With the recent change to trappers ambush using the class ability charge instead of the melee charge(s), the Omnioculus Hunter exotic chest piece has lost some of its potency and utility for 2 main reasons:
1. Trappers ambush dive no longer grants invisibility upon use, as it does not utilize the invisibility granted by the smoke bomb melee and instead uses the class ability charge.
2. The change now forces the user to either throw the smoke bomb to make allies invisible, or rely on the ‘On the Prowl’ smoke cloud to make allies invisible. With the smoke dive to make self and allies invisible no longer possible , it is no longer possible to go invisible with a glaive or sword in-hand invisible without utilizing one of the other aspects.
The ‘Trapper’s Ambush’ aspect was necessary to utilize Omnioculus to its full potential, even with the addition of ‘On The Prowl’. The removal of the ability to make yourself and allies invisible via ‘Trappers’ Ambush’ aspect, drastically alters the utility and the potency of what is otherwise a very useful support/survival exotic.
In my case prior to the change, I utilized ‘On The Prowl’ with ‘Trappers Ambush’. This allowed me to perform my air dive, weakening and disorienting enemies, while making myself, and my allies invisible and resistant.
I have a couple thoughts on how this may be remedied.
1. Omnioculus overrides the ‘Trappers Ambush’ change by allowing the air move to be tied to the melee. (Revert the change only for Omnioculus) This would keep the overall good change, but allow Omnioculus to maintain its identity.
2. Change Omnioculus to have two class ‘Trappers Ambush’ charges instead of two smoke bomb charges, giving trappers ambush the ability to make yourself and allies invisible and resistant like the exotic’s identity implies. This would Maintains the change, but alters its focus.
3. Alter the identity into a more offensive leaning play-style. Allow for two melee charges when using the void subclass, activating ‘Trappers Ambush’ makes yourself and allies invisible and allies you make invisible still retain the resistance while invisible. This would allow users to utilize both the new melee, and the ‘Trappers Ambush’ change while maintaining the utility of a reliable exotic armor piece. (Would still work off of one class ability charge to activate, but would shift more into an offensive/support play-style vs its original role as a defensive/support exotic.
As a hunter main since beta, this exotic has been a stable pick for almost any content, and while it is/was useful, it never reached a point of being so powerful as a void exotic that it rendered other picks useless or redundant. I don’t see the change necessarily a bad thing, but I’d appreciate some attention to an exotic that — in my opinion — suffers from the change more than any potential benefit.
While it did require a fairly specific setup to get the best use from the exotic, it is even more so the case now while not allowing much wiggle room when it comes customization and functionality.
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