Unless you get a wall up and perform a wall crash via the ruin ender, Aganos doesn’t really have much in the way of a true damage ender.
While in practice mode, I performed a lvl. 4 payload asault ender when I already had 4 chunks - this resulted in an ender that for all intents and purposes, doesn’t do much for Aganos. Then I started thinking.
What if the payload assault ender changes into a true damage ender if you already have 4 chunks?
Here’s how I visualize it:
For each lvl. on the KV meter that the combo has, Aganos expends 1 chunk, doing “chunks” of damage with each hit from each chunk. The downside, and balance aspect to this idea, is that he has fewer chunks after the combo completes (which makes Aganos more vulnerable since his defensive capabilities go down). So, you can do a chunk+ ender to gain chunks and then follow it up with a 2nd combo using a chunk- ender to do successively more damage, with all 4 chunks doing say, ~48% damage (12% per chunk seems fair, I think). It would also be very situational and difficult to pull off, since you need to get 3 chunks 1st, and getting to a lvl. 4 ender with all 4 chunks without being broken (since chunks make Aganos slower) is tricky. But it would be balanced I think.
On a purely visual and animation standpoint, I can picture Aganos just picking up the opponent by the head, as if he were going to throw them, and then launching each successive chunk directly into them at point blank range as he holds them tight - kind of like multiple cannonballs to the stomach.
Do you like or not like this idea? Do you think it would be broken, unecessary, balanced, redundant (because of the walls), too weak? Do you think my damage numbers should be adjsuted? What!? Tell me what you think - I’d like to know.
@Infilament, as always, I’d like to hear your thoughts on this.