Hyper Combo
Active Offense - standard cooldown
For 4/6/8 seconds, all charge times on powers are reduced by 50%/65%/80% - all numbers are of course subject to play testing and balance concerns.
Advantage: Hunting Hawk - anytime you finish charging a melee attack you automatically lunge to your target if they are within 60 ft.
Basically this is inspired by hyper combos in fighting games, like when Kim Kaphwan flies at you and then unleashes like a billion kicks... though obviously not exactly like that, and also usable by ranged characters.
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o_O
This is a big journey, so far if you're reading this, wish you a good day
Epic Stronghold
Block timing explained
You can already tap-spam charged attacks... why would fast-charging them look any sillier? There are a few attacks that change animations when charged up (like Havoc Stomp) but most don't.
My super cool CC build and how to use it.
I don't see anyone thinking it applies only to combos just because it has Combo in the name. That's just a working title anyway, so don't bother criticizing it, it can be thrown out on a whim. Some sort of more "superheroish" name relating to super speed would be much better.
My super cool CC build and how to use it.
My super cool CC build and how to use it.
Alternately, you could have something like old Imbue: reduces the charge time of your next charged attack by 2s.
Epic Stronghold
Block timing explained
I wonder if it could be coded so that the bonus rapidly diminishes if you use the same power twice during the duration. For example if you just spam Haymaker repeatedly, you won't really get much out of it - maybe even nothing, the bonus can only apply to a give power once per use of the AO. However if you do a chain of completely different charge attacks, then you get the full bonus. Then the charge bonus could be higher by virtue of the fact that to really use the power well not only do you have to build around it, but it also takes a bit more skill in doing a specific order with no repeats - no monumental feat, but more skill-demanding than any other AO.
For combos, the power could also reduce activation times, so combos and other tap powers would benefit as well - a full combo would count as a single "power use" for purposes of diminishing the bonus, so basically you can use a full 3 hits of any given combo once.
At least, that's a more complicated way to go about it, but definitely more appealing to me.
For the simpler version 13% charge time@18 seconds wouldn't even be worth it to me; 25%@9 seconds is closer, though it wouldn't really engender that 'hyper combo' feeling very much. I might even say reduce the duration to something like 5 seconds so it can have 50% charge time reduction ( all these numbers are rank 3 of the power ).
My super cool CC build and how to use it.
/signed