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
We’re hoping that this can help diversify one of our “on-hit” items to be more than just attacking enemies and hoping things activate
For commando and other chars, these bands can now only proc if you have 2x ATG.
So its even worse, you now have to hope to get 2x ATG otherwise the bands are completely wasted.
Here's a quick list of what abilities can trigger the new bands without the aid of specific items.
Commando: Frag Grenade, but only to enemies in the center of the blast.
MUL-T: Rebar Puncher.
Huntress: Ballista.
REX: Seed Barrage and Bramble Volley.
Acrid: Final hit of Vicious Wounds, Frenzied Leap, and Ravenous Bite on low health enemies.
Engineer: Thermal Harpoons, Spider Mines, and Pressure Mines if allowed to fully arm.
Artificer: Nano-bomb, Nano-spear, and Ion surge
Loader: Charge Gauntlet, Thunder Gauntlet
Mercenary: Rising Thunder
I personally like the new bands. Pretty great buff for Arti.
Merc can proc them without uppercut by first inflicting expose.
Bands should be relatively high they are a good green item they shouldnt be un usable on certain characters not to mention this nerf to them weakens the 54 leaf clover dreastically