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Posted

That hurt my ears...I really don't like dubstep genre of music, but that's just my opinion.

 

Back to the topic, I think that energy usage needs to increase over time, and not remain the same. Longer you're in it, more energy it uses per second.

Posted

That hurt my ears...I really don't like dubstep genre of music, but that's just my opinion.

 

Back to the topic, I think that energy usage needs to increase over time, and not remain the same. Longer you're in it, more energy it uses per second.

IT's meant to hurt your ears. It's their weapon.

Posted (edited)

That hurt my ears...I really don't like dubstep genre of music, but that's just my opinion.

 

Back to the topic, I think that energy usage needs to increase over time, and not remain the same. Longer you're in it, more energy it uses per second.

FOR THE BEST EFFECT AND MOST EGGREGIOUS PLEASURE YOU MUST LISTEN TO ALL THREE SONGS AT ONCE.

 

 

IT's meant to hurt your ears. It's their weapon.

 

SLAANESH SINGS THROUGH US!

Edited by Gaminus
Posted

I think that energy usage needs to increase over time, and not remain the same. Longer you're in it, more energy it uses per second.

that's a terrible idea.

Posted

For one... that was a very poor example of dubstep. Mostly just noise, really.

And the other... caps don't work as a substitute for the content...

So, wat?

Posted

Well in all seriousness now Banshe is kinda OP since she stunlocks everything in a large radius and a long time. 

except that she removes herself from the fight to do so, so it's balanced.

Posted

No need to get into the fight with a radius that big plus stunlock plus decent damage pulsing.

8NPkW.jpg

 

the point being that if you're going to change it any further, you should hit the numbers, not the mechanics. no need to take a sledgehammer to something that can be fixed with a fine point chisel and appropriate mallet.

 

the stunlocking is pretty much a defining feature of the ability, so changing that would be foolish. what other levers are there for balancing then? well, damage is the obvious one. lower the damage a bit, see how it pans out.

Posted

That hurt my ears...I really don't like dubstep genre of music, but that's just my opinion.

 

Back to the topic, I think that energy usage needs to increase over time, and not remain the same. Longer you're in it, more energy it uses per second.

 

The proposal I have been tossing around the forums: 

Energy Efficiency affects the energy per second as well as the initial activation. For a 6 energy per second power this means that that the power will now cost 1.5 energy per second. In addition to this, energy per second will increase by a multiplier of 1.25 for every second that the power remains in affect; so 1.5, 1.875, 2.34, etc

This gives toggle abilities an easy method of beginning the power that doesn't immediately cost more energy than it has prior to becoming a toggle for players who are not utilizing things like energy vampire or team energy restore, but at the same time it gives the power a definite window for which it can be active so it is not possible to abuse outside energy recovery options to simply remain in affect indefinitely as we are already beginning to see. Mods stay relevant, power remains easy to use, and abuse is headed off before it starts becoming a problem. 

Posted

@Acos - alternatively, you could just bump the base cost per second up a bit, or nerf the mods that are the actual problem.

 

Actually, half of my idea was apparently implemented in the most recent hotfix; power efficiency mods now affect energy per second consumed. All the remains to be done is increasing the cost by a multiplier so as to ensure that toggle powers cannot simply be utilized indefinitely. 

Posted

Actually, half of my idea was apparently implemented in the most recent hotfix; power efficiency mods now affect energy per second consumed. All the remains to be done is increasing the cost by a multiplier so as to ensure that toggle powers cannot simply be utilized indefinitely. 

With an EV trin and no range mods+Narrow Minded you can stay in soundquake forever.

Same story for Nyx, just no need for a corrupted mod. 

Posted

With an EV trin and no range mods+Narrow Minded you can stay in soundquake forever.

Same story for Nyx, just no need for a corrupted mod. 

Which is precisely why I am proposing that the energy per second be increased by a multiplier; eventually the cost of upkeep will exceed any outside sources that would otherwise make it indefinite. Please read my first post in this topic. 

Posted

Actually, half of my idea was apparently implemented in the most recent hotfix; power efficiency mods now affect energy per second consumed. All the remains to be done is increasing the cost by a multiplier so as to ensure that toggle powers cannot simply be utilized indefinitely. 

so you want to negate the entire reason the change was made in the first place? sounds legit.

Posted

so you want to negate the entire reason the change was made in the first place? sounds legit.

 

Actually, I think it was more to the effect that DE wanted players to be able to opt out of the charge of a full length, pre-update use of their ults through a toggle where in a non-defense mission, you can quit out if there is nothing to hit/Absorb-blast and generally wasting your time.. not be yet another over-the-top set of powers which are being regulated to that mighty one-button-to-rule-them-all thing which was addressed previously.

 

I absolutely adored both frames before, and kinda feel dirty that their balancing point tipped so far to the other side, that it worries me what will happen when the pendulum ultimately swings the other way. A ramping up of energy cost after a certain time I would totally be down for, after 5 seconds +1 per rank, then mods before it kicks in. It can still last long under the right conditions, but not over 3 minutes.. that's silly lol..

 

I love the idea of toggle-able, but not nearly lasting a full 3+ minutes at one time.. I don't see this extreme lasting very long. 

Posted (edited)

Actually, I think it was more to the effect that DE wanted players to be able to opt out of the charge of a full length, pre-update use of their ults through a toggle where in a non-defense mission, you can quit out if there is nothing to hit/Absorb-blast and generally wasting your time.. not be yet another over-the-top set of powers which are being regulated to that mighty one-button-to-rule-them-all thing which was addressed previously.

 

I absolutely adored both frames before, and kinda feel dirty that their balancing point tipped so far to the other side, that it worries me what will happen when the pendulum ultimately swings the other way. A ramping up of energy cost after a certain time I would totally be down for, after 5 seconds +1 per rank, then mods before it kicks in. It can still last long under the right conditions, but not over 3 minutes.. that's silly lol..

 

I love the idea of toggle-able, but not nearly lasting a full 3+ minutes at one time.. I don't see this extreme lasting very long.

 

if they had intended for the ability to be untenable for an infinite duration if the squad kits out for that purpose, they wouldn't have removed the duration. instead, they would have just made it 'you can press the ability button to cancel the ability early'.

 

as i have already stated, all they need to do is fiddle around with the numbers. the current mechanics are fine.

Edited by Hexerin
Posted

Stuff like this makes me sad. You say she has been buffed when the only truly positive change she has received is to her 4. Sonar is broken if you host the game, and silence, while useful, has almost no mod synergy with the rest of her kit. 

 

So if you can call turning a Frame with a high skill cap and high rewards into a frame where you mindlessly press 4 to win a buff, then sure, she has been buffed REALLY GOOD.

Posted (edited)

if they had intended for the ability to be untenable for an infinite duration if the squad kits out for that purpose, they wouldn't have removed the duration. instead, they would have just made it 'you can press the ability button to cancel the ability early'.

 

as i have already stated, all they need to do is fiddle around with the numbers. the current mechanics are fine.

 

The reason behind my more elaborate proposal is that I think it allows more freedom for future toggle-able abilities. While it would probably be sufficient and more simplistic to simply keep a maximum duration on things like Absorb (modified by duration, naturally), my own idea allows for the creation of future abilities with more exotic mechanics. That said, your idea is probably a better way to fix the current outlier, in the interests of time and preservation of intended functionality. 

*EDIT: My mind is no longer making words good. Probably time to go play the game. 

Edited by Acos

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