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Pool Attacks and Increasing Power


BadMinotaur

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Good evening everyone. I'm sorry if this kind of topic has been posted a lot, I checked the last four pages to see if there was any recent discussion about this and didn't see anything.

 

The suggestion is pretty simple -- I think it would be really fun if Flurry, Jump Kick, and Air Superiority took a page from the Fighting pool and had their strength increased with each other power you took in their respective pools. It would encourage people who want to build specific types of characters (like the ever-popular speedster) and reward them for going all-in on a power pool that is flavorful for them. Maybe cap the bonus at having three other powers (so you'd take four powers in that pool total and don't feel like you have to take everything for your theme), and have the capped Damage-per-Activation Time be similar to the maxed-out Boxing power.

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-The Bad Minotaur

'tis your birth or faith that wrong you, not I

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9 hours ago, Player2 said:

Capping at two other powers would be on point with the Fighting pool.

 

But otherwise, I support this idea.

I was mentally switching between three others and two others to cap it out. The reason I settled on three was so that players who wanted to dip heavy into those pools were rewarded for taking choices that normally they might overlook -- as an example, someone who wants to beef up Jump Kick may consider picking up Acrobatics or Spring Attack to finish buffing it, two powers they might not have otherwise thought about. That said, three other powers may still be too many for the full power boost -- I'll be happy as long as I can use Flurry or Jump Kick without feeling like I'm gimping myself 😃

-The Bad Minotaur

'tis your birth or faith that wrong you, not I

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My idea for Flurry (based off your idea) is for Flurry to gain +10% chance to disorient for each other power from the Speed pool (up to +30% for 3 other powers--increasing the chance to a straight 50%). Each other power would add the following to Flurry:
Hasten - reduced animation time (while keeping the same damage throughput)
Super Speed - adds mag 1 stackable stun
Whirlwind - adds a cone
Burnout - adds a non-enhanceable fire DoT
The exact numbers for these would be tweaked for fairness, of course.

Many heroes end up taking Hasten (because it's so good), and Super Speed as a result. So many applications of Flurry in this situation would be a 40% chance to apply a mag 3 stun, while keeping the same dpa, but having an increased dps, which I feel is a pretty fair in most situations. 

What I would like is a customizable animation for Whirlwind, where I can turn off the spinning animation (keep the character in a normal stance while keeping the whirlwind effect) or maybe changing it to a vibrating animation.

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