Shushboy

Citizen
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  1. To me, it seems extremely useless. I have a lvl 27 fire/fire blaster, and at that level he is too busy (a) hitting greens to get health if soloing, (b) begging my doc for a heal, (c) running screaming like a little girl. Its not worth the risk of debt for that iffy chance of hitting 1 megablast.

    Now I have a belief if you are going to complain about something, bring a solution to the table. Here is what I think -

    Its my understanding that the defiance is kind of a "oh? well, I am NOT going down like that..." and he pulls from down deep a bit of "ticked off" to increase his damage. What if all blasters had an inherant power that only became active when their health dropped below x%? In this instance, I would actually think of lowering the %, maybe 30% instead of 40%, but then the dipping down that low activates the inherant power. Then if you get a heal, you have a 1-time damage increase blast to be used when you wish. A few simple guidelines - it doesn't stack - if you dip down again before you use it, you still only have one. It also would void out when you leave the mission you are in or if you revive in the hospital it's gone. The amount of increase would needto be worked out... maybe it locks in the the % increase at the lowest point you hit before receiving health? say if the increase at 10% is +50% to dmg, and you hit 10, then pop a green or take a heal, then your one-shot power increase is activated at that percent of increase, while if you hit the green at 25% health, then its locked in at the % of increase for that?

    This also will help with the ACC, because if you can control WHEN you use the defiance blast, then you can pop a yellow for an ACC increase beforehand.

    Just throwing an idea on how to make defiance actually work to a blasters advantage.