I was thinking since Zane is in need of some powerful class mods why not work one around Calm, Cool, and Collected? What if the next class mod, boosted your damage the longer your action skills were up per second? Make the skills synergize with this kind of mod with Borrowed time (To further increase base duration), Synchronicity (Since it would complement the damage), and possibly Good Misfortune as a third (For getting duration when enemies are resistant to freeze). I think the name of it should be the Legendary Smooth Operator. Any thoughts on this type of class mod? I think it functions perfectly with the double action skill playstyle and it would actually make sense for his kit overall.
I had a similar idea tonight but for anoints instead.
The anoint would give Zane more damage per action skill active. Up to like 125/150%. Also to go along with it CCC resetting action skills should count as using them again in order to proc ASE anoints and kill skills if using Seeing Red. This COM concept could work nice with that.
I agree, I would honestly love to see something like this implemented. As it stands, a lot of his skills and class mods seem to work against each other or are completely unnecessary. I mean, it’s nice getting 3% health per second when the Digi-Clone is active on current anoints, but I would much rather take some kind of damage buff given the barrier mostly addresses the need of healing anyway so it’s practically wasted ESPECIALLY with CCC giving you a ready supply of healing. PLUS all the life steal and heal skills he has in EVERY tree make it seem like they just slapped it in there for the heck of it.
Dude, i actually just posted something just like that on the “new ideas for zanes class mods” thread; I would love something like that as well, hence why I suggested it. I feel like it would gave zane a big boost since he has a lot of builds (not just CCC) based around having his action skills up for a long time, granted CCC is definently the longest uptime. So yeah, love the idea! Hopefully this being on more than one thread will increase visibility
It seems like we’re all thinking along these lines of thought because Zane players understand what he’s supposed to do/be like and what he’s lacking so we’re comimg up with similar solutions.
Yup it would seem that way (who thought playing the character let you understand their weakness and what could benefit them ) my idea was almost the exact same as yours, really only difference was the name and I went for smaller, multiplicative numbers over larger additive numbers.
Yep most of Zane’s anoints and COM’s are redundant and that is one of the biggest problems with Zane and why he underperforms.
As I read on a thread here the other day (cant remember the name) there is a limit to survivability, where you dont need anymore. And most of zanes focuses in annoitments and augments is survivability, where if more were focused into damage and he had more skills that didn’t do the same thing (even though I do appreciate action skill uptime in every tree) we might not even be having this conversation right now.
If it took him less than 100 years to kill anything with basic gear then he wouldn’t even need all that survivability in the first place. XD
What really rubs me the wrong way about zane is his reliance on jumping through hoops and god rolls. If you want to make a character that is high skill, sure. I liked Zer0 and that is what he was. But dont artificially make a character “high skill cap” by locking his dps behind a bunch of hard to achieve hurdles ( one or two would be fine, but zane currently has kill skills, weapon swapping, full health and shields, movement, not being targeted, and on first shot as hoops) not to mention that even all these hoops wont be enough if most of your gear isnt geared towards damage or your build. In short, while zane is a blast to play, he is a fun uncle, not a lion at the circus. Don’t tell your fun uncle to jump through flaming rings (Though to be fair that would probably be fun to zane )
I am Ten Billion percent sure Zane has literally jumped through flaming rings on more than one occasion and will most likely continue to do so.
Like puching statues in the nads, it is a hidden art he has perfected. Still, us mere mortals dont always share the same sense of fun as he does.
Zane mains doing high end calculations to figure out how to crank out 5% more damage.
OMG its so true though zane is def the character for the min maxer (as he needs to be in order to be on a slightly similar playing field)
“Now if I use my Triple AAA with a 100% damage boost on skill end, I can gain a net of 80% to whittle down this boss’ shield. If all the pellets of my double damage Triple AAA hit the target exactly in the weakspot I can hit for about 40,000 dmg approximately 1/10 of what other vault hunters can do. In order to do that, I have to run like crazy for my Violent momentum to kick in, while riding a unicycle, and then drink an entire bottle of whiskey IRL to activate the Drunk Uncle skill for an additional 10% damage and minus 50% handling.”
Nah, it’s as easy as throwing the barrier where you will be sliding, while summoning your clone to get trick the light, all while swapping weapons after proccing playing dirty and then hit the crit spot…/s
I don’t even know if I should laugh or cry…
Trick of the light would be way better if they actually f***** with the clone even half of the time but they’re really just gonna stand there and look at me and be like “Nice try bruh, but real people don’t glow blue. You can’t fool me, I went to college.” Also 18% damage using up 3 skill points ONLY when the enemy isn’t aggroed on you is kinda lame sauce. T^T
Is it only 18%? Its confirmed to not have risen up to 36%?
Edit: I know the card doesnt say 36, but it might just be a visual glitch
If it is 36 like the changes said it should be then thats a nice ass multiplicative buff, even with a hard condition to meet.
You know I actually haven’t actually tested the damage numbers but if it is 36% that’s certainly better than 18% I have no clue what they were thinking with it being that low for such a situational ability. Honesty though, I hardly ever see it proc to begin with due to the weird enemy aggro involving the clone. Does “Which One’s Real?” even effect that substantially? It seems like they still prioritize the player a majority of the time.