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Posted

Last night, I was inspired and thought of a new inspiration type - Recharge. Of course, with all the other recharge boosts that happen, you don't want something that'll unbalance things. So here's a little bit of what I was thinking.

 

To keep it kinda special, or for those OH NO! moments, the drop rate would be lower than other insp types.  Individual recharge insps would not do much - like 2% recharge rate on all powers for 10 seconds. They would not stack. However, combining Recharge insps (let's say 3) would get you a greater benefit - 10% recharge rate for 30 seconds. The larger versions of the insps could have a higher recharge %.  These numbers are all just examples.

 

Another idea, which I don't even know if it's possible - that you can drag the Recharge insp onto a power that to speed up the recharge of that one power. There could be a limit to one active Recharge insp at a time.

 

Just an idea!

  • Retired Game Master
Posted
2 hours ago, Tortuga said:

Individual recharge insps would not do much - like 2% recharge rate on all powers for 10 seconds. They would not stack. However, combining Recharge insps (let's say 3) would get you a greater benefit - 10% recharge rate for 30 seconds. The larger versions of the insps could have a higher recharge %.  These numbers are all just examples.

Inspirations are supposed to have a noticeable immediate effect, and having to micromanage them to get one that offers a worthwhile effect is not going to feel great. Just reduce the drop rate another 66% for the same overall effect without wasting space in people's trays.

Posted

I would give it something very large like a +500% recharge bonus, but it only lasts for 2 seconds. Basically would cause your abilities to get 10 seconds worth of cooldown.

Posted

my only concerns are that recharge and damage can pair up very potently, and that it is far more broadly applicable because it boosts all abilities

Posted

They bring diversity to builds, (they also tend to trivialize the game...). What does a +rech inspiration bring to the game aside from giving one more tool to deal with its already inexistant difficulty?

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