Wanted to throw in my 2 cents:
GodlessPaladin wrote...
Cryo Blast Power
- Base movement speed penalty increased from 15% to 20%
- Rank 2 recharge speed bonus increased from 25% to 35% (More meaningful for QE than HI)
- Evolution 1 duration bonus increased from 60% to 100%
- Evolution 3 speed reduction bonus increased from 20% to 30%
- Evolution 4 damage bonus increased from 10% to 15%
- Evoultion 5 recharge bonus increased from 50% to 75% (More meaningful for QE than HI)
- Evolution 6 damage bonus increased from 15% to 20%
Tech Armor Power
- Base cooldown decreased from 6 seconds to 3 (Less impact from weight, and the animations are fairly long so it's not like it'll get too spammy)
- Rank 2 recharge speed bonus increased from 25% to 35% (Less impact from weight, and the animations are fairly long so it's not like it'll get too spammy)
Having played a fair bit of QFE the past week (Harrier 6/6/6/5/3), I feel that the damage bonus isn't too bad as it is for a homing power with a pretty short cooldown. Though the projectile can be dodged, Tac Scan for example has the canned animation issue that Tech Armor has to... balance it, I suppose. Cryo has less recovery time, basically. Just curious, is the intent to make Cryo able to compete with Tac Scan and Proxy Mine or do you feel that it's weak on its own merits?
As for Tech Armor, here's a snipped tip from the link in my sig I'd like to reference:
Edalborez wrote...
Quick Tech Armor
Tech Armor, Blade Armor, and Hunter Mode ordinarily have a canned animation where your character fidgets with their hands to activate the armor/mode, during which you can't shoot or run for a second. This can be cancelled with a melee attack or roll to recover slightly quicker. Useful as you can sprint or fire straight out of the animation of a light melee. If you quick activate Tech Armor twice in a row, you can set and detonate very quickly for emergencies.
*Blade Armor and Hunter Mode are mostly noted for completion's sake; this isn't as useful for them as toggling is not necesary.
Example 1: Activate Tech > light melee > Detonate tech > (light or heavy melee) > (if light, anything)
Example 2: (De)activate Tech > light melee > sprint
Essentially, the long animation can be made less of a problem for Turians and Humans. To give a reference of timeframe with the current numbers, with 180% CD (1.97s) Tech Armor is ready to be activated again after the (optional) heavy melee post-detonation. With 83% CD (2.89) it's another second's wait.
That said, I wouldn't mind your proposed change. Krogans don't benefit so much from this trick due to their longer melee, and nobody really goes on detonating-sprees anyways. If anything this would be good encouragement to detonate in a bad moment if you really need to, which is what I'm assuming is the reason behind the change. Just wanted to let you know of this little trick if it changes anything.
And apologies if the Cryo had already been addressed earlier.
Modifié par Edalborez, 27 juin 2012 - 08:01 .