Winter EventStarting 12/21:
- Black harlequin can be found causing trouble in Millennium City.
- The Griffon Collar costume will be available in the event store.
- Snowflake Weapon Auras will be available in the event store.
- New Mission: Complete Making Naughty Nice mission 10 times, rewards the Star Jacket costume.
Starting 12/28:
- The Griffon Head costume will be available in the event store.
Finkle Foundry
- Added Icefall power variant device as a possible drop.
Lockbox
Starting 12/21 the Electro Swing lockbox will be available!
New to this lockbox:
- Electro Swing Costume Set
- The Longshadows Loyal Sidekick
- Ultimate Sonic Boom Generator Power Variant Device
- PDA Emote
- Drink Cheer Emote
- Electro Swing Costume Box
- Electro Swing Hair 1
- Electro Swing Hair 2
- Electro Swing Hat
- Electro Swing Tiara
- Electro Swing Collar
- Electro Swing Scarf
- Electro Swing Neckla
- Electro Swing Jacket
- Electro Swing Vest
- Electro Swing Shirt
- Electro Swing Bracer
- Electro Swing Gloves
- Electro Swing Emblem
- Electro Swing Belt 1
- Electro Swing Belt 2
- Electro Swing Pants
- Electro Swing Drape
- Electro Swing Dress
- Electro Swing Feet 1
- Electro Swing Feet 2
- Electro Swing Cane
- Electro Swing Pistol
Sonic Aura Box
- Sonic Full Aura
- Sonic Full Aura (Black)
- Sonic Full Aura (White)
- Sonic Full Aura (Rainbow)
- Sonic Head Aura
- Sonic Head Aura (Black)
- Sonic Head Aura (White)
- Sonic Head Aura (Rainbow)
- Sonic Chest Aura
- Sonic Chest Aura (Black)
- Sonic Chest Aura (White)
- Sonic Chest Aura (Rainbow)
- Sonic Hands Aura
- Sonic Hands Aura (Black)
- Sonic Hands Aura (White)
- Sonic Hands Aura (Rainbow)
- Sonic Feet Aura
- Sonic Feet Aura (Black)
- Sonic Feet Aura (White)
- Sonic Feet Aura (Rainbow)
Glimmer Weapon Aura Box
- Melee Weapon Aura: Glimmer (Dual)
- Melee Weapon Aura: Glimmer (Dual) (Black)
- Melee Weapon Aura: Glimmer (Dual) (White)
- Melee Weapon Aura: Glimmer (Dual) (Rainbow)
- Melee Weapon Aura: Glimmer (Single)
- Melee Weapon Aura: Glimmer (Single) (Black)
- Melee Weapon Aura: Glimmer (Single) (White)
- Melee Weapon Aura: Glimmer (Single) (Rainbow)
- Melee Weapon Aura: Glimmer (Right)
- Melee Weapon Aura: Glimmer (Right) (Black)
- Melee Weapon Aura: Glimmer (Right) (White)
- Melee Weapon Aura: Glimmer (Right) (Rainbow)
- Melee Weapon Aura: Glimmer (Left)
- Melee Weapon Aura: Glimmer (Left) (Black)
- Melee Weapon Aura: Glimmer (Left) (White)
- Melee Weapon Aura: Glimmer (Left) (Rainbow)
ZEN StoreStarting 12/21:
- A 20% bonus ZEN sale will be active for 2 weeks starting at 10am.
- For the next 2 weeks the Magnificent keypack will be running.
- For the next 2 weeks the Cryogenic keypack will be running.
Winter Keypack
- Cost: 1800 ZEN
- 20x Cosmic Keys of POWERS
- 1x Peacock Tail Costume
- 25x Kigatilik's Wrath mods
- 3x Triumphant Recovery
- 5x Safeguard Catalysts
- 10x Healing Device Plus
- 10x Energy Surge Plus
Trade Paperback Store
Alert Bonus
- Starting 12/21, this event will be active for 1 week.
Story Bonus
- Starting 12/28, this event will be active for 1 week.
Costumes
- Fixed an issue with the male jacket chest option causing certain jackets to display improperly.
PowersSonic Boom Generator
New Adv (2): Chance too apply Stun to targets. Chance increases if they are Disoriented.
New Power: Sonic Beam
- Tier 3 Gadgeteering
- Deals Sonic damage.
- Chance to Disorient target.
- Adv (2): Reduces cooldowns of your Gadgeteering powers by a small amount every hit.
- Adv (2): Increases damage if the target is affected by Deafening.
DevicesUltimate Sonic Boom Generator
- Scales off of Sonic Boom Generator.
- Deals sonic damage in an area effect.
- Stuns targets.
- Applies Deafening.
- Creates a Sonic Distortion field, increasing all Sonic and Gadgeteering power damage against foes standing in the field for a short time. This effect applies differently from a regular resistance debuff, and does not diminish in effectiveness if other debuffs are active.
Icefall
- Scales off of Fault Line.
- Deals cold damage to targets in front of you.
- Chance to chill targets.
- Chance to apply Hard Frost to primary target. Chance increases if affected by Cold Snap.
Comments
-=-=-=-=-=-(CO in-game handle: @WarCan )-=-=-=-=-=-
"Okay, you're DEAD, what do you do NEXT?"
After 10 years, my Sonic DPS can finally have a decent single target Sonic dps power! Literally, I made him on 3 August 2013!
and It's single pistol gadget device too! Finally! The NPC exclusive power is ours
Very glad to see a new power, finally. It was starting to feel like it'd be nothing but PVDs until the next power revamp which is... god knows when. Moreover I think a lot of people are glad to see a power like this, something for Sonic damage to actually do. I did test it a little bit, and it's perfectly fine (so far), but might I suggest buffing it just a tad? It's not underpowered but it isn't very competitive with other ranged maintain powers' damage, coupled with the fact that Sonic damage only has 1 debuff.
https://youtu.be/V_5qcSZBvYA?si=qmLrG8Io30ucg4RM
https://youtu.be/DZlfIlhjD4E?si=jRkzAU2t-IAeryFR
Gimmie Gimmie Gimmie that Swing, Gimmie that Swing, Gimmie that Swing ♫
I need to praise the decision to finally design Duo sidekicks like Harajuko Twins
Really digging the Longshadows' vibes
I love it!
It's EXACTLY the Ice attack I have been waiting for years to exist in CO
Shame it became possible as a PVD but... oh well
Sidenote to viewers: Sidekick's attacks on the Icefall exhibition GIF below are outdated, they were placeholders on PTS
Just posting the GIF here as well for everyone who wants to see the PVD's aesthetics!
I feel like this Icefall exists just to justify the Earth set's existence.
Don't forget to turn on Fusion Week. Always happens Christmas week.
Saves us money!
Hope that means gadgeteer set is getting it's power revamp/new stuff soon, not just a single power.
Also, shouldn't Deafening sort of be passive already? We got like 3–4 powers in total using Sonic Damage. Unlike other damage type which is far wider spread. At least make the Adv only 1 point too? Or add it on things like the stun grenade? Also, Sonic Device could need it maybe too?
While I am happy, we FINALLY got a new Gadgeteer power using the blaster/pistol, it is still a little disappointing to see it being released so half-baked. Hope to see more synergy and variety for more freedom.
Also, just trowing ideas around too, maybe a slow advantage like repel to the Sonic Beam, or a Burn Trough like the Eye Laser so it can be used like TGM and Assault Rifle as mini AoE?
Happy Holidays tho, thank you for this nice Update.
In short? It... really needs a buff.
Fundamentally, I understand the concept: it's almost 1:1 to Assault Rifle, but does slightly lower base damage in exchange for a minutely smaller energy cost on initial tick, and being able to move around at full speed. In a vacuum, there really isn't anything wrong with that. But the problem is when you start accounting for outside variables and interactions, of which I'll raise multiple, in quotes to package them together easier.
And yes, I'm aware that this is literally a 1:1 to Rapid Shots but with 30% base damage on Deafening as an adv instead of 40% base damage on self-root as an adv. But, honestly, Rapid Shots... kind-of works as it is? I feel like Rapid Shots' self-root should give a 50% base damage increase instead, or else have a "base damage ramps up over consecutive full maintains" adv like 2GM has, but otherwise it's... passable if entirely redundant. (Sonic Beam is slightly worse than Rapid Shots, and Rapid Shots is slightly worse than Assault Rifle, and Assault Rifle is already kind-of a "bare minimum" type deal for a lot of late-game content.)
Now, onto my three points.
Now! Having said all this, I... might have made it sound like Sonic Beam is this totally hopeless and un-salvageable mess of a power, but it really, really isn't. There are a few simple, easy fixes I'd like to suggest that would make Sonic Beam- and some of these other weak/bad Sonic powers- a little more useful, as well as some bigger changes that would rewrite more of how Sonic Beam- and again, potentially other Sonic damage powers- work. I'm not suggesting that every single one of these would and should be applied at once; only that some of them could be applied/added together and that I'm trying to stir up ideas, keep that in mind when some pairings look like they might be busted-strong.
Simple changes to Sonic Beam could include:
Making the "Sonic Bombardment" adv only 1 point (as long as it excludes ults from its cooldown reduction.) This makes Sonic Beam more useful when throwing around effects like Toxic Nanites, or when using Resurrection Serum, Tanglecoil Launcher and Entangling Mesh, yada yada, etcetera etcetera, without just being a straight DPS upgrade and without relegating it to "the power you take when you forget Rapid Shots already exists and already uses a more commonly-used and commonly-debuffed and versatile damage type, and don't want to be slowed down by Assault Rifle."
Making Sonic Amplification's bonus slightly larger (say, 40% instead of 30%) and making it make the power cost slightly higher, to put it more up in the realm of Assault Rifle through and through (while letting Rapid Shots keep its gimmick, as much as that poor power needs a buff too with the unfortunate state it's in right now.)
Making Sonic Beam a narrow cylinder AoE with the same range instead of a single-target power, increasing the energy cost slightly and putting it in the realm of "slightly better than Assault Rifle for AoE but not as powerful for single-target."
Simple changes to other Sonic damage powers could include:
Make the Deafening on full charge/maintain inherent to Sonic Boom Generator and Hyper Voice, and change their respective Deafening advs so that they instead immediately apply Deafening to all targets hit on tap instead of full maintain.
Widen the AoE of Sonic Boom Generator; it should be at least 15' but considering how poor its damage is and considering its competition, it's more deserving of 20'.
Buff the damage of Hyper Voice slightly; if you're using it alongside Sonic Beam then you're either giving up Targeting Computer and losing a huge chunk of Sonic Beam's damage or you're still using Targeting Computer which makes Hyper Voice worse than really dinky low-damage AoEs like Bullet Hail and Submachinegun Burst. Make it something like one third stronger so that it can at least compete with them.
More complex changes to Sonic Beam could include:
Introduce a new advantage, "Precision Acoustics," a 2-point adv that removes Sonic Beam's Disorient application chance but makes Sonic Beam gain 30% base damage against targets affected by Disorient, and provides/refreshes a buff that gives you an extra tick of Sonic damage roughly equivalent to your Sonic Beam's strength (minus this adv specifically) to your next Sonic attack that isn't Sonic Beam; said buff being meant to be an extra damage spike on Hyper Voice or Sonic Boom Generator use to provide a little more outside utility as well as make up for having to maintain/charge them for Deafening (as it currently is) and for Sonic Arrow for the same full-charge respectively, as this adv would require Disorient to work. Intended to be added alongside Surround Sound.
Introduce a new advantage, "Surround Sound," a 3-point adv that gives Sonic Beam a 20% bonus in base damage (putting it on par with a rank but preventing the user from going R2 AND Precision Acoustics as well) and turns Sonic Beam into a 15' sphere AoE with 100' of range. Full damage and Disorient application chance is applied to the primary target, but half damage and half Disorient application chance is applied to secondary targets. If the primary target is affected by Deafening, the damage and Disorient application chance are increased to full, mirroring the primary target. This comes packaged with a moderate energy cost nerf/increase and a movement speed penalty while maintaining (similar to Assault Rifle or Flamethrower.) Intended to be added alongside Precision Acoustics.
Introduce a new advantage, "Catchy Tunes," a 1-point adv that deals an additional 5% of Sonic Beam's damage as Ego Damage to the target (or all targets if paired with Surround Sound) and upon full maintain, applies a weak DoT to the target(s) affected that cause them to emanate tiny pulses of Sonic damage to enemies within 10' of them, similar to a slightly weaker Noxious Poison. (May or may not play distorted Foxbat singing while firing.)
Introduce a new advantage, "Smooth Tunes," a 1-point adv that grants Sonic Beam 5% bonus critical chance and matching critical severity for 8 seconds upon fully maintaining, or refreshes/replaces this buff if it is already present.
Introduce a new advantage, "Migraine," a 2-point adv that increases Sonic Beam's base damage by 10% as opposed to the 20% of an extra rank, but gives it a 20% chance per tick to apply one stack of Stagger, and causes it to refresh all stacks of Stagger on a full maintain.
Introduce a new advantage, "Power Metal," a 1-point adv that gives Sonic Beam a 5% chance per tick to apply one stack of Furious to yourself (and another 5% chance of applying one stack of Furious to yourself as well as up to four allies within 10' of you,) and causes Sonic Beam to refresh all of your own stacks of Furious on full maintain.
Introduce a new advantage, "Hearing Loss," a 1-point adv that removes Sonic Beam's Disorient chance, but allows it to fully refresh Deafening on a full maintain.
Introduce a new advantage, "Harmonic Convergence," a 3-point adv that adds a heal component to Sonic Beam that functions as a Life Drain, healing at a strength comparable to a R1 Life Drain/Mind Drain/Life Essence each tick and healing up to five allies within 20' (including the user if they are within range.) If paired with Cellular Resonance, both Harmonic Convergence and Cellular Resonance ticks are applied to the primary target, while Harmonic Convergence ticks are applied to up to four secondary targets surrounding them. Intended to be added alongside Cellular Resonance.
Introduce a new advantage, "Cellular Resonance," a 2-point adv that turns Sonic Beam from a single-target damaging power to a single-target healing power, and causes an extra rank to increase how powerful the healing effect is. In this state, non-rank advs do not apply, except for Harmonic Convergence. When used alongside Harmonic Convergence, Cellular Resonance suffers no healing penalty. Cellular Resonance can self-target to apply the healing of Cellular Resonance (and potentially Harmonic Convergence) to one's self. Intended to be added alongside Harmonic Convergence.
More complex changes to other Sonic damage powers could include:
Introduce a new defpen debuff that pairs Sonic with something else, likely either Electric or Particle. I don't know what powers could apply this by default or apply this through an adv, but it does feel like a safe bet that at the very least both Sonic Boom Generator and Hyper Voice could have advs to apply them, making up for their needing to charge fully to apply, at least speaking solely of Sonic powers applying it and not anything potential others.
Introduce more/new Sonic damage powers to fill more niches that Sonic is lacking, like (good) dedicated AoEs, as an alternative to buffing old ones. Cone-AoE sound guns with built-in Deafening application chance, potentially?
Introduce a new adv to Sonic Boom Generator, "Afterparty," a 2-point adv which causes this power- when fully charged- to leave behind a 15'-wide Pyre Patch type effect that lasts for 10 seconds, dealing low Sonic damage and causing enemies it hits to emit pulses of Sonic damage that damage themselves and up to four other targets within 10' of them. On expiration, this Sonic pyre patch refreshes any Deafenings present on the targets it hits.
Produce an entirely new slotted passive that functions similarly to Targeting Computer, but for all Sonic powers instead of all Technology powers. (Potentially trade the damage resistance bonus of Targeting Computer for a small sum of defpen to help Sonic regain a little ground in terms of damage output, or replace Lock On with a constant passive Chance+Sev buff to Sonic damage powers that's present at all times, giving Sonic damage an edge in landing decisive first blows?)
Potentially discard Disorient entirely for Sonic powers, in favor of creating some new debuff all Sonic powers would apply or interact with that fills a similar niche to Stagger, providing a minute all-damage defense debuff on affected targets, allowing Sonic to play a little more into general and group utility instead of forcing it to directly compete with other, more damaging sets to be the dozenth DPS on the block?
These are just a few ideas thought up off the top of my head while doing other things and lurking around the Powerhouse. There are many more potential options for giving Sonic Beam more of a place than "Assault Rifle but worse, oh wait, Rapid Shots is already that," and I'd just like to see Sonic as a damage type get some love, Sonic Beam get to shine more, and have a viable laser-beam-esque weapon to use that isn't just Pulse Beam Rifle. (Which, coincidentally, also already fills the niche of "Assault Rifle but worse, OH WAIT," and is really the heart of why I wrote this in the first place; even Pulse Beam Rifle makes Sonic Beam redundant at best.)
Please buff cool technology-scream-pistol. I beg.
(Post updated to fix a few typos and a spot where I said "100 GCR" when I meant "150 GCR" and was having a mental breakdown.)
This is my cry for help
100ft range
Free moving
Single target
As far as single target powers go, it is on the lower end for damage because it has those listed attributes. Powers that have shorter range, root, reduce speed, etc get damage bumps based on the severity of the disadvantage. (I am aware of the anomaly that is power armor).
What is not considered when making a power like that is availability of debuffs, energy unlocks, etc, as that can all change with an addition of a new power that fills whatever gap there is. It does create a scenario where a power underperforms due to those gaps, which is typically why I don't really like to just add new powers without an accompanying revamp to ensure whatever needs are met, but time has unfortunately been scarce for full scale power adjustments.
I've largely resorted to making PVDs to fill in lack of power additions, (as they take a fraction of the time to create than any full-fledged power, are great reward options and are something archetype characters can make use of), but I wanted to add something for the sonic damage type that would bring it within range of other types, even though there are still glaring holes in its utility.
There will be other additions to help mend those gaps hopefully next year, and perhaps other single target powers that have restrictions on them that would allow for higher damage output, but I cannot promise any sort of eta.
The visuals for Sonic Beam are very nice!
That's the big thing, like I started out my post with, yeah. Looked at in a vacuum, Sonic Beam is fine as it is. More mobility for slightly lower damage on otherwise identical powers? Nothing wrong with that, and I am both happy to see Gadgeteer get another, more generally-viable single-target attack power, and looking forward to using it in the future. The lack of consideration both for the availability of debuffs and the requirements of the power itself for use are what shoots it in the foot: even considering that Sonic Beam is a genuine 1:1 to Rapid Shots in terms of range and damage output (excluding the advs, where Rapid Shots pulls ahead, let alone Assault Rifle) Piercing has so much utility in both buffs and debuffs that Sonic doesn't have.
To that end, the end of my post has a heap of random suggestions that could be implemented in the near or far future for bridging that gap, but at the bare minimum, looking outside of Sonic Beam itself and assuming that we want to leave Sonic Beam entirely as-is, I'd like to raise that Deafening needs to be more accessible; more methods to apply or at least refresh on a tap since the only one isn't even in Gadgeteering, and we need more/better AoE Sonic powers for Gadgeteering as well. Just making AoE Sonic damage... well, not garbage in-set and out-of-set would be a huge problem-solver here.
(It is worth noting that the Disorient on Sonic Beam (or the Snare on Rapid Shots for that matter) is useless where it matters most; you're generally spamming an AoE on anything and everything that isn't a boss of some kind (and those are immune to both those effects anyways) or else you're killing something so fast that Disorient or Snare don't have time to matter. Everything I say here is said in context of completely ignoring Disorient's existence here because it just plain doesn't matter in actual play, whether you're shooting at an Alert boss, Therakiel or Eidolon. It probably matters more for PvPers, but I'm going to be blunt, I don't consider the PvP side of things because I've little experience with and no interest in it; I'm concerned with the PvE of it alone.)
Having said all that, I'd like to raise one more brief thought! One that just came to mind when writing this. Potentially either a 1-point advantage or else a future PVD for Sonic Beam that converts it to Crushing damage and makes the bonus damage adv (which would be base/inherent instead if it was a PVD I would imagine) scale off Demolish instead of Deafening? Outside of the buggy, scuffed mess that is PA, we're, as far as I can recall, entirely lacking for ranged single-target Crushing maintains, and given how there's already some slight (and slightly weird) overlap with Might, another direction to take Sonic Beam could be letting it work with Crushing instead, which would also have the benefit of more compatibility with Might, Munitions AND even a little bit with the non-toggle portion of Power Armor, as well as access to more debuffs, which it sorely needs.
One quick little edit: I'm saying all of this with the understanding that these are not the kinds of wide changes you can just casually make in a week; my thought process is that these sorts of changes could come incrementally over a long span of time, and that's my hope; Sonic Beam eventually becoming more of a viable side-grade in the future rather than "slight-to-low-moderate downgrade for the theme that is STILL Gadgeteer's best single-target damage power with that in mind."
This is my cry for help
Are my DPS standards very low or are yours TOO HIGH!?
Im like one of the 5 people in the entire game who build for SONIC DPS and was looking forward for more sonic powers!
Here a GIF of my Sonic DPS I have been having for 10 years and Haven't updated even since we got Hypervoice and Power Chord!
I'm satisfied with the DPS from this! I don't see anything underwhelming!
ALL OSV secondaries, ALL heroics!
NO DUC! NO Telios Gadget Utility! Good Old EGO Primary stacking!
and speaking of Hypervoice, please do something for the Placeholder art and the ridiculous Repel magnitude mechanics that sabotage the power itself!
Hypervoice went from my Main DPS power into insufferable AOE
Suggestion: Give Soul Mesmerism adv to apply Defeaning DEBUFF or merge it with the (Glossolalia) ADV
Generously surprised the power got Free Movement
Well~ Now Telios Gadget's value has been increased with the addition of the Throwing Knives PVD and Sonic Beam Pulse Beam Rifle has no longer the Monopoly!
whats not awesome is those new perks NOT being retroactive... all those Finkle Foundry run went to waste..
What does the perk required for Icefall is? 25 Finkle Foundry runs?
The intense repel is what makes it fun, like Shadow Embrace throwing mobs behind you.
Unfortunately there was no tracker in place to keep count of Clarence and Finkle runs, (there was for Nightmare and Liberated).
I would say yours are rather low within the context of lategame/endgame and non-casual content in particular. Not in general, not everywhere else, just specifically in that context. What you posted there is... honestly, working entirely as expected based on what the folks in this thread who've tinkered with the power and gotten a feel for it expected? Which is entirely acceptable for casual content! But. Something like Assault Rifle (or even maybe Rapid Shots) with stock 40-blue primaries (in R4s or R5s) and stock 40-purple secondaries already act as an "acceptable minimum, do not show up if you have anything less" lowest-rung-to-reach for things like Teleiosaurus or Eidolon or TA and Moreau's Laboratory (maybe even TT) and so on, stemming from both having a higher damage potential both on their own AND because of their damage type and what buffs they do or don't use, all just... putting them ahead of Sonic Beam. And that's without getting into the whole "matching AoEs" thing I talked about in my own review, and acknowledging how both all sorts of PVDs as well as plenty of normal/baseline powers blow them out of the water in turn.
Event content? Fine! Alerts? A-Okay! Sonic Beam is more than acceptable for these sorts of things already, and I look forward to using it for those sorts, just like I've already seen others using it for them! My concern stems more from the fact that as it is, this feels like it's in the exact same boat as Pulse Beam Rifle: not capable of putting enough DPS out on its own to outweigh it having poor synergies both in-set and out-of-set AND being set up innately poorly for running most of the kinds of content where how well you perform / what you bring actually matters.
I do want to see a wall of Sonic Beams boring a hole through every single world boss out there and I want to not feel like I'm personally dooming an already-slow TT team to endless enrages and wipes because I'm using the funny scream-beam pistol instead of sucking it up and just building my fourth PA or third Soul Beam, but just comparing Sonic Beam to its competitors, I do not feel safe using it for these more intensive things unless I've overgeared it beyond the sort of safe and reasonable minimum that many similar powers work fine at, juuust like Vengeance spam builds, Pulse Beam Rifle builds, TK Lance builds, so on and so forth. (And if I've already overgeared it then I've reached the point where I'm likely never actually using it outside of the same kinds of casual content like events that, paradoxically, are the places where it's still safe to use undergeared in the first place, since I've got enough geared characters with better baseline powers already that those are the ones that come out to play when "come TT with us" or "please send help to dino, we're failing checks bad.")
That's just my impression from testing it and comparing it numbers-wise though, mainly to its direct competitors of Assault Rifle and Rapid Shots (with the kinds of builds that usually accompany those powers instead of just in a vacuum, and of course Sonic Beam's closest available parallels to those.)
This is my cry for help
Agreed. While it is fun, the repel is so counter-intuitive in a team setting. I'd love to be able to remove it through advantages, maybe switching out the repel for a stun. But maybe that's asking for too much.
Female Electro Swing Hat only comes with the hair attachment, but not the goggles.
Male Electro Swing Hat shows both options.
Not on topic, but just wanted to say that this is one reason I don't do TT. Feels like too much of a need for restricted cookie-cutter builds. I want a bit more felxability in the kinds of builds I can use. Not completely stupid ones, but not ones that should adhere to a narrow format. Happy if others enjoy them (though there should have been a more casual-friendly version of the CO culimination, but that boat has sailed); just not something for me.
A stun-switching advantage would be a great addition to breath weapons that stun. Something like 20% per tick + 100% vs Disoriented targets.