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Posted

I don't think that swapping a T3 power and T5 power does anything, but I agree that something should be done to improve Triage Beacon). Another option would be to make Triage Beacon mobile.

  • Like 1
Posted

My hot take on Triage Beacon: It's a fine power to use while leveling up but less important at higher levels (certainly at 50). Keep it where it is, as it is a natural power to respec out of as a character levels up.

Posted
  On 12/21/2024 at 3:23 PM, Uun said:

I don't think that swapping a T3 power and T5 power does anything, but I agree that something should be done to improve Triage Beacon). Another option would be to make Triage Beacon mobile.

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i thought of that too but that would maybe lead to making mortar mobile as well with a little high tech skate board

and then we would have a mini mastermind situation going with ffg, triage, mortar, drones and the probability of making trip mines also mobile.  ai powered RC car, a safe knockoff of a mouse droid, etc

 

and really who wants like 5-15 pets out all the time

Posted
  On 12/21/2024 at 4:10 PM, kelika2 said:

i thought of that too but that would maybe lead to making mortar mobile as well with a little high tech skate board

and then we would have a mini mastermind situation going with ffg, triage, mortar, drones and the probability of making trip mines also mobile.  ai powered RC car, a safe knockoff of a mouse droid, etc

 

and really who wants like 5-15 pets out all the time

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I don't use Detonator, (Mastermind Traps secondary), so is it possible to to Detonate anything that appears in the player's pet window (e.g. Acid Mortars)? I feel like this is how it was on the test server (at one point) but I don't know if it still applies now.

Posted
  On 12/21/2024 at 6:03 PM, tidge said:

I don't use Detonator, (Mastermind Traps secondary), so is it possible to to Detonate anything that appears in the player's pet window (e.g. Acid Mortars)? I feel like this is how it was on the test server (at one point) but I don't know if it still applies now.

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It's possible, however, the resulting damage from detonating an Acid Mortar or FFG is far less than detonating a henchman. Detonating a T2 or T3 henchman results in blaster nuke levels of damage. Note, slotting accuracy or damage in Detonator does NOTHING. Detonator pulls from the accuracy/damage slotting of the henchman being detonated. The only enhancement that does anything in Detonator is recharge. 

Posted
  On 12/21/2024 at 4:10 PM, kelika2 said:

i thought of that too but that would maybe lead to making mortar mobile as well with a little high tech skate board

and then we would have a mini mastermind situation going with ffg, triage, mortar, drones and the probability of making trip mines also mobile.  ai powered RC car, a safe knockoff of a mouse droid, etc

 

and really who wants like 5-15 pets out all the time

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Valid. In that case, Triage Beacon should have its recharge lowered significantly (i.e., to 90s).

  • Like 1
Posted (edited)
  On 12/21/2024 at 6:21 PM, Uun said:

Valid. In that case, Triage Beacon should have its recharge lowered significantly (i.e., to 90s).

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This is not a terrible idea.  Faraday Cage is spamable every 10 seconds by default, and provides decent Resist Damage.  Considering how mild the Regen is in Triage Beacon, I don't think there's any reason to not allow it to work the same way.  Maybe also increase the area for Triage Beacon, make it more useful for static fights during raids for example.  This way it can be better while the primary numbers on it stay the same.

 

Edit: Triage Beacon radius is about 40 feet, maybe double that?

 

 

 

Edited by gameboy1234
Posted
  On 12/21/2024 at 8:31 PM, biostem said:

Would it really be that OP if triage beacon either provided better regen, a HoT, or maybe some degree of absorption to friendly targets in range?

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I would be good with any of those, however, they don't address the mismatch between the 90s duration and the typical fight duration of 30-45s. Combined with the long recharge, you can only bring it out every 3 fights or so. The duration wouldn't be an issue if Triage Beacon moved, but if it stays immobile, I would rather see something like a 45s duration and a 90s recharge.

  • Thumbs Up 1
Posted

It's weird to me that Spirit Tree (which puts literal roots in the ground) moves and Triage Beacon (the power core for which floats in the air) doesn't.  I'd be all for more movement, along with a general buff.  I do also kinda like the idea of taking it and FFG together resulting in a single power summoned pet that provided both buffs.  That's pretty creative, and as @Greycat mentioned, seems not entirely without precedent in terms of how powers can work.

  • Like 1
  • 2 weeks later
Posted (edited)

I would happily accept Triage Beacon becoming mobile even if that meant giving it hit points and making it attackable. Just you know, don't give it hard collision.

 

 

Because then it might actually work as a maintenance power in groups that you know, don't stop after every couple fights and stand around with their thumbs stuck up their FREEM!

Edited by OverkillEngine
typo
Posted
  On 12/31/2024 at 7:05 PM, TheMoneyMaker said:

Instead of making Triage Beacon mobile, maybe it could be a toggle power with a 4 second recharge like Nature Affinity -> Lifegiving Spores. Being able to drop it, stop it, and place it again somewhere else repeatedly doesn't seem gamebreaking for the Nature Affinity set, so no reason it wouldn't work out for Traps. 

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I like this idea.

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