Mutagenic Serum/Armor Biomod:
Cooldown Modifier: All abilities get a +/- cooldown turn modifier. [This could be overly powerful]
Weapon Biomod:
Attack Type Changer: Each hit from the weapon makes an enemy more/less likely to close to melee attack range before attacking.
New biomod types?
Moderator: castewarkp
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New biomod types?
Feel free to call me App- it's shorter.
Re: New biomod types?



so... a psion with a PBA full of the cooldown - mod... rest up, chug a energy drink, amino goop, walk in a room, TK punch everything in the face while shrugging off all attacks thrown at him... oh the horror(fun)...



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Re: New biomod types?
MZ0125 wrote::shock:![]()
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so... a psion with a PBA full of the cooldown - mod... rest up, chug a energy drink, amino goop, walk in a room, TK punch everything in the face while shrugging off all attacks thrown at him... oh the horror(fun)...![]()
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It would prob happen eventually. AND IT WOULD BE GLORIOUS IF IT DID! Glorious, I say.

That said, since you can't dupe biomods anymore, isn't the chance for a crazy OP item perfectly in tune with the Rogue tradition? To really prevent the crazy, maybe make is a legendary biomod, the product of a one-off experiment?
But if not right for the Pit, not right for the Pit.
Feel free to call me App- it's shorter.
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Re: New biomod types?
With the addition of the Lich weaponry, weapon biomods that mimic the "Drain Life" and "Drain Psi" aspects would be nifty. If concerns about OP-ness, maybe don't let multiples stack?
Feel free to call me App- it's shorter.
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Re: New biomod types?
I'd be all about a life/psi drain mod, maybe something like 20% drain based on the damage dealt? It'd sure be more useful than the current anti-psi mod haha.
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Re: New biomod types?
How much does psi does the current anti-psi biomod remove, anyway? I've always been curious of that, it always seems like they have juuuuuuuust enough left to hit me with a psi ability, even after several hits.
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