Survivors - Void Fiend
Updated 2 days agoVoid Fiend
I'm going to be honest... I do not like Void Fiend's item interaction mechanics, at all. They tend to restrict buildcrafting and optimize the fun out of having two forms. Therefore, I have decided to massively rework corruption, while also slightly reducing Void Fiend's overall power.
Default Passive | Void Corruption (rework)
- Rather than increasing base corruption, void items instead increase the rate of passive corruption gain and reduce the rate of passive corruption decay, both by 5% per item.
- So at 20 void items, corruption gain is multiplied by 2, and corruption loss is divided by 2.
- Healing, damage taken, and crits all have NO effect on corruption gain.
- Corruption transformation animation time is reduced from 1s to 0.4s.
- Corrupted form armor gained reduced from 100 to 30 (reduces damage by 23% rather than 50%).
Comments: I'm sorry for those that enjoyed Void Fiend's old mechanics, but I really just didn't. Because of both how the interaction with void items worked, and how healing/damage affected your transformation, an optimal void fiend build almost always means permanently remaining in one form or the other. In my opinion, this circumvents the most fun part of void fiend (swapping forms mid-combat). These changes have been made specifically to ensure that the corruption meter plays a role no matter what you do.
Corrupted Primary | Drown (nerf)
- Damage per second reduced from 2000% to 1400% (damage per tick reduced from 250% to 175%).
Comments: In exchange for making the transformation sequence more fluid, the corrupted form is getting rebalanced a bit to be not quite as blatantly overpowered. Aside from the reduced armor mentioned above, this also comes as a hefty nerf to the damage of your corrupted primary.
Corrupted Secondary | Flood (tweak)
- End lag slightly reduced (0.7s->0.5s).
Comments: This skill feels just a bit clunky due to interrupting your primary fire for a while.
Controlled Utility | Trespass (tweak)
- Vertical movement component only scales with 15% of movement speed.
- Duration reduced from 1s to 0.7s.
Comments: While this does prevent you from reaching high-up locations as easily in the late game, it also means that using your utility does not force you to take fall damage afterwards unless you were already using it from high up. Reducing its duration also goes a long way in making it feel more fluid.
Corrupted Utility | Trespass (tweak)
- (Indirect) No longer counts as a combat skill for Red Whip and the reworked Warbanner (what I assume to be an oversight here).
Controlled Special | Suppress (rework)
- Now has a 3 second cooldown.
- Animation speed increased by 150%.
Comments: Controlled Suppress is both one of the most powerful parts of void fiend, and one of the most annoying. Firstly, to make it feel way better to use, the animation has been greatly increased, making it more consistent to activate last-second before a transformation, and also not interrupt your attacks as much. Second, controlled Suppress is blatantly overpowered in granting void fiend survivability, so it now has a cooldown. When combined with the fact that taking damage no longer grants corruption, Suppress no longer lets you heal off all the damage you take.
Corrupted Special | Suppress (buff)
- Now has a 10 second cooldown, but no longer has a limited number of uses.
- Grants 50% corruption (twice as much).
- Animation speed increased by 150%.
- Now uses the same self-damage mechanics as REX's skills.
Comments: Corrupted Suppress is almost never worth using, so in addition to having a much faster animation, it now grants much more corruption, and is no longer limited to 2 uses per corrupted transformation. In exchange, it now has a cooldown, but it shouldn't have a significant impact. The health cost flag is the same one now used by REX's plant skills, causing it to ignore both armor and block. Notably, this means that for better or for worse, it will completely ignore safer spaces.
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- Survivors - Void Fiend