Additional damage powers: For down the line
Have current temp attack power recipes drop as completed powers from levels 1-10 at a higher rate. They don't take a recipe slot, you DO just happen to get an extra attack power (baseball bat, rock, etc.) that, frankly, just makes sense as "He dropped it, you picked it up and hit his buddy with it." They don't duplicate. After 10 (higher if needed) they do what they currently do. (This does not include pets - no "just getting" a pet, etc.)
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I like this idea. It fills the early game attack issue much nicer then the previous attempt of "temporary powers" that last forever.
Have current temp attack power recipes drop as completed powers from levels 1-10 at a higher rate. They don't take a recipe slot, you DO just happen to get an extra attack power (baseball bat, rock, etc.) that, frankly, just makes sense as "He dropped it, you picked it up and hit his buddy with it." They don't duplicate. After 10 (higher if needed) they do what they currently do. (This does not include pets - no "just getting" a pet, etc.)
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For starters, I'm not even really making this as a suggestion, but more like something to discuss this idea I had for a suggestion as well as whether it would be unbalancing or not. (I know it's probably a little unfeasible...)
So the basis of this suggestion came to me from when Arcanaville (I believe it was) mentioned one of the problems at low levels isn't always end, but the fact that you don't have more than three attacks at level one. By the time you hit level 6 when you might be able to get like hasten (or another attack), you'd have six you'd have, and even that count depends on your powerset and whether its your primary or not. (this get muggier for the likes of controllers...) And no, I will not say the vet reward powers count for this, you don't get your first one until you've played for a year and not everyone has that under their belt.
(now for the point)
The basic idea would be giving one to three additional attacks to all damage dealing powersets that comes with the first one you select on character creation.
These additional attacks could have certain restrictions, such as well being decent out of the box, they'd ultimately be unenhanceable.
This could allow for/encourage Defenders to be able to deliver more damage, even when on a full team, help the lower levels go a bit easier. (especially with how CoV and GR seemed to continue to extend the attack chains of single digit level enemies)
And also reduce feelings of learning just to breath at lower levels
Admittedly, these are probably not good reasons, and I can see complications arise in the case of controllers getting additional powers to allow for direct damage, and the risk that these changes (assuming the powers database does not have specific copies of each power for each AT) to the control primaries would end up double certain powers for dominators.
but in the end, this isn't really a pressing suggestion, I'd just like to hear people's thoughts on it.
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