Blaster Nuke Suggestion
I like this idea because it would also apply to Defenders with their nukes (aka expanding marshmellows) and corruptors.
Of course not every nuke would be affected by this. Rain of Arrows, Blizzard, Full Auto, etc would be left alone possibly but for the archaic nukes, I'd love to see this happen as right now Incarnate crap, the speed at which even +4's die and even the activation time really hinder the 'feel' of using a nuke. Power creep has really made them obsolete and while nothing really needs to be 'fixed' persay, it would be nice to see them updated.
Whining about everything since 2006.
Ammo switching for Dual Pistols was my idea:
http://boards.cityofheroes.com/showthread.php?t=135484
Here's what I would do with Nukes.
Give us two nuke options, let us choose between them either on the fly, (Perhaps some sort of toggle that unlocks at level 32/38) or hard-baked into the character build (like how VEATS have branching and lockout powers).
First option would be the "Legacy" nukes. They stay intact.
Second option would be for a "crashless" variety.. Model them after the one that VEAT Fortunatas have access too. Meaning, cut their damage down, along with recharge, and obviously no crash.
For those sets which already have a crashless nuke, perhaps give them access to a super-powered crashing variety, just to keep everything in sync.
Hey all,
Not sure if this idea has ever been brought up, but with the recent chatter of the changes for blaster in i24 I wanted to see if this idea would make sense.
One of the mechanics in the changes is making the so-called Tier 3 blasts have a longer range and to make snipes ignore the interruptible portion. Both ideas seem to try to make blasters have a better arrangement of, well, blasts for their attack chain. So I was thinking about the nukes. I realize the crashing end portion is not being examined for i24, but thought, How could nukes be more usable in fights?.
Now I, like any other blaster type, enjoy wasting large groups of mobs but what happens when its fighting off a single big baddie? Sure I could still nuke, but it isnt an efficient use of endurance or sustained DPS.
So heres my idea. Nukes all operate with a max number of targets so what if when it is used on a single target (or less targets) that a damage multiplier is applied. This would be a sliding scale based on the number of target within the targeted range of the nuke. Or the damage is a flat damage distributed within the target range (think of the Shared Suffering mechanic used in the Minds of Mayhem trial). Basically this idea translates to less mobs = more damage. This wont solve the whole crashing end nukes, but hopefully can make nuking useful when fighting smaller groups.
Any thoughts?
The crows seemed to be calling his name, thought Caw.
"Those who live by the sword get shot by those who don't" - Outcast Charger