It’s no secret that Zane more or less has a single viable class mod in this game: Seein’ Dead. This class mod basically allows Zane to function properly and play the way it feels like he was intended to play. I was thinking though… how could we possibly rework some of his base class mods to be viable alternatives? Below are some ideas I had, just for fun. Interested in feedback or other ideas from the community!
Currently: at 0 shields, the Infiltrator seems to give about +25% damage. Confident Competence, by comparison, gives +35% gun damage when Zane’s shields are full. Considering that we’re giving up using a Seein’ Dead mod, and that most likely you would run this mod with an Initiative (DLC2) or Rough Rider shield + barrier for survival, the damage this class mod needs to give should be significant.
Rework: +70% bonus damage when at 0 shields would be fair for this class mod, and at least make it worth looking at.
Currently: applies a random status effect to an enemy when frozen. This is one of the most useless effects I can imagine. This mod needs a complete rework.
Rework: considering that this mod is based around freezing enemies, it would make sense to have it’s effect remain with that theme. You could go so many ways with this. Even something like “Kill Skill: for the next 15 seconds, cryo efficiency is doubled” might make it worth using.
Again, it has be a viable alternative to Seein’ Dead, so the effect has to be strong. “When you freeze an enemy, that enemy creates a cryo nova which instantly freezes all other enemies it hits.” Something like this would allow you to chain-freeze enemies, gaining additional damage with an artifact that gives +damage against frozen.
Currently: shock nova around the Clone when it’s hit by melee. Beyond useless.
Rework: if you want to keep the general theme of shock damage and clone usage, they could use an existing mechanic from Meyhem Mode. “Creates a shock beam link between Zane and his Clone. Enemies hit with the beam proc chain lightning. This effect has a 2 second cooldown for hitting the same enemy.”
This would encourage strategic positional play with the Clone, where Zane is running around and catching enemies between the Clone and himself. Enemies hit with the connecting beam would proc a Chain Lightning (they can use the exact same lightning mechanic + damage that comes from the Electric Banjo).
Currently: 5% chance on kill to recharge SNTNL cooldown/duration. Again, beyond horrible.
Rework: much like the clone theme of Shockerator, we’d want to keep the SNTNL theme for this class mod. And again, because we’re giving up Seein’ Dead, the effect has to be strong. Maybe simply “While SNTNL is active, +100% cryo damage.”
My other thought was “SNTNL now has Winter’s Drone, Bad Dose, Boomsday and Static Field all at once. Bad Dose, Static Field, and Drone Delivery all have cooldowns cut in half.”