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The 10th power


xl8

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Ad an "imbue power" to all archetypes as a first choice in the secondary pool that allows the player to temporarily (countdown restricted but affected by global rch) add or preferably change the damage type to match the secondary.

So a fire/dark tank could temporarily switch out his fire to dark, a BS/regen scrapper could switch to toxic, an ill/cold troller cold switch to cold...

This isn't meant to increase the total damage even though it would if an enemy was more vulnerable to a particular type of damage, but rather imbue primary with an aspect of the secondary power.

And yes, this was born of the flaming sword idea... and as a nice by-product would also resolve that troublesome must pick first power in secondary pool option.

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25 minutes ago, xl8 said:

Ad an "imbue power" to all archetypes as a first choice in the secondary pool that allows the player to temporarily (countdown restricted but affected by global rch) add or preferably change the damage type to match the secondary.

So a fire/dark tank could temporarily switch out his fire to dark, a BS/regen scrapper could switch to toxic, an ill/cold troller cold switch to cold...

This isn't meant to increase the total damage even though it would if an enemy was more vulnerable to a particular type of damage, but rather imbue primary with an aspect of the secondary power.

And yes, this was born of the flaming sword idea... and as a nice by-product would also resolve that troublesome must pick first power in secondary pool option.

Can't players already do this with different damage type procs? The Lethal, Fire, Cold, Psi, Negative Energy, Energy, Toxic, etc. damage procs? If players want a different damage type, they could check to see what damage procs can be slotted in a particular power.  

Pocket D Zone Tour

Best Post Ever.... 568068478_BestContentEverSignature.png.4ac4138c1127616ebdcddfe1e9d55b57.png

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Look at how the dual pistols powers are setup - the extra damage type basically has to be "baked in" to the power.  Something like toxins from Blasters' Plant manipulation, from my understanding, utilizes a "pseudo-pet" to generate the extra damage, which means it doesn't benefit from damage buffs or modifiers you would normally benefit from, so such an addition would be minimal at best.  If your intention is to allow the player to roleplay a sort of "elemental switch" of their primary & secondary sets, then a relevant costume change with powers adjusted in appearance would work better...

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