Generator Posted May 30, 2019 Posted May 30, 2019 Hey there, Let me throw this out there. I love the idea behind the Empowerment Stations, my issue has always been that the duration feels ust a bit too short to be useful. So, I think upping the buff durations would be very QOL-ish. Assuming you agree, what's a good duration? I think if they at least went to 2 hours (up from the current 1), that justifies the time & trouble at their current pricing. If they were to go longer, I think that would warrant upping the amount of salvage needed to grant each buff. Any thoughts? Generator
Adeon Hawkwood Posted May 30, 2019 Posted May 30, 2019 As an alternative what about letting you stack them? So keep the base duration at 1 hour but let you buy a few hours at a time. The P2W vendro does this with the XP boosters so it's presumably feasible. Defender Smash!
jack_nomind Posted May 30, 2019 Posted May 30, 2019 +1 I'd be all for a straight 4 hour duration, no change in cost. They're limited enough in scope that I see them like any other temp power: once you know how to get it, re-getting it is a tedious chore. For things like Warburg nukes, the scope on them might justify the gating... but empowerment buffs are far less dramatic in effect. No-Set Builds: Tanker Scrapper Brute Stalker
Generator Posted May 30, 2019 Author Posted May 30, 2019 As an alternative what about letting you stack them? So keep the base duration at 1 hour but let you buy a few hours at a time. The P2W vendro does this with the XP boosters so it's presumably feasible. Nice thinking. I'd be fine with this as a solution.
Impish Kat Posted May 31, 2019 Posted May 31, 2019 I agree that the buffs seem short. I remember getting on a TF team and hanging out in my base until the team was filled and nearly ready to go, so I could craft a buff that would last through (most of) the TF. It was really frustrating when the buff would wear off before the TF was completed. "Oh, I know it's the last mish.. but I need to go to my base and buff up again!" thhppppt!
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