I feel like this aspect is supposed to let you live out your stealth assassin fantasy, and while it's fun in low tier content, it's pointless in harder content. Honestly I mainly only use it because it's the only void aspect with 3 fragment slots.
My thoughts:
Marked targets are now always the closest enemy to you or an enemy your looking at, when you go invisible.
Attacking from invisible, gives you a weapon/ability damage buff for 3 seconds. (50% for primaries and base melee. 20% for specials, grenades, and power melees. 10% for heavies, and supers) (Disabled in pvp)
Successful hunts generate the weakening cloud which let's you and your allies turn invisible. Passing through the cloud give ability energy and grants the damage buff for you and all allies who pass through the cloud.
These changes would fix a major issue which is the RNG of the marked target and make it feel meaningful to hunt these targets since it would give everyone a passive damage buff.
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Edited by Sunburn Seastar: 4/17/2025 6:49:21 AMI think those changes can help the individual player, but for a slightly more support oriented aspect most buffs are small enough and dissipate fast enough that it usually doesn’t help the team in a meaningful way in most situations. If they wanted to expand on its team utility and help it in a more open arena (not just hallways) it could: when an ally utilizes a smoke cloud and is near you (what near qualifies as near, I’m not sure, I’m thinking maybe double the radius of Well of radiance) an additional target is marked. (In PVP this just resets the timer on the initially marked target. In PVE you can have a max of 3 clouds active). That way it could have more aoe weakening comparable to void soul, and makes it quite a bit more accessible to your teammates.