… it basically worked as the card stated and turned every weapon into a baby Facepuncher?
It doesn’t? Not that I would be surprised.
I’d argue it’s more broken to pigeonhole Amara with all these melee perks that only work with one weapon. Full Kensei melee integration would make for a ton of cool loadouts and gameplay sequences, because we wouldn’t be limited to that low-mag, non-elemental, chunky Facepuncher play. But as a basic six second 10% amp damage mod, the Kensei is just pointless.
Edit: actually, just read that Kensei doesn’t seem to benefit from melee kill perks because the Kensei damage needs to get the killing blow. But even if Gearbox fixes that or increases the amp damage, Kensei still doesn’t proc all the melee benefits that FP does (eg Static Charge), meaning any Kensei build will always be inferior to a more flexible build with a FP loadout. So yeah, please buff the Kensei, because that thumping recoil machine always feels more like each shot is a punch to my own face.
No what it does is calculate roughly 10% of you overall melee damage and tact it on to your weapon as non-elemental kinetic bonus damage.
Think of it like action skill start element bonus but instead of an element it’s just a normal bullet (which with the right build can do massive bonus damage but I digress). But the instance itself does not count as melee and therefore does not proc certain effects, ie. Illuminated Fist or Cryo Stone.
Yes exactly my feeling.
Like I don’t mind insta-killing everything even Seer and Hermi but it’s basically just Facepuncher/Fish Slap at this point. Would be nice to mix it up, but to do that I’d have to do like a basic bitch Phasezerker with blue tree yuck.
I’d be happy with a duration increase personally. It’s 10% of your melee damage per bullet, which is actually pretty strong paired with really high fire rate guns, especially multi pellet ones, but 6 seconds kinda locks you into fake grasping which is pretty lame.
Edit: I realise now this section is a little inaccurate. It’s actually 10% of your gun’s card damage, which is then given melee mayhem scaling and further multiplied by your melee, gun, V1, and V2 bonuses. So the fire rate is fairly irrelevant. That’s an insanely good damage boost though considering it’s scaling off both your melee and gun bonuses AND essentially applying melee mayhem scaling to your gun. So yeah letting it also work with melee artifacts might be a bit much.
I feel like its design concept is for hybrid melee/gun builds. If it counted fully as melee damage I think that might just incentivise using it with a full melee spec. I like the concept behind the mod, it’s just a little too impractical.
It’s also fun to note that with slow projectile weapons you can swap to Psycho Stabber before the projectile hits similar to crit swapping with the Unforgiven for a nice damage boost.