list:
--Give each Acrid a unique poison DoT, currently if you have 4 Acrids you have the DPS of 1 Acrid(with a little extra for the initial hit damage).
Like, so far I really like acrid, but he's SO hard to get started on. You need huge amounts of survivability and speed, plus items that can actually finish enemies off (bleed dagger, gasoline, etc) in order to cope with the huge amounts of low-HP mobs that remain. I REALLY feel like he needs a tiny little something in order to really shine. He's close, REALLY close...But still missing one little something...
- Totally in support of poison damage being able to kill. If they absolutely want to stick to the non-lethal poison gimmick, then they seriously have to buff M2 and Epidemic. M2 needs to have a larger hitbox because it's so wonky right now, and Epidemic as some of you have mentioned could do with larger AoE and actually being able to kill.
- No i-frames or shield on melee attacks = certain death if you try to do that in later stages, even with Jade Elephant up. They could give a strong but temporary shield upon landing after his ground pound as a form of mitigation, which would encourage players to at least do a hit-and-run style similar to Loader.
Also frustrating his poison doesn't really scale with items. It does scale with level though- it does 1000% base damage *or* 10% of enemy max HP. Whichever is higher.
It's why you'll tick for 5 damage on a lesser wisp with 35 HP, then 6 when you level up. Then 7, then 8, and so on. His base damage does scale faster, but not enough to justify the lack of items.
Keeping in mind that it hits with about the power of a nano bomb, it'd be nutters to let his poison or epidemic kill. Imo, just letting it scale with fire rate, procs, and crits would be enough.
He's not really prone to being swarmed in my experience. Epidemic is just as good for taking out swarthes of 'still alive' enemies as it is at making them. It spreads waaay faster than in the first game. Plus, like 99% of the items in the game do damage in an AOE. You *will* get an item that can help finish off weakened enemies. A range buff would still be nice on it, though.
It actually does, sort of. the 1000% base damage component factors in Focus Crystal, AP Rounds and Shaped glass. If, however, this final value doesn't exceed the 10% target health value then it still gets superseded by that. The easiest way to test this is to get a few focus crystals, poison a target then move in/out of 13m range and watch the damage change. to see that it doesn't work for the 10% damage component, simply do what I did and stack 20 AP rounds hoping to have a poison that would melt all bosses in 20 seconds (it doesn't).
I think what confuses people is that the displayed damage always relates to the 1000% base damage value even if the applied damage is the 10% health value.
That and the fact that he's advertised as a melee character when he's really a ranged character after the first loop.
What I find people fail to bring up in acrid discussions is his 15 base damage - the highest of any character and a full 25% higher than most other characters. His tri-tips, will'o and gasoline procs are stronger and that goes a long way for him, especially with his R being so effective at fishing for procs (up to 20 hits, at range, on a 10 second cooldown with 1 coef is really, really good).