Warp Rupture Buff Idea

Currently, the Venting Shriek add-on Warp Rupture is completely and utterly trash compared to its sibling Creeping Flames. It deals effectively no damage and has no reason to exist.

I suggest buffing it by removing the damage, but causing it to guarantee a knockdown on non-boss enemies. Even on lower Peril levels, it will always knock them flat. This strengthens its effectiveness against heavier enemies, allowing it to give breathing room more often, but in exchange, its horde clear is nullified.

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tbh given Veteran’s Shout stunning most monstrosities, I could see it even knocking back bosses too. Just a single bump back like the commanding shout, or have it scale with Peril level so a maxed out ‘80% peril’ shout sends even a monstrosity reeling while a base shout just knocks over the small fry. Would be cool and a functional upgrade I agree!

Ive been running it for almost 600 hours now, and I think would would really make it viable, is making scale 300-600 damage scaling with peril, but decreasing with distance. That would change it’s use a lot more. And then like you’re idea, be able to knock back all enemy types, since it’s subject to cooldown, OR give 5% damage buff to player for 1-5s scaling with peril. Or all three. It still wouildn’t be at scale of Creeping Flames, but would make it a really tempting option.

I found it working really good on my run’n’gun build, since I really want shriek for the peril and push aspect, having that extra slap at them, tends to be a great finishing move on enemies I didn’t hit breakpoint, or have been sitting in DoT but are in the way. I can see after going for a different style of play altogether, it fit in really nice with what I was going for, and I understand it more and in the worst situation how to get the most from it, I just see tweaks like you’re saying that would make it more universally viable and not so specific use case. A (my hopium) minigun equivalent stave primary build would be really really fun with it. Highly suggest playing it with run-n-gun as your main, and see if you can get a groove with it.

No.
It is a bad idea to have two mutually exclusive options that both do pretty much the same thing.
If both options just deal damage, there will always be one of the two that simply does it better, making the other option unviable.
Or both perform equally well, which makes the choice redundant.

If you want both options to be interesting, they should do different things.
For exdample, an interesting choice would be between:

  • only having a weak stagger, but applying soulblaze to enemies within a reasonably long range in front of you (mostly proactive, offensive use) - we currently have this
  • dealing no damage, but knocking over any enemy within a relatively short range all around you (mostly reactive, defensive use) - this could replace the currently obsolete alternative
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I agree. “Damage now” vs. “Damage later” is not an interesting choice, especially when half a second of “damage later” is enough to equal “damage now”.

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Something should definitely have taken the place of the old force sword push that had more strength and distance than the average push (but it made like 7% peril oh noes). Honestly just let it floor elite enemies and affect mutants and it would be all I’d run!

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