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Hateborne

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Everything posted by Hateborne

  1. What harm/danger would allowing Radiation Infection and Enervating Field to self-radiate if no target is selected? (Optionally) The player has live more dangerously, but it feels like a happy compromise for quantity over quality situations (looking at you Mapserver events too).
  2. This isn't an issue of speed running. This is more of an issue of feeling clunky and rather useless often as I'm waiting to apply one of my signature abilities only to have the fight be over. I can hold off for the next pull, but that leaves me feeling like I'm sporadically contributing. By comparison, my Force Field / Electrical Blast defender feels like an absolute monster. I built entirely around stupid high defense and obliterating enemy endurance. The only time I was really "idle" was when I died from being too cocky rushing in too soon. --- I was unaware of the change to allow them to persist on the enemy post-defeat, thank you for the heads-up! As for cooldowns, I keep a relatively high uptime of Hasten and Accelerate Metabolism to bring both debuffs to 4ish second cooldown. Valid point on the the mezz and detoggle, thanks again! --- I understand and agree to some extent about power creep, but I don't have the depth or hours of play to accurately/honestly defend that stance. When playing a Force Field / Electrical Blast defender (mentioned earlier in this reply), I feel that I'm almost always busy doing something useful. I'm sapping endurance, dropping shields, using either repel ability to herd enemies back into the meat grinder, or simply stunning/rooting problem foes. Both Force Field and (obv) Electrical Blast feel extremely interactive by comparison. --- That's an excellent point that I overlooked. I'll edit the original post and thank you!
  3. This is a small list of changes that feel appropriate to keep up with faster clearing teams (excluding Mutation). I do not feel that anything here is truly game changing, more of just removing tedium. Radiation Infection - Allow players to affix it to other players (e.g., tank) (thanks Luminara), reduce cooldown to 1 second, -or- (if possible) allow target swapping without triggering cooldown[1]. Enervating Field - Allow players to affix it to other players (e.g., tank) (thanks Luminara), reduce cooldown to 1 second, -or- (if possible) allow target swapping without triggering cooldown[1]. Mutation - Could this be altered to function loosely similar to Phoenix Rising? "Similar" in the sense of being able to use it against a non-dead target, with greater potency with lower health on activation (max effect when used against dead ally). It should still be targetable, unlike Phoenix Rising, to fit with the Controller/Defender/Dominator role. Choking Cloud - Reduce cooldown to 1 second as it feels like a situational toggle. Having a 20 second base cooldown feels just bonkers. (thanks Uun) If there is something unknown to me, such as the ability to potentially abuse cooldowns and stack multiples via a single character: please let me know! I might be overlooking or simply not knowing of current caveats or shenanigans. [1] - I am using target swapping here to mean the effect is currently active on one target, then selecting and activating on another target to effectively "move" the effect without toggle off->wait->toggle on. This would only function if the effect is still active when attempting to "activate" it on another target. EDIT 20240330: Thanks Luminara and Uun for the valid points!
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