Changes to Zane

Ok, so…

I am of the mind that once you get a Seein’ Dead class mod, it’s the only class mod you use from that point forward. The other class mods just don’t offer the versatility the Seein’ Dead gives. I had the idea of getting rid of the class mod and making it’s effect replace or be included in the capstone perk for the SNTNL/Hitman skill tree. That way I can use the other class mods and experiment more with builds instead of feeling like I always have to use the Seein’ Dead.

Next, the Techspert class mod… It’s effect reads, “Kill Skill. +5% Chance on kill to recharge SNTNL Cooldown and Duration.” Why does a class mod that’s sole purpose is to use the SNTNL grant extra points for the Barrier/Under Cover skill tree? It’s something that’s perplexed me ever since I got one. It should give points ONLY in the SNTNL tree.

Finally, a thing about the Digi-Clone… I want the ability to tell the Digi-Clone to move to a location of my choosing without having to swap places with it. I tend to clear an area, then sill have both my AS’s active and run to the next area, but my Digi-Clone is still back at the first area… So I have to run into combat, swap places, then run back to the second area before my AS’s run out. Or I just leave the Digi-Clone back there, not being of any help. It’s become very tedious and quite annoying since I switched from SNTNL/Barrier to SNTNL/Digi-Clone (for the record, I feel like I’m doing more damage with SNTNL/Digi-Clone, but of course now I actually take damage)… But, I was thinking of either including this in the base AS, make it part of a current skill or augment , or replace a skill or augment for it and have it where you either hold the button you use to activate the skill and swap places or make it available for it’s own mapping. I play on Xbox One and I don’t use the up directional button for much of anything. Default, it’s for marking targets, which I never found useful so I remap it to be a switch to weapon 4 with one button instead of cycling through everything, but I haven’t really been utilizing it much lately so I’d remap it for this thing… By pressing/holding the button, the Digi-Clone would teleport to the location you are looking.

I doubt any of this will happen, but I like to throw the seeds of idea out there in case a dev sees this and decides to make it happen. (Me: wishing I was a dev)

Why not use an Executor mod? Works just fine and with Jakobs crit and Barrier anointments can one shot most enemies,…

You have Seein Red capstone,… if you can’t keep up kills after triggering, then you might want to consider a different load out.

It’s not that simple. Even if you are a dev, there are business forces that would simply grind down great ideas.

Edit: I would prefer if Seein Dead com is nerfed to 10% chance or something. Or if you guys dont want a nerf, then buff the other coms

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I don’t find joy “one shotting” most enemies… By that point you’re just too overpowered and there’s no challenge. And, I’m not sure what changed, but I don’t like using the Maggie anymore.

I don’t remember what the Executor mod does off the top of my head, but for the most part I also don’t use any of the other class mods simply because one of the first Seein’ Dead mods I got (even tho it’s only lvl 47) grants extra points to perks I like as well as the bonuses I got are Weapon Damage (I think) +23%, SMG damage +29%, and Pistol Damage +29%. Which actually means my pistols and smg’s are getting boosted by both individual bonuses and the flat weapon bonus, i.e. MORE DAMAGE!!!

But, I’ve been really enjoying the new Clairvoyance and Soulrender Assault Rifles so in that case I’ve been using one that gives +35% AR damage.

Regarding the extra skill points the Seein’ Dead gives you, I feel people sleep on the SNTNL tree skill that grants a chance to fire and extra projectile… if you can get the skill to have a total of 7 points, it will be at 105% which will guarantee that extra projectile, doubling your damage output.
I never see Ki11er Six spec into it very much if at all.

And I’m sure that I could easily keep the skills up by just getting the kills no problem since now I usually tend to end an en"gaige"ment (heh… I’ll stop) with over half of each skill duration, but also because of the reasons I mentioned above, switching to a different class mod that doesn’t have great extra skill points or the other bonuses, then I’d be hindering myself that way. The problem isn’t normal mobbing, it’s boss fights where you can’t get that many kills to trigger the kill skills or in the Takedown where everything is super beefy so it’ll take a good amount of hits to, well, take them down. I’ll be trying to Takedown today with my SNTNL/Digi-Clone setup to see if it’s viable or not.

A buff to other class mods would be nice, especially if they just made the Techspert grant extra points in the SNTNL tree instead of the Barrier tree.

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Don’t follow youtube videos then? I don’t and come up with my own stuff to make things work. The devs already acknowledged they are looking into many underperforming mods which all classes have them. You strictly mentioned seeing dead and it is a mod I hardly use unless I run a grenade Zane build.

The executor: Have a plan to kill everyone you meet. – When an enemy is killed, Zane gains increased accuracy, handling, critical hit damage, status effect damage and status effect chance

Accuracy, crit are great for multi pellet, with nerves of steel you can one shot the guards from the start of takedown with barrier crit bonus and other combos on mod and relic. If you just go to the Zane forum you can get a good idea of different things people try out. On YouTube people only try to post meta, you technically kill half or couple seconds faster on meta vs what you can create.

I followed youtube when I first started the game, but I quickly didn’t do EVERYTHING they did. At first, I really liked using the top middle skill in the Digi-Clone tree that gives bonus mag size, but now I just use an artifact that gives mag size so I can spend those points elsewhere. I also never like to max out the skills that give movement speed because I tried it once and didn’t really like it. I usually put a couple points in them so I get some movement speed boosts, tho.

I’ll probably farm for the other class mods so I can get good stats on the weapon bonuses and try them out. The Executor and Infiltrator mods are the one’s that seem really good if I can get good weapon stats on them. The Anti-Freeze also seems interesting, but I don’t really wanna have to constantly be jumping around all the time.

Looking at the skill points those class mods give you, the Executor gives points into three of my favorite skills, most importantly, Playing Dirty. I love to get that skill to 7 points so the extra projectile is guaranteed for those next 5 shots.

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No more nerfs please, I finally like Zane the way he is.

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Give it a go. Most his other mods suck and many agree at mayhem levels they just don’t add up. You are not just limited to seeing dead and find what works for you :+1:

What they should do is put the See’in Dead mod in Zane’s skill tree as his cap stone, and have See’in Red as the Tier 2 single pointer.

Honestly, making a character entirely based around sucking till he “kills” something was a bad idea. Even worst is having the only mediocre remedy being a capstone. It’s largely why Zane sucked so bad in the beginning. And only was “fixed” by a DLC. Which is honestly just a bandaid solution.

I’m a firm believer that mods shouldn’t be used to fix areas that skill trees should’ve done right to begin with. That said See’in Dead NEEDS to be put in the skill tree. Any of them really, as long as it’s near the top. Maybe even make it a 0/5 skill at tier 1 with a 5% modifer per point. Still a must have but doesn’t make every Zane build automatically have to go a third into the blue tree now. Because as of now, it’s critical to every Zane build to have See’in Dead as a class mod since “Kill Skills” compromise his entire playstyle.

See’in Red could still be a capstone. But make it so:

See’in Red - now triggers all kill skills and when you kill an enemy while your action skill is active your Drone damage is increased for a short time. Damage increase is equal to action skill duration (100% when full).

This would make an excellent change as Zane’s Hitman tree is the only one with a Capstone not effecting his action skill. Also would make Good Misfortune more worth digging so low into tree for.