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Posted

Is it possible to give Momentum a better interaction with Titan Weapons here?

 

Even though Issue 27 p1 tried to reduce the clunkiness about it, the mechanic still is not enjoyable to play with while leveling a character with the set. The 5 second window feels not enough to keep the swings going reliably, and with no way to refresh it other than BM you screech often down to a slog once Momentum drops.

 

One doesn't really have to go through a mediocre leveling experience of swinging a Pool Noodle around just because 'it gets better at the end', especially after the set got cut down on the damage that did offset the clunkiness and kept it enjoyable in some way.

 

So it would help to have Momentum a longer uptime and possibly have Crushing Blow refresh the duration so you can weave that in your moveset to keep on being a whirlwind of death.

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Posted

I wonder if we could get a variant of the set that nixes the momentum mechanic, but has lower damage.  Alternatively, maybe replace build momentum with a toggle - 1 mode allows faster swings with lower damage, while the other has higher damage but requires you to build momentum.  One final idea - what if build momentum was a toggle and simply generated X momentum per second/minute, and the powers consumed or built further momentum...

Posted

What if Momentum worked more like Frenzy? You build Momentum (like either Frenzy as stacks or Rage as a bar) by using lighter/weaker attacks, and you deplete it by using heavier/stronger attacks? Momentum would boost your damage depending on how many stacks or how big the bar you have. So your attacks would both increase and decrease your Momentum depending on what you do, with Momentum giving the biggest boost to your heavier/stronger attacks and smallest boost to your lighter/weaker attacks. How much the Momentum is depleted would depend on the attack depleting it, so it would be possible to not fully deplete your Momentum if you were careful about it.

 

This lets the player control his/her own momentum. So players that favor the faster attacks will maintain a lot of momentum, but not get as big a boost out of it; while players that favor the bigger attacks would still see a large payout when they use it (though they would need to use their lighter attacks to build it up).

 

Just a thought.

Posted

Im not at my computer to look at my setup but i have my powers in order so the T2 attack is the only power used without momentum.  The T2 is fairly quick animating without momentum and the rest of my powers are in order to fit within the momentum window.  So i press 1, 2, 3, 4, 5 for my AoE rotation and 1, 2, 3, alt4, alt5 for my single target rotation.  The 5th attack barely fits within the momentum window and if it isnt 5th then you cant fit them all since its a bit longer animating.

 

Momentum is still a bit janky to work with but also has certain advantages that you can benefit from.  I dont need my recharge to be quite as high since animation times limit how many attacks fit within the window and i dont want to end momentum on the wrong attack to get a really long animation next.

 

My biggest gripe is that arc of destruction cant be used while flying close to the ground.  My method of travel is fly and i cant use my T9 attack.  Foot stomp also doesnt work while flying but if you are flying near the ground it works.  The difference i see is the floating text for foot stomp says 'Target is in the air' and for arc of destruction it says 'Must be on the ground'.

 

Posted

What if the momentum simply refreshed it self for a couple seconds after a power is activated.  A couple seconds gives you enough time to swing the next attack and keep the momentum going.

 

And if you stop swinging to buff/heal etc you lose your momentum.  It'd be a fair compromise that wont break the set.

Posted

I don't have a problem with the set, myself.  My Rad/TW tank is one of my favorite characters.  The opening attack is sluggish, sure, but they fire off quite quickly after that.  🤷‍♂️

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