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Make Kuji-In Toh a toggle.


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Simple request really, the power w/o hasten already has a recharge time(3M 20S) faster than the expiry of the power(3M 30S) so why do we have to click it every single time instead of just having it as a sustain toggle? Seems like it would be a simple and beneficial change to the powerset.

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Several other easily-perma powers (Practiced Brawler from SR, Active Defense from Shield) have components to them that stack.  Is this the case for Kuji-In Toh? (I don't have a /ninja Blaster, and the wiki/in-game tooltips don't specify if it stacks or simply replaces itself). 

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38 minutes ago, Akisan said:

Several other easily-perma powers (Practiced Brawler from SR, Active Defense from Shield) have components to them that stack.  Is this the case for Kuji-In Toh? (I don't have a /ninja Blaster, and the wiki/in-game tooltips don't specify if it stacks or simply replaces itself). 

Using it in the game shows it replaces itself and City of Data says it replaces itself. So no on the stacking.

 

Edit: However, as a click power, it costs the character 0.026 END/sec if not slotted with anything. (5.2 END/activation with 200 second recharge.) And even if you don't slot any END reduction but get the recharge down to 86 seconds, you still have an END cost of 0.06 END/sec. Whereas if it was made into a toggle, the END cost will go up a lot.

 

Edit again: So as it is right now, Kuji-In Toh can be slotted with damage resist, healing, and endurance modification enhancements for max effect without bothering to touch the endurance cost or recharge, and get full benefit on an auto-cast every 200 seconds for a scant 0.026 END/second. I'm in favor of keeping it a click based on that.

 

Edited by Rudra
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I've been running my Arrow/Ninja blaster more lately. Finally got a decent build.

 

Since it doesn't stack, making it a toggle makes a bit of sense.   The other blaster toggles that boost recovery typically don't cost much end (if any)

 

However, I'm fine with it staying as a click, it keeps it in line with the melee versions I suppose.

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3 hours ago, Uun said:

The blaster sustain toggles have 0 end cost.

Then I don't care if it becomes a toggle. I don't remember though, do any of them have damage resist too?

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1 hour ago, Rudra said:

Then I don't care if it becomes a toggle. I don't remember though, do any of them have damage resist too?

Wild Fortress has toxic resist. Sound Barrier has smashing/energy resist. 

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Posted (edited)

If they cost no end it really should be a toggle, I understand theme but it gets annoying having to click it every single time when in battle, at least personally auto click doesn't work 100% of the time, ninja is already a powerset that doesn't see much use, least used blaster secondary as of 2020 at least. It would be nice to give it the toggle that basically every other blaster secondary has (mental and energy are exceptions but in mental manipulations case drain psyche has huge potential compared to the other toggles, energy manipulation is like ninja where its a click but really not worth being a click power anyway.)

 

and most of the toggles do have resists or other cool gimmicks so ninja is far from unique in that.

Edited by burneden
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58 minutes ago, burneden said:

If they cost no end it really should be a toggle, I understand theme but it gets annoying having to click it every single time when in battle, at least personally auto click doesn't work 100% of the time, ninja is already a powerset that doesn't see much use, least used blaster secondary as of 2020 at least. It would be nice to give it the toggle that basically every other blaster secondary has (mental and energy are exceptions but in mental manipulations case drain psyche has huge potential compared to the other toggles, energy manipulation is like ninja where its a click but really not worth being a click power anyway.)

 

and most of the toggles do have resists or other cool gimmicks so ninja is far from unique in that.

 

I understand your frustration.  I had the exact same reaction when I made my first /Ninja Blaster.  But in playing it, with Kuji-in Toh on auto and manually clicking Hasten... it's actually not that big of deal.  And it's actually one of my most favorite blasters.  

 

There are key binds that you can make so that every time you press a movement key, it will switch auto-firing between Hasten and Kuji-in Toh (or others, if you wanted).  That way, both powers will auto-fire when they are recharged since you're most likely hitting your movement keys a lot.  You'll have to put up with the auto-fire ring moving back and forth between the two powers in your tray, though.  Many who play SR and Shield will do this too.  (I don't because my OCD won't handle the dancing ring on the screen.)  😄  

 

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/bind w "+forward$$powexecauto Kuji-In Toh$$powexecauto Hasten"

/bind a "+left$$powexecauto Hasten$$powexecauto Kuji-In Toh"

/bind s "+backward$$powexecauto Kuji-In Toh$$powexecauto Hasten"

/bind d "+right$$powexecauto Hasten$$powexecauto Kuji-In Toh"

 

What this will do is set the auto-cast to Hasten whenever you move forward or backward (W or S), and set auto-cast to Kuji-In Toh whenever you move right or left (A or D).  Why chain two powers?  Because the first power (reading left-to-right) is ignored and taking advantage of code execution ("glitch").  I forget precisely why, but there's a reason.  Or used to be.  Still works like a charm as of July 2024.

 

Then, when moving around, the "auto" ring will look like it's jumping from one to the other, and will fire off if it's up and ready.  I do this on most characters that have click-powers.  One has all four directions with something different.  Usually I keep HASTEN on W (forward), as it's most-used, and the least-used one on S (backward).

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