Remove Endurance Charges, Frenzy Charges, and Power Charges

Take the 3 endurance frenzy and power charges and make it into a charge pool of 9.

Enduring cry expend 1 charge and give a 30 second buff of 75% mitigation and +30 resits +5 max resists(maybe).

Add a frenzied cry expends 1 charge gives 5 frenzy charges worth of buff for 30 seconds.
Moves like flicker strike unlimited usage during duration?(uncertain how it would work)

Empowered cry expend 1 charge to give 5 power charges worth of buff for 30 seconds.


Charges earned by killing monsters 100 kills for one charge for example. Returning to town should not be a refill for them or folks will simply just use charges constantly pop back to town rinse and repeat.

Monsters killed with melee attacks give 2 kill counts so 50 melee kills would grant a charge.

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So you mean making a single Charge Resource, and moves either build charges, or use them.

Well the point of charges is giving a passive buff while also being used by other abilities.
So the current system kind has the best of both worlds.
Forum Warrior - Why are you creating a thread about this subject? Use Search!
Also Forum Warrior - Nice necro.
"
Nurvus написал:
So you mean making a single Charge Resource, and moves either build charges, or use them.

Well the point of charges is giving a passive buff while also being used by other abilities.
So the current system kind has the best of both worlds.
Not entirely sure what your saying but I'm suggesting instead of having to constantly spam a skill to gain a temporary effect to its maximum that having a max charge pool that allows players to change from a more offensive point to defensive point would make combat more interactive.

What I mean to say is if you know you don't need a lot of defense you can expend a charge to make your battles shorter for moving through faster, while when you come up against a tough rare or boss and you know your going to need the increased defenses so you go defensive mode. Or if you played reserved during a dungeon and got to the boss at the end you might have a lot of charges and could go offensive AND defensive for a sweet power move, but this would mean you were holding back through the rest of the dungeon.
Последняя редакция: Dravkwn#1191. Время: 27 апр. 2013 г., 23:59:10
Darnit, where is a delete post when you want it.
Последняя редакция: Dravkwn#1191. Время: 29 апр. 2013 г., 06:47:04
I think there should be a "discharge" type ability that consumes all Charges to grant you defense.

The problem with repetitivity is that you can have 1 ability buffed by 5 supports.
This makes that one ability the most important thing you use.
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But entertaining your idea, I suppose the abilities that currently build charges, would build your "generic charges".

Then alot of abilities would be created that simply consume up to 3 charges to grant a specific buff.

The passives that increase max charge cap would increase the maximum amount of charges consumed by these types of skills.

It would need alot of changes...
Forum Warrior - Why are you creating a thread about this subject? Use Search!
Also Forum Warrior - Nice necro.
Последняя редакция: Nurvus#6072. Время: 30 апр. 2013 г., 07:11:33
"
Nurvus написал:
I think there should be a "discharge" type ability that consumes all Charges to grant you defense.

The problem with repetitivity is that you can have 1 ability buffed by 5 supports.
This makes that one ability the most important thing you use.
---

But entertaining your idea, I suppose the abilities that currently build charges, would build your "generic charges".

Then alot of abilities would be created that simply consume up to 3 charges to grant a specific buff.

The passives that increase max charge cap would increase the maximum amount of charges consumed by these types of skills.

It would need alot of changes...
Now that sounds like someone that knows what I was saying.

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