Rosgath
Well-known member
I've considered this concept and I do agree that there is design space for a "one big shot" type effect, but I don't think that increasing weapon damage on the shooter's end is the right approach. It makes it too easy to abuse and works almost too well with the rapid fire nature of the current M1 landscape is made.
We do have items like Headhunter which add a solid amount of damage to a headshot, but that requires a headshot and actually kind of favors high fire rate anyway as you want to keep it on CD as often as you can, so I figured I'd work something up that might work with both.
Here's a Mockup of the idea I had:

It ends up at around 210 damage every 1.5 seconds, and Transcendent Cooldown should reduce the CD further to bring it down to something like 1.15s, which can be quite a bit of DPS if you take the time to line up your shots each time.
I pitched the damage lower than Headhunter, but the scaling is the same. I did this because the Cooldown is much shorter than Headhunter's Cooldown, which I think is justifiable as it doesn't also provide healing like Headhunter does.
We do have items like Headhunter which add a solid amount of damage to a headshot, but that requires a headshot and actually kind of favors high fire rate anyway as you want to keep it on CD as often as you can, so I figured I'd work something up that might work with both.
Here's a Mockup of the idea I had:

It ends up at around 210 damage every 1.5 seconds, and Transcendent Cooldown should reduce the CD further to bring it down to something like 1.15s, which can be quite a bit of DPS if you take the time to line up your shots each time.
I pitched the damage lower than Headhunter, but the scaling is the same. I did this because the Cooldown is much shorter than Headhunter's Cooldown, which I think is justifiable as it doesn't also provide healing like Headhunter does.