Blaster nuke no crash options
A no crash nuke has to pretty much conform to what is currently the standard otherwise it will not work as it will seem unfair to many.
So no crash does equal less damage.
Just like many of the AOE and Cones where standardized across the sets and also a bunch of other powers like twilight grasp for Masterminds for example.
Trying to justify something different then what players expect or have some negative effect that will allow for any easy way to counter is not going to sit well with players who might not have picked that power set specifically because of the crash.
I think the best and less player base complaint route would be to just conform to the crash less nuke options currently available and that everyone is familiar with.
Allow for players to change this option at the trainer just like we do builds.
1. Why Soft Cap is Important : http://dechskaison.blogspot.com/2011...important.html
2. Limits: http://paragonwiki.com/wiki/Limits
3. Attack Mechanics: http://wiki.cohtitan.com/wiki/Attack_Mechanics
4. Rule of Five: http://wiki.cohtitan.com/wiki/Rule_o...e_Law_of_Fives
Why is this a separate thread? Your title made me wonder if something had actually been announced, but it's just one more idea for the suggestions forum.
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I also thought this would be somewhat different from the previous thread.
Long story short, if you want a non-crashing nuke, it will deal much less damage. It is that simple.
@False Fiction - Virtue / Defiant
Current projects - [Glaciologist - Ill/Cold Troller] [Cloudshaper - Storm/Dark Def] [Harald Wartooth - Elec/Psi Domi]
This goes for Defenders and Corruptors as well.
No crash, and scaling damage based on the user's HP. Used at 100% HP, it's like a crashless tier 3 blast to each target, about twice the strength of a Fistful, Irradiate, or Fire Ball. A little lower HP, it's like sniper damage or Full Auto to each target. A little lower, Rain of Arrows. At 50% HP, average crash nuke damage (Nova, Wail, etc.), without the crash. At 1% HP, it should affect the Earth's axial tilt.
Yeah, I still kind of miss Defiance 1.0.
Anyway, this would shift the comparative balance between tier 9s from "much faster recharge AND no crash, versus more damage" to "much faster recharge, versus potentially much more damage". The faster recharging tier 9s probably would still be better overall, but at least the HP-scaled nukers would have a situational edge.
So I skimmed through the thread about the nuke change possibility. Lots of opinions on if it should change or not. Some suggestions, none of which looked like somthing I would sign up for, although a few would work with some tweaks....
Anyway, I would propose nukes get the end crash removed, and substitute an only affecting self instead.
This way, toggles wont drop, you can use a travel power to escape, heal yourself, etc. It would then also remove the huge fear of having no endurance that stops a lot of players from using the nuke. It would also put a numerical hit to damage output to counter the removal of the endo crash- thus preventing the need to reduce the damage of the nuke. Testing would show quite easily how long the affecting self would need to last to keep the dev's happy with damage output over time.
So, lets try to keep this thread constructive. If you have an idea for a change, list it here. If you have brief comments for or against an idea, post those also. Please though, let's try to keep from multiple back and forth rants for or against any one thing to keep the thread to a compact list of ideas.
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