Ego Weaponry is a melee combo attack. The first two strikes are reasonably quick and effective. The third, however, has you unnecessarily jumping into the air. It takes as long (or longer than) the first two attacks combined, and it looks ridiculous. But it got me thinking....
One of the major draws of this game is customization. The powers are less customizable than costumes but still have some interesting effects and advantages, particularly if incorporated into a freeform build.
Ego Weaponry has the typical formula--2 additional ranks (2 points each), Accelerated Metabolism (1), Break Through (3), and Challenge (1). The additional advantages are:
Thought Sever (1): reduces target's energy with each hit and does 20% more damage to a target with < 50% energy.
Siphoning Strikes (3): changes the additional damage normally done by critical strikes into health for the user.
EW also has a chance to generate an Ego Leech stack with each hit (100% on the 3rd), which can activate Ego Reverberation and increase crit strike chance with this power by 5% per stack of Ego Leech.
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If I were to redo this power, I would remove the spin on the third strike and make it a simpler animation that goes off faster. I would also redo the spin animation to look a little better and add an advantage that turns the 3rd strike into an AoE that does less damage but hits 5 targets. This would be a 1-pt advantage like Thought Sever. That way the player could customize the power according to how they wanted a specific character to play.
Also, I'd consider reducing Siphoning Strikes from 3 points to 2. I'm not a fan of 3-pt advantages because they make no sense. Even at the 2-pt level, you will never reach rank 3. Plus, R2 & Siphoning Strikes would then cost 4 total points, leaving the last point for either Thought Sever or the new advantage, depending on whether the player wanted to used Ego Weaponry as a single-target or multi-target attack. That way, you could do good damage, heal yourself, and theme your character as you please (as long as EW fit that theme).
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Let's say you added 2 new advantages to Ego Weaponry--"Fire Blades" and "Ice Blades" as a means to open the power up for use in the Fire and Ice sets, respectively. It wouldn't make too much sense to have both advantages, so a 3-point advantage would allow the developers to require a choice on the player's part.
That said, I agree on lowering the cost of Siphoning Strikes. It's not so good that it needs to be that high. If anything, it makes the power less usable by tanks, since they'd be stuck at Rank 1 if they wanted to have Siphoning Strikes + Challenge. Yucky.
As for Challenge, that's a different can of worms entirely. That's something that should just automatically be applied to all powers when using the tank role.
I wonder...shouldn't aggro (I mean THREAT) work just like damage to a degree? Think about it. If base damage/threat is 100%, then a damage character should maybe do 300% damage and 75% threat, a tank should do 75% damage and 300% threat, and a support should maybe do 100% of each? Hmm...that doesn't sound quite right, esp. the support, but you get the idea. When the threat reaches max "damage", the mob will turn away from whatever it's attacking and go straight for the tank. Sounds simple enough, though I should really learn how to program video games before I get too confident in my ideas.
My super cool CC build and how to use it.
If I'm missing your point, say so.
- Be safe and have fun, champs - for science!