Yomo Kimyata Posted Tuesday at 12:55 PM Posted Tuesday at 12:55 PM 7 hours ago, Vinceq98 said: it uses the 8 seconds for procs. I was getting 1 proc firing in an entire mission lol tl;dr I like consistency, and I would like it if proc activation was consistent across all powers and ATs. If this is so, then I really don't like the idea of adaptive recharge. If the point is to make "signature" powers more available, ok. Cutting recharge time in half with the corresponding proc reduction, fine. If the point is to make procs less effective, ok. Cut PPM in half, fine. I'd be grudgingly all right if the proc rate varied on what the actual recharge time is. If it took twenty seconds to recharge because you only had one opponent, then having the proc rate based on twenty seconds for the next activation seems fair. If it took two minutes to recharge, then having proc rate based on two minutes (which feels like how things currently are) seems fair. If all proc activation times are based on an eight second recharge (which I don't know) regardless of how long the power works, the devs have declared that procs are going to be ineffective in every power that uses adaptive recharge, and that effectively procs are not going to be consistent across all powers. It's the opposite of tanker proc rates being higher on AoEs (due to actual effective area being higher than the area used for the proc formulas), and that is (imo rightfully) being revoked. Would it be possible to get some dev clarification on how adaptive recharge actually works with respect to procs? Who run Bartertown?
Doc Spectre Posted Tuesday at 02:07 PM Posted Tuesday at 02:07 PM I tested the Adaptive recharge AoE hold and I love the change. I have to say that being able to use the power as an AoE hold far more frequently more than makes up for it not being a proc bomb anymore imo.
Renatos1023 Posted Tuesday at 04:08 PM Posted Tuesday at 04:08 PM As I mentioned in another post, I really like the fact that Adaptive recharge lets you use your AoE hold on a smaller number of mobs - this was definitely needed and a neat way of going about addressing the long recharge issue. However, I still think that the top line recharge number should be less than 240 seconds. If I get a fully saturated hit with my AoE hold, I now am back up to the 240 second base (minus whatever recharge I have). Blasters on the other hand have nukes that wipe out a mob that recharge in 125 or 170 seconds base (not counting Arch or AR) -- why is an AoE hold at so much more of a recharge disadvantage than a Blaster nuke, we all know which one is more efficient at removing mobs from the board. Can we get the max recharge down to like the 180 second mark, similar in line with the longer recharging Blaster nukes. Just my 2 cents, as I've never understood why the recharge of AoE holds was always so long, especially considering that theres a lot of mez resistance at higher levels, making the holds that much less effective than a nuke anyways. 5 1 Global: @Renatos Server: Everlasting My Top Dog Defenders: Liza Frost - Lv.50 Cold/Ice; Tara Sonara - Lv.50 Nature/Sonic; Voice of Gaia - Lv.50 Sonic/Sonic; Twilight Servant - Lv.50 Dark/Dark Defender; Tenebrous Tide - Lv.50 Dark/Water; Elloria Neutrina - Lv.50 Empathy/Radiation; Commander Trax - Lv.50 Traps/Beam Rifle; Hailblast - Lv.50 Storm/Storm; Elektra Cross - Lv.50 Electric/Electric; Agent Sureshot - Lv.50 Trick Arrow/Electric; Siren's Wave - Lv.48 Marine/Sonic; Agent Blayze - Lv.46 Thermal/Fire; Midnight Servant - Lv.45 Time/Dark; Maysin Payne - Lv.36 Pain/Psychic Other Mains: Nox Eternal - Lv.50 Dark/Spines Tank; Maysin Frost - Lv.50 Ice/Ninja Blaster; Kadsuane - Lv.50 Storm/Storm Corrupter; Fenix Frost - Lv.50 Ice/Ice Scrapper; Helena Hollowpoint - Lv.46 AR/Invincibility Sentinel
Agorazium Posted Tuesday at 11:05 PM Posted Tuesday at 11:05 PM (edited) Only tested with Pyro Control so far but this is a great change. Gone are the days where I save my AOE hold for an emergency that never happens, leaving it sitting on my bar untouched. Being able to stack holds on bosses also means I’m not wishing I rolled a Dominator instead. I would support a reduction in the max recharge though, I think 180s is fair. Edited Tuesday at 11:05 PM by Agorazium 1
Hedrondesign Posted yesterday at 02:32 AM Posted yesterday at 02:32 AM (edited) On 6/1/2025 at 8:39 PM, Riverdusk said: ?? The recharge on live is 240. At worst it will take just as long as it does on live. Only potential downside as others have noted is procs being much less likely to fire off. Egg all over my face, I was lookig at my level 50 Ice rad and the recharge in info said 121 secs. I Obviously I had recharge buffs on the character cutting it down. My bad. I was freaking out because of my own mistake lol. That's what happens when my brain has ice and radiation exposure. Edited yesterday at 02:33 AM by Hedrondesign
Maxzero Posted 5 hours ago Posted 5 hours ago (edited) On 5/28/2025 at 2:28 AM, Riverdusk said: Very cool idea and very helpful for solo/small team players. I'm a fan. Only thing I'd ask along with this change is to also look at Illusion Control - Flash's animation time. One of the big turnoffs of even taking Flash for me has always been its 3 second animation time along with it being a melee PBAoE hold. A controller running into a mob and trying to use a 3 second animation time hold is a good way to get yourself killed. I believe the only other PBAoE controller holds are fire control and ice control which have a 1 second and 2 second animation time respectively. Those are much more reasonable for the danger of going into melee to use them. Yeah the idea of an emergency/opening power being melee range AND having a 3 second cast time seems counter intuitive. Especially considering Flash has no secondary debuffs, damage or unique mechanics yet it takes 3x as long to activate as Cinders. Edited 5 hours ago by Maxzero
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