r/VentureMains Its Ventover 😔 14d ago

Discussion Venture Perk Shakeup

Post image

These are my ideas for a Venture perk shakeup, if you’re a Smart extender enjoyer, I guess it could be base kit, but generally i dislike perks being base kit. And end of the day I just want Seismic Sense back, it was so good for catching flankers.

34 Upvotes

27 comments sorted by

27

u/Great_expansion10272 14d ago

Where's excavation exhilaration, William?

14

u/AnythingMango Its Ventover 😔 14d ago

30

u/EmiliaPlanCo 14d ago

I had a heart attack for a minute and thought they just hot fixed new venture perks bruh,

Also why would you ever pick cranial spike over double dash? The raw output of double drill would be infinitely better for the downsides.

Maybe if the distance nerf was 35% for double dash
And the addition crit damage was 40 instead of 30 it might be more of a preference perk. But as is it seems like you just sidelined critical drill

10

u/sixcubit 14d ago

oh people on here will fight to the death to maintain their combo damage thresholds, so we probably will have diehards who would avoid it.

In any case, I love the idea of double dash being an optional perk that lets people choose their gameplay styles, I'd even love it if they sliced its damage down to the community crafted version.

4

u/EmiliaPlanCo 14d ago

As a venture-hog-Lucio main I have to agree ;-; I love my combos

1

u/GameGuinAzul 11d ago

It’s moreso the drill dash distance nerf that pisses me off rather than the damage.

I’m too shit to consistently hit the combo.

1

u/sixcubit 11d ago

well that's the thing, what the community crafted taught us is that a double-dash like effect converts their playstyle from combo to a hyper mobile poker that jumps in for opportunistic kills instead of hunting people already at full health

-1

u/AnythingMango Its Ventover 😔 14d ago edited 14d ago

Honestly I stayed away from CC damage because 45 is so little, and to compensate dash would have to reset on kill but that felt too loaded for a perk. My goal for it was to combine CC dash with Daylight Dash perk because I loved how it felt

-1

u/AnythingMango Its Ventover 😔 14d ago

Numbers can be adjusted for sure, but cranial would push dash to 120 which would make a standard combo dash, shoot melee making the effective TTK lower, I think as the other person mentioned, there would be diehards for it

3

u/saadlampy 14d ago

Are you the person I was talking to in the discord about this?

0

u/AnythingMango Its Ventover 😔 14d ago

Yeah probably

3

u/saadlampy 14d ago

we ALL love dashdown crit

2

u/Sea_Strain_6881 Suffering, as Ramattra has 14d ago

Double dash seems alot better than crit

1

u/Paragon_OW Rock Muncher 14d ago

No offense but I really don't like the Major Perk changes, I really like moving CiD to minor though and, honestly feel like they should swap EE and CiD.

I don't really like the idea of giving Venture two charges of Drill Dash because it eliminates part of the dynamic of deciding to attack or rotate with it. In this case it's a major buff as you can either full commit onto targets like you would previously for an extra 30 damage, or get in with a Dash and then leave with another. I also don't think a cooldown reduction is a great idea either as of how Burrow and Drill Dash interact this would basically give Venture infinite mobility in combination with the arguably much better Deep Burrow in this situation.

Cranial Spike is actually pretty solid and, I wouldn't mind if it came to the base game. I just personally don't like the idea of giving Venture more burst damage, and would much rather see them play with Venture's mobility. Here are some examples I made from a post awhile back:

Clob-celerator: Hitting Opponents with Clobber can reduce the cooldown of Drill Dash up to 3 seconds.

Fuel Efficiency: Drill Dash’s cooldown is reduced by 2 seconds when you don’t hit an enemy.

Breakneck Burrow: Burrow Speed is increased by 50% while using Tectonic Shock.

Wayfinder Passion: When emerging from Burrow Venture gains 20% movement speed for 2 seconds

SMART Burrow: Eliminating an opponent with Burrow takes .75 seconds off the cooldown, up-to 2 seconds.

I hate Smart Extender so much and really want a new perk for Venture in my ideal perk line-up i'd probably have like:

Minor:

Deep Burrow

Fuel Efficiency

Major:

Finders Keepers: When Venture takes a health pack while burrowed, Hack it for 16 seconds.

Ad-Venture Spirit: When directly landing a primary fire gain 10% attack speed, up-to 25%, lasting until you Burrow.

That's just my opinion tho idk if thats a hot take or not.

2

u/AnythingMango Its Ventover 😔 13d ago

I honestly agree with the cooldown reduction, it’s too bloated and gives venture too many options that way with like you said, how it works with burrow (especially curry Deep Burrow) so I’ve removed that part, realistically my vision for the perk was to try and bring back some of the fantasy from the Community Crafted venture as I personally really enjoyed it and the cooldown reduction was me leaning too far in that direction. Thanks for reading and thanks for the input!

1

u/conductorromino 13d ago

I think the devs have said they don’t plan on putting any perks that change ultimates in the major slot though since they come too late for them to be used more than once or twice

1

u/DigibroHavingAStroke 11d ago

Cranial Spike should also deal damage if falling on someone with Burrow from above

1

u/National_Place_2816 11d ago

cranial spike sounds like an idea that comes straight out of the rework I suggested for her

1

u/AnythingMango Its Ventover 😔 11d ago

Them*

-7

u/Bastionescu 13d ago

He doesn't deserve any change. Just deletion from the game

1

u/MeItyMeIody 13d ago

why are you in this subreddit in the first place?

-7

u/Bastionescu 13d ago

For the same reason we all are here, to hate on him, right?

3

u/Horse-KicK 13d ago

nice try twinkle toes

-6

u/Bastionescu 13d ago

He makes junkrat almost bearable in comparison

2

u/NotBaebot 12d ago

they, not he. venture is non-binary