Neogumbercules Posted March 1, 2022 Share Posted March 1, 2022 I had this thought regarding abilities like Darkest Night and the Rad Emission toggles and how they fit into today's version of the game. The powers aren't bad but I feel like they quite literally struggle to keep up with the pace of combat these days, so I'm making the following suggestion: Speed up the cast times Make the effect linger on enemies after they leave the radius of the anchor for 5-10 seconds. I don't remember if this is actually already in the game, so bear with me. This will allow the debuffs to remain effective for a reasonable time as the enemies incidentally move away from the anchor, or get knocked away. In the case of Rad, combine the toggle auras into a single ability. In my considerable time playing Rad I almost always put both toggles on the same target. Usually it's a boss or whatever enemy is strongest. To replace the new power slot, something that synergizes with the toggle would be cool. How about a single target debuff, if you strike the target of your debuff toggle it does a large AoE pulse mag 2 stun or something like that. Since I'm here I'll ask this question... Is there a way to disable the "toggles don't drop when the anchor is defeated" mechanic? I get why this mechanic exists, and in many ways it's good, but years of playing Dark and Rad have really programmed my brain to play a certain way and I'd like to disable it. Also, my suggestion about the effects lingering after the debuff radius is exited would kind of cover this problem anyway. Link to comment Share on other sites More sharing options...
Vanden Posted March 1, 2022 Share Posted March 1, 2022 Most of them were always slow. Enervating Field was the lone exception. A Cheat Sheet for efficient Endurance Recovery slotting Invention Set Designer Tool Spreadsheet with every Ancillary Power Pool Link to comment Share on other sites More sharing options...
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