Vannell Posted May 22, 2014 Posted May 22, 2014 (edited) I was collecting people's opinion about Nyx's Chaos and Banshee's Sound Quake. And I was thinking about... What if DE put back the old system (i.e Timer on these skills) and add a cancel option when you press that skill again? Yeah I know, for Energy you're going to say "But it's a waste of energy if you cancel it midway" Yes, but what if DE made Energy Drain per second for the duration of said skill? For example, if Sound Quake lasts 10 seconds and you have 0% Efficiency (100EN per usage), than it would consume 10EN per second for 10 seconds and if you cancel it midway it would only consume 50EN, and so on. So, what do you think about this? Would it be a good idea or is there flaws? Edit: I searched over the forum for that kind of post and found nothing, so if there was already a suggestion about this, sorry. Edited May 22, 2014 by Vannell
Endrance Posted May 22, 2014 Posted May 22, 2014 I truthfully see no need. The new system works, the players just didn't get used to it yet.
Vannell Posted May 22, 2014 Author Posted May 22, 2014 Yeah but, having Duration = Energy isn't a little too much? (This is not my opinion btw)
Shadow-Blades Posted May 22, 2014 Posted May 22, 2014 What's the point? Cancelling early makes it the same as toggle power, and keeping a duration is just inconvenient if anything.
AuroraSonicBoom Posted May 22, 2014 Posted May 22, 2014 Uh, it's pretty intuitive and allows DE to balance frames and powers with one more mechanic. Some abilities you may want to be able to toggle, but others would be too powerful with it. I say let DE keep both their options so they can decide what's best on an ability by ability basis.
Vannell Posted May 22, 2014 Author Posted May 22, 2014 Most people found Banshee and Nyx with high Energy/Efficiency OP as they "press 4 and go eat crips" (as someone said on Region chat earlier lol) Also, @Shadow-Blades, Yes it makes the same as a toggle power, but not with the fact that abilities lasts as long as you got Energy. And keeping a duration, as you said, wasn't that inconvenient before they announced toggle options. OH and btw I'm not saying that the new system is bad and all (before someone shoots me down) I'm just putting light on something else that.. could be interesting (?) for later (or not).
AuroraSonicBoom Posted May 22, 2014 Posted May 22, 2014 Most people The number of people sharing an opinion doesn't relate to its validity. SQ quickly becomes useless as a damage dealing ability as you approach level 35 enemies and becomes a CC focused ability during which Banshee is stationary and vulnerable. You'd have to rely on your teammates to protect you and supplied with energy if you went afk. Absorb relies entirely on friendly fire to deal massive significant amounts of damage. Without a team, a Nyx in Absorb surrounded by enemies won't be able to kill the attacking force in one hit again around level 35. Going afk during Absorb won't be risking death, but you'll also need to rely on your team for energy and the damage which you want to release when Absorb ends... which will be whenever your energy reaches 0 because afk players can't toggle their ability. So yeah, there's not really much valid reasoning behind the "go afk and win game" argument for SQ and Absorb. And if you're afraid of encouraging afking with toggleable skills, just have the ability stop once the player is considered afk by the game, which means after 2 minutes of no keyboard or mouse input IIRC.
Shadow-Blades Posted May 22, 2014 Posted May 22, 2014 The number of people sharing an opinion doesn't relate to its validity. SQ quickly becomes useless as a damage dealing ability as you approach level 35 enemies and becomes a CC focused ability during which Banshee is stationary and vulnerable. You'd have to rely on your teammates to protect you and supplied with energy if you went afk. Absorb relies entirely on friendly fire to deal massive significant amounts of damage. Without a team, a Nyx in Absorb surrounded by enemies won't be able to kill the attacking force in one hit again around level 35. Going afk during Absorb won't be risking death, but you'll also need to rely on your team for energy and the damage which you want to release when Absorb ends... which will be whenever your energy reaches 0 because afk players can't toggle their ability. So yeah, there's not really much valid reasoning behind the "go afk and win game" argument for SQ and Absorb. Not to mention that Absorb has a damage cap, so keeping it on after said cap is reached serves no purpose in terms of dealing damage.
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