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Forms/Toggles

bludskarrbludskarr Posts: 119 Arc User
edited July 2014 in Suggestions Box
Could you maybe remove the charge up time on forms? That way range/melee toons could take Concentration and a melee form and toggle between them.




New effects for old powers

More EXP for Adventure Packs please.
Post edited by bludskarr on

Comments

  • championshewolfchampionshewolf Posts: 4,375 Arc User
    edited July 2014
    That doesn't have chance of exploitation written all over it...

    This gets a solid no from me.
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  • selpheaselphea Posts: 1,229 Arc User
    edited July 2014
    This is at least in part because CO's damage bonus calculation is incredibly laggy.

    Try spamming Sniper Rifle up to 8 stacks of Concentration with Quarry. Even after you hit 8 stacks, Sniper's damage continues to increase mysteriously before finally topping out about 5 or 6 shots after you get 8 stacks.
  • crypticbuxomcrypticbuxom Posts: 4,621 Arc User
    edited July 2014
    I liked being able to move while charging them at least.

    Not particularly exploitable since since its an extra power slot and you have to stat for both form to get the most out of them.
  • selpheaselphea Posts: 1,229 Arc User
    edited July 2014
    I liked being able to move while charging them at least.

    Not particularly exploitable since since its an extra power slot and you have to stat for both form to get the most out of them.

    Concentration + Manipulator with Int and Quarry spamming Ego Blast + Mind Opener :p (Wonder why Int is on just about everything o_O)
  • flowcytoflowcyto Posts: 12,852 Arc User
    edited July 2014
    The only thing I dun like about the toggle charges is how being pushed by another hitbox cancels them- so 'yea' to disabling lockdown I guess. Even if its minor, its also rather annoying and not necessarily so.
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  • crypticbuxomcrypticbuxom Posts: 4,621 Arc User
    edited July 2014
    selphea wrote: »
    Concentration + Manipulator with Int and Quarry spamming Ego Blast + Mind Opener :p (Wonder why Int is on just about everything o_O)

    Switching between forms makes all those stacks go away. At least it ought to be adjusted so. If you can keep Manipulator stacks after switching to Concentration now, the small charge time for Concentration is nothing and its already doing this supposed broken thing on live already.
  • selpheaselphea Posts: 1,229 Arc User
    edited July 2014
    Switching between forms makes all those stacks go away. At least it ought to be adjusted so. If you can keep Manipulator stacks after switching to Concentration now, the small charge time for Concentration is nothing and its already doing this supposed broken thing on live already.

    Oh Forms do cancel each other :o
  • bluhmanbluhman Posts: 2,410 Arc User
    edited July 2014
    I say yes to this, but give the moves a rooted, 2 second animation when activated. This gets over my main issues with the toggles:
    • Having to hold down a button waiting for a stupid effect to activate whenever: Dying, Exiting a vehicle, Changing Roles, Being revived.
    • Being interrupted due to other people spawning on top of you and having to start again.
    It's functionally identical to how it works now, just abates those two issues above.
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  • aiqaaiqa Posts: 2,620 Arc User
    edited July 2014
    bluhman wrote: »
    • Having to hold down a button waiting for a stupid effect to activate whenever: Dying, Exiting a vehicle, Changing Roles, Being revived.

    You can work around that one with a keybind.
    I always set my form in the top right slot and use the F7 key.

    The keybind for that is:
    /bind F7 "PowerTrayExec 1 13"
  • bludskarrbludskarr Posts: 119 Arc User
    edited July 2014
    I'd just be happy with a form that boosts melee and ranged. Any attempt to make a character using both falls apart when I have to pick a form and then I'm suddenly stuck as primarily one or the other.

    I thought being able to flip between forms would be a good compromise. But I seemed to have stepped in something.




    New effects for old powers

    More EXP for Adventure Packs please.
  • edited July 2014
    This content has been removed.
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