Vortex armor is fine in multiplayer, but is pretty useless in singleplayer.
As of right now, the invisibility gives a decreased chance of enemy targeting, and in that state significantly higher damage output and lowered mobility. This seems to be designed for multiplayer: other players (namely the melee) take the shots, and the ranger can deal out heavy damage even with the lowered mobility without fear, because of the invisibility. But in singleplayer, this ability is nearly useless or otherwise quite difficult to use well - since there's no other player to take the shots, the invisibility is useless and the crippled mobility pretty much negates the increased damage output. As of right now, since shroomite armor really has the same problem, late-to-endgame ranger feels slightly underwhelming.
I think the special ability of vortex armor should be changed to one that is useful in both single and multiplayer. What do you guys think - is Vortex armor fine as is, or do you think changes should be made? Any ideas?
As of right now, the invisibility gives a decreased chance of enemy targeting, and in that state significantly higher damage output and lowered mobility. This seems to be designed for multiplayer: other players (namely the melee) take the shots, and the ranger can deal out heavy damage even with the lowered mobility without fear, because of the invisibility. But in singleplayer, this ability is nearly useless or otherwise quite difficult to use well - since there's no other player to take the shots, the invisibility is useless and the crippled mobility pretty much negates the increased damage output. As of right now, since shroomite armor really has the same problem, late-to-endgame ranger feels slightly underwhelming.
I think the special ability of vortex armor should be changed to one that is useful in both single and multiplayer. What do you guys think - is Vortex armor fine as is, or do you think changes should be made? Any ideas?
An idea would be something similar to Titanium armor. This new armor would, given (say) 8 seconds without taking damage, buff total ranged dps (dmg and crit) by (say) about 60% - a high amount, though not as high as the current invisibility mode. However, any hit taken in this mode would end it and return the player to a normal state - not without reducing the mode-ending hit's damage by (say) 60%, however, giving a similar invulnerability save as titanium armor, though not a total one because that may be unbalanced. The player would once again have to avoid damage for 8 seconds to return to this buffed state.
This would be very useful to a multiplayer support player (just let your allies take the shots and your damage output will greatly increase) but is also useful for singleplayer players. It promotes dodging hits, which rangers do so much of anyway, but also offers a useful save in the lack of any meatshield.
edited - to make more plausible and not op.
This would be very useful to a multiplayer support player (just let your allies take the shots and your damage output will greatly increase) but is also useful for singleplayer players. It promotes dodging hits, which rangers do so much of anyway, but also offers a useful save in the lack of any meatshield.
edited - to make more plausible and not op.
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