I think these two mission-specific temp powers should be tweaked.
Divining rod:
You get this from Skipper. Kills a ghost in one shot, 20 charges, for one mission. Which is all fine, and I don't want to change that. What I *would* like to see changed is its accuracy. You're using it against ghosts, which knock down your chance to hit them every time they hit you. Given this has limited charges and is "designed" specifically for ghosts, it should be able to overcome that somewhat - otherwise it's pretty much a lot of wasted shots.
Lost curing wand:
Why do we have so much recharge on something that's good for one mission and gives no XP on its "kills?" Drop the recharge drastically so this isn't just a lot of standing around waiting for the power to come back.
Posted
Quote:
Originally Posted by Pepper II
Lost curing wand:
Why do we have so much recharge on something that's good for one mission and gives no XP on its "kills?" Drop the recharge drastically so this isn't just a lot of standing around waiting for the power to come back.
I agree with this one! Especially as no one I know of actually uses this against Lost that could give XP, anyway. It's always off to the Hollows or Perez Park, for grey Lost in large numbers.
I think these two mission-specific temp powers should be tweaked.
Divining rod:
You get this from Skipper. Kills a ghost in one shot, 20 charges, for one mission. Which is all fine, and I don't want to change that. What I *would* like to see changed is its accuracy. You're using it against ghosts, which knock down your chance to hit them every time they hit you. Given this has limited charges and is "designed" specifically for ghosts, it should be able to overcome that somewhat - otherwise it's pretty much a lot of wasted shots.
Lost curing wand:
Why do we have so much recharge on something that's good for one mission and gives no XP on its "kills?" Drop the recharge drastically so this isn't just a lot of standing around waiting for the power to come back.