How about this idea as a buff to inspirations?
I'd rather have Greens provide a -Regeneration Resistance, to provide protection against -Regen debuffs.
And of course Blues could get a -Recovery Resistance portion, to provide protection against -Recov debuffs as well.
This way, when facing enemies who are already providing a problem with either bar (say, Carnies), you can refill your bar a bit, and resist the debuffing for a bit. The bonus itself is pretty minor, as there are fewer -Recov and -Regen debuffs, when compared to the many other effects (flat out -End, for example), so while the buff would be nice, it wouldn't over power the Inspirations and is more passive then adding a boost to Regen or Recovery.
I thought inspirations as a resource could be better.
I think we could abolish them as a material, and instead make them into abilities bound to the F1-F5. As we fight enemies, a resource fills up to a certain point and enables us to pick an inspiration to fire off. If we wait a little longer and allow it to go into a sort of "overdrive" part of the bar, we can fire off a significantly stronger version of the inspiration you choose.
This would remove the random factor of insp drops while in missions.
It's an interesting idea. I'd like to see insps like this as a special new type of insp that had a chance of dropping in a particular zone, or from a particular TF. That way they'd stay uncommon, interesting, and highly desirable. I.e. I'm not in favor of simply buffing all existing insps, but I like the idea of new insps for flavor, and giving us a new tool that we could stock up on for hard content.
Freedom: Blazing Larb, Fiery Fulcrum, Sardan Reborn, Arctic-Frenzy, Wasabi Sam, Mr Smashtastic.
[ QUOTE ]
I thought inspirations as a resource could be better.
I think we could abolish them as a material, and instead make them into abilities bound to the F1-F5. As we fight enemies, a resource fills up to a certain point and enables us to pick an inspiration to fire off. If we wait a little longer and allow it to go into a sort of "overdrive" part of the bar, we can fire off a significantly stronger version of the inspiration you choose.
This would remove the random factor of insp drops while in missions.
[/ QUOTE ]
This idea I like very much, but I can't help but think it'd be more trouble than it's worth to code.
[Admin] Emperor Marcus Cole: STOP!
[Admin] Emperor Marcus Cole: WAIT ONE SECOND!
[Admin] Emperor Marcus Cole: WHAT IS A SEAGULL DOING ON MY THRONE!?!?
Other or different buffs/effects could be tied to inspirations, like the recovery or regeneration debuff resistances. I was using those as just an example of how to add some flavor to those little pills we all take.
Arc ID#30821, A Clean Break
The only problem with defeating the Tsoo is that an hour later, you want to defeat them again!
"Life is just better boosted!" -- LadyMage
"I'm a big believer in Personal Force Field on a blaster. ... It's your happy place." -- Fulmens
[ QUOTE ]
I thought inspirations as a resource could be better.
I think we could abolish them as a material, and instead make them into abilities bound to the F1-F5. As we fight enemies, a resource fills up to a certain point and enables us to pick an inspiration to fire off. If we wait a little longer and allow it to go into a sort of "overdrive" part of the bar, we can fire off a significantly stronger version of the inspiration you choose.
This would remove the random factor of insp drops while in missions.
[/ QUOTE ] I like and dislike this idea at the same time. If it happened, I would be happy, and if it didn't happen, I would be just fine, so.. Hrm! I dunno.
Here's my idea for a completely new and "improved" inspiration to add to the others, though! It would be PINK!
Or White or Black if another inspiration were added along with it.
Well-Being 15% Resist DefDebuff, -Regen, -Recov, Slow, -ToHit. +10% Regen, Recovery. 45 Sec
Warding 30% Resist DefDebuff, -Regen, -Recov, Slow, -Tohit. +20% Regen, Recovery. 90 Sec
Panacea 45% Resist DefDebuff, -Regen, -Recov, Slow, -Tohit. +30% Regen, Recovery. 135 Sec
This just in, I discovered that Thesaurus.com says that Pink is a vague synonym for Health and Well-Being. HELL yes, I am awesome.
[ QUOTE ]
I thought inspirations as a resource could be better.
I think we could abolish them as a material, and instead make them into abilities bound to the F1-F5. As we fight enemies, a resource fills up to a certain point and enables us to pick an inspiration to fire off. If we wait a little longer and allow it to go into a sort of "overdrive" part of the bar, we can fire off a significantly stronger version of the inspiration you choose.
This would remove the random factor of insp drops while in missions.
[/ QUOTE ]
Just to add to this, since I like the idea...
maybe have it so the inspirations respond to whats happening to you:
*taking damage from low ranking enemies counts towards <resistance insp>
*taking damage from high ranking enemies counts towards <defense insp>
*having your health bar go low counts towards <heal insp>
*having your endurance bar go low counts towards <end insp>
*defeating enemies counts towards <damage insp>
*getting mezed counts towards <mez-res insp>
*missing a lot counts towards <accuracy insp>
*dieing a lot counts towards <wakies>
[ QUOTE ]
I thought inspirations as a resource could be better.
I think we could abolish them as a material, and instead make them into abilities bound to the F1-F5. As we fight enemies, a resource fills up to a certain point and enables us to pick an inspiration to fire off. If we wait a little longer and allow it to go into a sort of "overdrive" part of the bar, we can fire off a significantly stronger version of the inspiration you choose.
This would remove the random factor of insp drops while in missions.
[/ QUOTE ]
I'm against anything that takes away my ability to stockpile purple inspirations for the six billion EB fights villainside.
Having Vengeance and Fallout slotted for recharge means never having to say you're sorry.
Getting into another discussion about the merits of Stamina and whether it's a "required" power or not, a small idea popped into my head, so I'll present it here for debate.
What if inspirations did just a little bit more than they do now. What if they did something like this:
Tier 1 Green: same heal, provides a 20% regen bonus for 60 seconds.
Tier 2 Green: same heal, provides a 25% regen bonus for 60 seconds.
Teir 3 Green: same heal, provides a 30% regen bonus for 60 seconds.
(none of the above bonuses stack with each other, and the highest bonus overrides smaller ones).
Tier 1 Blue: same recovery, adds 10% recovery bonus for 60 secs.
Tier 2 Blue: same recovery, adds 15% recovery bonus for 60 secs.
Tier 3 Blue: same recovery, adds 20% recovery bonus for 60 secs.
(Like the greens, the bonuses don't stack amongst themselves, and the higher Tier is the one that takes effect).
The bonuses could be scaled down a bit if people thought they'd be too powerful. The purpose is just to make them more interesting and useful. After taking one after a battle to restore hitpoints or endurance, you'd have a boost to your own regen/recovery rate for a short while that would help out with the next fight.
Thoughts?
Arc ID#30821, A Clean Break
The only problem with defeating the Tsoo is that an hour later, you want to defeat them again!
"Life is just better boosted!" -- LadyMage
"I'm a big believer in Personal Force Field on a blaster. ... It's your happy place." -- Fulmens