QoL change for Twilight Grasp
Just because it's expected - "No!"
Real answer? I don't see a problem with it. Though it might (MIGHT) not be doable depending on how the power's set up (I want to say it's one of the "summons temporary pet that actually does the heal," and that may cause the delay... so there may be technical reasons.) 100% speculation on my part though.
I say just extend the range of the area that is effected by the heal since it seems so small but I don't think anyone would agree.
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Just because it's expected - "No!"
Real answer? I don't see a problem with it. Though it might (MIGHT) not be doable depending on how the power's set up (I want to say it's one of the "summons temporary pet that actually does the heal," and that may cause the delay... so there may be technical reasons.) 100% speculation on my part though.
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This is why. It's the same reason why Rain of Arrows and other pet-for-effect powers don't check targets until the pet is created. You can see this reasonably easily with RoA. The targets won't be checked until about a half second before the damage actually starts because that's when the pet is generated. I don't believe it's possible for a pet to target check before it actually exists...
Of course, the easiest solution to this would be for the pet to simply be generated earlier on in the animation of the attack with a commensurate increase in the speed of the tohit check and delay in the pet's heal. Everything would stay roughly the same as it is now with the exception that the pet exists earlier on in the power's animation allowing it to target check earlier.
I'm not necessarily against this, but I don't think it will work much differently depending how you throw the heal. It depends on a ToHit check anyway, and if you have a runaway Tank/Scrapper/Brute/Blaster who is unable to work as a team to stay up... meh. They get what"s coming to em.
If you have used the power long enough, you learn how to finesse the throw, and will hit 90% of your intended targets anywho. This familiarity with the power enables you to 'know' when the successful heal is going to pop, and knowledge of your teammates (even in a PUG) will let you position yourself usually for even the most manic teammate.
You're still going to lose some though, and that's why the heal is better than a Emp/Pain/Rad in the first place.
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For what it's worth, my usual method of using it on high speed teams is take a running jump and hit it in midair, so that the heal goes off just as I land near the person who needs healing.
The only buff it needs is for the heal range on the MM version to be the same as the corruptor and defender versions.
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Please no. Don't nerf my jumpheal.
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I noticed this today (first time using Dark). It was kinda annoying at first, but I dealt with it. Not a huge deal IMO.
The problem I find is that people run away from me before they're healed, after I jump over the crowd and land next to them. All I can say is don't [censored] at me when you're on the floor...
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I say just extend the range of the area that is effected by the heal since it seems so small but I don't think anyone would agree.
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I'll agree, just because you didn't think I would
In all seriousness though, it's not a bad idea.
Originally Posted by Dechs Kaison See, it's gems like these that make me check Claws' post history every once in a while to make sure I haven't missed anything good lately. |
Hey, it would be cool if the Healing portion of Twilight Grasp checked when allies are in range at activation, instead of when the heal is delivered. Just put a delay on the heal actually being delivered so the power isn't changed in effectiveness. This would make it much easier to heal allies who are all hyped up on Fury or Scrapperlock or whatever and just won't stand still.
Issue 16 made me feel like this.
Warning: This poster likes to play Devil's Advocate.