Because you have it so that the ghost will only assist in shooting enemies after the Guardian shoots them. That makes the super more skill requiring which is the last thing hunters need. If the ghost were to act as turret that would fire 360degrees without the help of the Guardian then it would be more useful because it would actually help with clearing a cluster of enemies or defending a zone when trying to capture it
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Edited by Legend of Jordy: 5/17/2015 11:46:13 PMOh, it does auto aim, but if you shoot a target it focuses on him. I could change a few perks around to make a sentry mode where it focus on its own targets. I should have gone more in depth in the description. Anyways, I'll change the Super around. Thanks for your feedback.
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Also you should add a perk that extends the duration of the ghost activation/super
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Edited by Legend of Jordy: 5/17/2015 11:58:14 PMI did originally have that but I replaced it with Vampire which regens health based on damage your ghost does which stacks with Shoulder Demon. I'll see what I can do though. Also, I clarified the supers description so it should be better now.
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It's looking better. You might consider having the ghost also grant some sort of shield to the hunter while activated. (hunter class is the only one without a shield)
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Edited by Legend of Jordy: 5/18/2015 12:03:46 AMI did notice that and removed the shield ability regardless. I could re-implement it back in but it would have to be a melee perk and replace one of the existing ones (Most likely Mark of the Hunter) I have a really specific list of perks I need to have. Also if I add a perk that extends the duration of the super it would have to replace Vampire or Shoulder Demon (Plus Bladedancer already has a extended super ability).
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You've clearly put more thought into this than I have, I'm just giving you suggestions as somebody who had thought about what each race is missing abd specifically as a hunter who doesn't like playing as a hunter cause of the subclasses
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Edited by Legend of Jordy: 5/18/2015 12:17:48 AMI've been keeping to a strict pattern. Each subclass needs two Super modifiers, two Melee modifiers, and two Misc modifiers evenly distributed among columns 6 & 8. The first super perk cannot drastically change the super as players unlock it first. And last, The final perk unlocked needs to be something game changing. The grenades had to be new types of grenades as the existing types already filled each element slot. +there's only enough room for two jump abilities to fit evenly in the Grimoire cards. ----- I have noticed a few things like Hunters are missing an Orb generation ability and a over shield ability. Titans obviously are missing blink but it doesn't make sense for them to have it, so I made a new jump basically just like it.