Self Destruct...
Not sure. I think I'd certainly feel aggrieved if my opponents did it to me. It's bad enough with Freakshow rezzing after defeat!
I think if you're unlucky enough to be defeated then your defeater should be able to walk away by dint of the fact that he's better than you.
The only way I'd really agree to this is that if the player who triggered the Self-Destruct suffered some kind of penalty - for example a big surge of debt or a maybe a travel power supression for 2 hours of game time.

Thelonious Monk
And the second part Scarlet_Shocker...
Nice if... 50% initial, 50% detonation damage to mobs?
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And the second part Scarlet_Shocker...
Nice if... 50% initial, 50% detonation damage to mobs?
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Still doesn't work for me I'm afraid.
If you're defeated, you're defeated. If you didn't hit the button before you get the cap in your backside then they got away with it.
Maybe you need to work on some kind of macro so that if your health drops to say 5hp, your Self-Destruct is activated

Thelonious Monk
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The only way I'd really agree to this is that if the player who triggered the Self-Destruct suffered some kind of penalty - for example a big surge of debt or a maybe a travel power supression for 2 hours of game time.
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Conceptually, though, post-mortem Self Destruct doesn't seem to me to be any different to Rise of the Phoenix, a power that already exists in-game. Except RotP deals damange *and* has a rez. Self Destruct has a pretty long recharge, so I don't think it would be unbalancing to allow this usage, too.
Thumbs up!
(Also, I'd like to propose an instant +fear -run effect while the power animates. Corpse starts to glow...enemies turn to flee in slooooooooow mooooooootion...BOOM!)
Arc#314490: Zombie Ninja Pirates!
Defiant @Grouchybeast
Death is part of my attack chain.
yup soon as you hit that power your dead and everything around you is targeted that's why it cant be cancelled once it starts
Be nice if the button had a nice big bright red skull and crossbones though, it looks just like any other to me and once hit you're committed.
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Be nice if the button had a nice big bright red skull and crossbones though, it looks just like any other to me and once hit you're committed.
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Yeps agree with this

Thelonious Monk
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Be nice if the button had a nice big bright red skull and crossbones though, it looks just like any other to me and once hit you're committed.
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Yeps agree with this
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Amen to that
Its fine as is, really. Its a bonus power. It shoudlnt be TOO good. As is, its a debt dodger
GG, I would tell you that "I am killing you with my mind", but I couldn't find an emoticon to properly express my sentiment.
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The reason I was suggesting the split targeting is you will occasionally find that you hit self destruct, taging all nearby enemies prior to the 15 second countdown to detonation, however during this 15 seconds nearby mobs can wander off and others with a patrol point in the vicinity seem to wander past your explosion completely unharmed.
Not fun to use a rez next to undamaged mobs...
As for the earth-chewer detonation, this could be done with both a floating skull and crossbones spinning icon (think SG base hologram logo) above the players corpse and conceptually as a defeated cyborg, robot, etc's power core or similar going critical post defeat.
As for my above 50% split option, this would work even for PvP, as soon as you see the floating icon you know if you are an enemy and close to it you're going to get hit for 50% SD DMG and the other 50% if you stand still, and yet with my method it would also reduce player ganking with players rushing to be in a position to re-defeat a fallen player before they rez, detonation AoE 50% SD DMG!
Agree with the icon change as well, but just to state with the really long recharge (Yes I know there are a couple of bugs which allow faster recharge, but those aside.) this power is not activatable all that often so it could have split DMG and post defeat activation.
It works fine as is. Its not MEANT to be an equivelant to the true Nukes or damage Rez's, otherwise it gives an advantage over people who don't have the pack.
And really DON'T get started about stuff 'working' in PvP. As is, those sort of ideas are best shelved until a less hostile time.
GG, I would tell you that "I am killing you with my mind", but I couldn't find an emoticon to properly express my sentiment.
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I think a suitable penalty for post defeat activation could be being sent straight to the hospital, giving no opportunity to rez in the field.

----- Union's finest underachiever -----
Farewell CITY of HEROES
The First, the Last, the One.
Union: @ominousvoice2059
OminousKnights, if their power core exploded and sent bits of them everywhere if it was activated post defeat, then I would agree it would take more than a plaster or 2 to put them back together..
In which case only a hospital (or base) reclamator would be able to restore them.
Have it so a post defeat activation blocks all forms of rez except Hospital/Base with a forced Hospital visit after 2 minutes of non selection.
Does anyone else feel that 'Self Destruct' should be activateable when defeated, obviously it would only have an aura effect in this case, but it would be nice to be able to 'fall down - go boom' anytime thereafter.
It would also be nice if it tagged enemy mobs in range at the start (as now) in addition to those now in range as you detonate, even if it only hits those tagged with 50% of the full damage, as a dual tag would still do the current damage.
Current 100% DMG = 100% Total DMG
Initial 50% DMG + Detonation 50% DMG = 100% Total DMG
Meaning enemies walking away would only get hit for 50% of the total damage, however any enemies in the AoE just prior to detonation would also get hit for 50%
Just my 2 inf on the matter...
Opinions please...