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Posted

The enhancements, and the effect itself. Right now, there is only TWO powers that actually are slottable for Int (unless I missed one)...Snipes and AId self.

Snipes don't need them at all. Most snipes have a 4ish seconds animation, which along with teh end cost, is 'penalty' enough. And now fast snipes are here, making the slotting of Int even more pointless. If you dont/cant get fast snipes, being able to get knocked out of such a lnog animation, costing end, is just silly.

As for Aid Self...it is the ONLY self healing pool power we get. Almost no powersets with self heals would take AS, and none of those self heals (not even acc check heals like twilight grasp, for which an interrupt would actually make sense..but be awful) can be interrupted. Taking away the int effect on aid self would make it SO much better. Just increase the recharge to allow for this, or give it an unenhanceable rech.

Posted (edited)

Assassin Strike (When used while hidden) is also interruptible, so that's one more. If it were me and I was going to change interrupts at all, in addition to fixing the endurance cost so it gets refunded if interrupted, I would rather give all interruptible powers a different effect in combat as was done with Assassin Strike and as is being done with all snipes in the patch currently on the test server. Interruptible powers have a reason for being interruptible - so that you can't reliably use them in combat. Not being able to is irritating at times but it's the whole reason they are. It also means something like Aid Self can have a good heal attached to it, instead of having the nerf the heal amount on it so it's not better than equivalent powers in primary or secondary sets. Compare Aid Self, a 20% heal on a 20 second cooldown, with a power like Reconstruction, a 25% heal on a 60 second cooldown. Without the interrupt, it's hard to argue in favor of Reconstruction with three times the cooldown for only slightly more healing. If it wasn't interruptible, both the healing and the cooldown of it would probably have to be nerfed significantly or it'd be too powerful for a pool power, especially given it also has the endurance recovery effect if you have Aid Other as well.

Edited by General Idiot
  • Like 2

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Posted

The heal on aid self is incredibly weak I don't see why it needs to  Have an interrupt mechanic. It's not a game changer it's a minor utility for added sustain.

 

 I believe the interrupt on the Snipes is meant to teach people they are not useful to charge up in the middle of a heated fight. But I don't think Inforcing better play by penalize in things is a good idea so get rid of the interrupt there 2

 

Is there no interrupt on aid other?

Posted

I agree with you about AssStrike..but that is kinda a separate issue. And with AS useable as a good, solid normal attack..it is still nice. I'd sorta say that is a separate issue. Also, your point about not being able to use Interruptible powers in combat..well..that WAS the idea behind them. But with fast snipes, and almost every team having Tactics going (to give fast snipes)..you CAN use them in combat. Without any penalty at all. Like I pointed out, the huge animation time and end cost of snipe powers is, in my opinion, totally enough of a penalty. I mean, if a looooooong attack like Total Focus (that has you hanging in the for 3 seconds) cant be interrupted..why should aiming your beam rilfe be?

 

As for Aid Seld..why not make the recharge 60 or 80 secs? Recon is 30 secs at full rech, ever less with hasten/IOs. Another part of the 'trouble' with AidSelf is that you need to put at least 1 (usually) int enhancement in it..and there are no IO sets that cover that. AT least snipe sets get some Int built in.

 

No idea about Aid Other..I think there could be, but so few people actually use it!

Posted (edited)

Both Aid Self & Aid Other use reduce interrupt.

 

I had a /Traps MM on live and had aid other to heal my mercs & aid self to heal me (the medic alone wasn't cutting it & Triage Beacon's regen wasn't fast enough); 2 reduce interrupts (in both aid other/aid self) allowed me to get the heal off in most bad situations, adding a 3rd reduce interrupt let me get the heal off even when certain high level enemies were continuously flinging caltrops at me.

Edited by Shadowsleuth
Posted

I use Interruption Reduction on Teleport Ally and Aid Self. It's been quite noticeable having it in Teleports when I'm trying to speed up a mission.

Posted

Interrupt is a cool mechanic for two reasons:

 

1st) Theme. Taking time and focus or delicate care for some activity that is then interrupted is a core part of Comic Storytelling. Whether it's trying to engage in a ritual or Do Science on the battlefield or a Telekinetic REALLY FOCUSING 'til their nose bleeds there's plenty of examples of situations in comics where if a specific character is attacked/jostled/whatever they have to either start over or all hope is lost. Most of that can't -really- be done in a videogame, but Interruptible powers give us some of it. But we do get some of that with Glowie-Interaction.

 

2nd) Self-Breaking. There have been times where I started an Assassin's Strike on a boss only to have a friend suddenly state 'AFK!' and had to stop myself from starting a fight that I would subsequently be alone in... Or setting up a snipe to pull a group with the same sort of "Wait! We can do X instead!" and had to stop the snipe from firing off. Sometimes I'll be preparing a snipe on one group and someone will face-pull another. Brakes go on! Gotta stop -that- immediately and turn to focus on the group that's already in combat.

 

I do think we need more things that are interruptible. Not just Glowies that you click and stand beside, but how about "Positional Glowies" where you click it and it causes your character to animate in a certain way? Like a wall that deals X amount of damage after Y event has been triggered unless a character clicks Z emanation point which makes their character stand in front of the wall to hold it up? Sure you'd get some silly things like 4ft tall stick figure controllers holding the wall up, but you'd also get the 8ft tall huge bodied rock-monster in Granite Armor stopping the wall from collapsing so long as he ain't interrupted.

 

That kind of stuff would be cool.

  • Like 1
Posted

Totally forgot that TP is interruptible! But considering that is nearly always used to travel or tp people to safe places..

 

Steampunkette..I agree the 'theme' of interrupting is pretty cool. But given how FEW powers use it..Snipes, AS (CAN you slot int into AS? Pretty sure you cant, which just makes it a normal attack you can 'stop,' the pool heals (which as I said in another thread, are pretty crap as it is) and teleport...see above.

A theme that covers a whole 6 powers, being generous, is not much of a theme! That is less than an entire Powerset.

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