I'm currently taking a look at a number of Kit Powers that are largely ignored, and coming up with tweaks to them to make them more usable and more interesting. In some rare cases, powers are so unused that we can pretty much totally change their functionality completely *cough*CombatSupply*cough* - but in most cases, I'm taking care to retain the essence of any given power while making it more usable and more competitive with other Kit Powers.
So, why am I here on the forums, telling you all this? For one, I'm curious how you all feel about kits. Are they fun pieces of equipment? Do you enjoy switching them up to change playstyles from time to time? What Kit Powers do you find especially fulfilling and fun, and what Kit Powers do you really want
to like but just aren't there yet?
Secondly, a number of the changes we're thinking about making involve increasing the cooldown of some Kit Powers, but boosting their effects to be worthy of the longer recharge. The reason for this is twofold - primarily, most of a player's actions on ground are Weapon activations, and the longer activation and root times of kit powers lend themselves less well to frequent use than do the short times of weapon powers. Second, having longer cooldown times on kit powers lets us make them really impactful when they do go off, so you only have to spend 1-2 seconds of animation to do something really cool.
How would you feel about, say, Weapons Malfunction being a 60 second cooldown instead of 30 seconds - but being a much bigger deal when it goes off? Are there any Kit Powers that you really like being able to use every 15 seconds?
Please feel free to provide general feedback on any Kit Powers you feel strongly about in any regard in this thread as well. Thanks!
Jeff "Adjudicator Hawk" Hamilton
Systems Designer - Cryptic Studios