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Posted (edited)

Hello,

 

I am asking for a simple change to a power I enjoy having, but it feels restrictive in use within the current setting of the game due to one small constraint. The hard recharge of 5 minutes on Victory Rush that is unaffected by Recharge Time changes. Lifting this constraint would incentivize more players to consider an alternative power pick for their Endurance woes, and perhaps even get more usage in settings where you would not normally see this power picked - that is, in Lower Level content.

 

 

Request

 

Remove the "Victory Rush is unaffected by Recharge Time changes" element.

 

Why

 

This power is nowhere near as powerful as Vengeance in terms of impact. Vengeance does not have a Recharge Time lock, and it can be reliably activated intentionally to keep the effect perpetual so long as someone wants to play corpse jockey.

 

This power as it stands does not incentivize players to provide it with additional Enhancement slot investments. Due to the Endurance Modification/Reduction elements being scaled by the defeated target, there are no real benefits to Endurance Modification. Leaving more up-time to be a more desirable trait.

 

It has a precursory requirement of 2 other Leadership powers, that itself is already a significant investment for build choices. Rarely does anyone pick this ability up until toward end-game builds (if they even get it), where monitoring Endurance becomes largely irrelevant on top of Victory Rush being considered a niche choice or an throwaway pick.

 

The benefits of this power is completely conditional upon the (defeated) target it was cast upon. It can provides an "in-house" alternative approach to building choices for those who struggle to moderate Endurance without relying on the Alpha Cardiac Incarnate, Destiny Ageless Incarnate powers, External Buffs, Inspirations, or other approaches.

 

Alternative Compromises/Ideas

 

Should the benefits be deemed too powerful for lifting the recharge constraint, perhaps remove the "tiers" based on target difficulty and flatten the effect. Allow players to reach permanence, or near permanence, with enough recharge investment.

 

Throw in a -Recovery Resistance element to Victory Rush. In theme, this ability is sort of like a surge of adrenaline to persevere with momentum while allowing access to a niche debuff-type resistance.

 

 

Screenshot

 

image.png.53591bf815e63ac62ebcb655cdb79f44.png

Edited by Nayeh
  • Like 2
Posted

Seems like a good idea in some fashion.

"Homecoming is not perfect but it is still better than the alternative.. at least so far" - Unknown  (Wise words Unknown!)

Si vis pacem, para bellum

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