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Please extend the duration of Ascension mode on the Collector (Don't Toggle it)


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#51
Original Twigman

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monkeyhunter wrote...

Stardusk wrote...

Yes, toggle.

Not gonna work. People with max DR specced swarms would have an easy time maintaining a very fast cooldown and extra damage.


....plus it would need a patch

<_<

its been said like 7-8 times....

#52
Learn To Love Yourself

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Original Stikman wrote...

The damage taken is fine in my book. Removing the damage taken is way too much. Its giving a 40% damage bonus for nothing. Thats like having Tactical cloak on, all the time.

extending the time is a good start.

We can always work from there.

Unfortunately, i don't think they will change the animation, it isn't worth it.

Isn't the damage bonus additive while the damage taken is multiplicative?  Too high, in my book.  It doesn't bother me all that much, since I have quite a few characters without Fitness, but it is not worth the amount of bonus you get for the short duration it provides with the long wind up of the animation.

#53
monkeyhunter

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Jack Crapper wrote...

Original Stikman wrote...

The damage taken is fine in my book. Removing the damage taken is way too much. Its giving a 40% damage bonus for nothing. Thats like having Tactical cloak on, all the time.

extending the time is a good start.

We can always work from there.

Unfortunately, i don't think they will change the animation, it isn't worth it.

Isn't the damage bonus additive while the damage taken is multiplicative?  Too high, in my book.  It doesn't bother me all that much, since I have quite a few characters without Fitness, but it is not worth the amount of bonus you get for the short duration it provides with the long wind up of the animation.

You know there's plenty of time to activate ascension mode when your dark sphere is on cooldown.. Which doesn't only speed the process up but also magnifies your next 2 or 3 dark spheres.

#54
Original Twigman

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Jack Crapper wrote...

Original Stikman wrote...

The damage taken is fine in my book. Removing the damage taken is way too much. Its giving a 40% damage bonus for nothing. Thats like having Tactical cloak on, all the time.

extending the time is a good start.

We can always work from there.

Unfortunately, i don't think they will change the animation, it isn't worth it.

Isn't the damage bonus additive while the damage taken is multiplicative?  Too high, in my book.  It doesn't bother me all that much, since I have quite a few characters without Fitness, but it is not worth the amount of bonus you get for the short duration it provides with the long wind up of the animation.


yeah, its pretty rough... just love that damage output too much though :)

hopefully bioware will just take a look over it and make some tweaks. He is a great character, as is, its just hard to justify taking that rank in fitness when the duration is so short you don't have much time to reap the benefits

#55
STRANGE10VE

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The way ascension mode is structured leads me to believe that Bioware intended it to be a situational ability. Spawn nuking, finishing off that last banshee etc. not an ability to be used the whole game. It seems like they gave it that long animation because they wanted us to use it between waves. 30 seconds is enough time to nuke a spawn and and get a quick cooldown before we're in any real danger. If this is the role they intended for ascension mode then I doubt they will change it. If they do change it then I think that ascension mode should give a much bigger power cooldown bonus to balance the damage taken increase.

#56
Original Twigman

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bampity bamp

#57
xSNPx ZoDiaC

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me0120 wrote...

xSNPx ZoDiaC wrote...

me0120 wrote...

They gave a damage reduction option on the Seeker Swarms for a reason.



It's still impractical. That leaves 975/600 barrier/health with a -20 penalty. He's about as fragile as a maxed fitness Volus now. The severe damage penalty is just too much. 


Ascension Mode nets a -20% damage which can be upgraded to -40% if you feel like you can handle it (obviously we get that you can't). If that 40% is too high well, Seeker Swarms do a listed value of +10% each and can be upgraded from a Swarm count of 3 to a Swarm count of 4. What do you know? That's effectively the same thing, as long as you consider the paper numbers to be accurate. 

No other character gives you the opportunity to play as a normal character or as a glass cannon (and anywhere in between). 




The AIU and TGI completely invalidate this arguement.

#58
E71

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Make it a toggle.

#59
me0120

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xSNPx ZoDiaC wrote...

me0120 wrote...

xSNPx ZoDiaC wrote...

me0120 wrote...

They gave a damage reduction option on the Seeker Swarms for a reason.



It's still impractical. That leaves 975/600 barrier/health with a -20 penalty. He's about as fragile as a maxed fitness Volus now. The severe damage penalty is just too much. 


Ascension Mode nets a -20% damage which can be upgraded to -40% if you feel like you can handle it (obviously we get that you can't). If that 40% is too high well, Seeker Swarms do a listed value of +10% each and can be upgraded from a Swarm count of 3 to a Swarm count of 4. What do you know? That's effectively the same thing, as long as you consider the paper numbers to be accurate. 

No other character gives you the opportunity to play as a normal character or as a glass cannon (and anywhere in between). 




The AIU and TGI completely invalidate this arguement.


You're making a lame excuse because I presented a valid argument. 

I'm waiting for a real argument whenever you're ready.  -_-
(A premise would help) 

#60
Original Twigman

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xSNPx ZoDiaC wrote...

me0120 wrote...

xSNPx ZoDiaC wrote...

me0120 wrote...

They gave a damage reduction option on the Seeker Swarms for a reason.



It's still impractical. That leaves 975/600 barrier/health with a -20 penalty. He's about as fragile as a maxed fitness Volus now. The severe damage penalty is just too much. 


Ascension Mode nets a -20% damage which can be upgraded to -40% if you feel like you can handle it (obviously we get that you can't). If that 40% is too high well, Seeker Swarms do a listed value of +10% each and can be upgraded from a Swarm count of 3 to a Swarm count of 4. What do you know? That's effectively the same thing, as long as you consider the paper numbers to be accurate. 

No other character gives you the opportunity to play as a normal character or as a glass cannon (and anywhere in between). 



My l33t skills invalidate this arguement.


fixed

#61
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E71 wrote...

Make it a toggle.


you don't even have your uncommons unlocked :?

#62
swjobson

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Its already toggle. You can turn it off by using it again. They just need to remove the time limit.

#63
Learn To Love Yourself

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monkeyhunter wrote...

Jack Crapper wrote...

Original Stikman wrote...

The damage taken is fine in my book. Removing the damage taken is way too much. Its giving a 40% damage bonus for nothing. Thats like having Tactical cloak on, all the time.

extending the time is a good start.

We can always work from there.

Unfortunately, i don't think they will change the animation, it isn't worth it.

Isn't the damage bonus additive while the damage taken is multiplicative?  Too high, in my book.  It doesn't bother me all that much, since I have quite a few characters without Fitness, but it is not worth the amount of bonus you get for the short duration it provides with the long wind up of the animation.

You know there's plenty of time to activate ascension mode when your dark sphere is on cooldown.. Which doesn't only speed the process up but also magnifies your next 2 or 3 dark spheres.

Does a power in cooldown benefit from Ascension mode's cooldown bonus?

In any case, the long animation + the 30 sec timer don't seem worth it to me anymore.  I am all for damage, trust me.  It becomes a hassle which takes you out of the fight.  Also, you can't cancel the animation, leaving you vulnerable.

#64
Original Twigman

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Jack Crapper wrote...

monkeyhunter wrote...

Jack Crapper wrote...

Original Stikman wrote...

The damage taken is fine in my book. Removing the damage taken is way too much. Its giving a 40% damage bonus for nothing. Thats like having Tactical cloak on, all the time.

extending the time is a good start.

We can always work from there.

Unfortunately, i don't think they will change the animation, it isn't worth it.

Isn't the damage bonus additive while the damage taken is multiplicative?  Too high, in my book.  It doesn't bother me all that much, since I have quite a few characters without Fitness, but it is not worth the amount of bonus you get for the short duration it provides with the long wind up of the animation.

You know there's plenty of time to activate ascension mode when your dark sphere is on cooldown.. Which doesn't only speed the process up but also magnifies your next 2 or 3 dark spheres.

Does a power in cooldown benefit from Ascension mode's cooldown bonus?

In any case, the long animation + the 30 sec timer don't seem worth it to me anymore.  I am all for damage, trust me.  It becomes a hassle which takes you out of the fight.  Also, you can't cancel the animation, leaving you vulnerable.


pretty much this

#65
Wolfsbladex

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Original Stikman wrote...

The damage taken is fine in my book. Removing the damage taken is way too much. Its giving a 40% damage bonus for nothing. Thats like having Tactical cloak on, all the time.

extending the time is a good start.

We can always work from there.

Unfortunately, i don't think they will change the animation, it isn't worth it.


Adren Rush has no penalty and it buffs Shields 100% & damage 70%. **** you must think that's super Tactical Cloak on all the time. 

#66
swjobson

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Ascension works better on weapon builds than casters. Between managing the three spells, ascension becomes way too tedious.


I am all for removing the time limit on ascension, though. It would make my collector rifleman a lot stronger.

#67
Wolfsbladex

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Noobs.

#68
Original Twigman

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Wolfsbladex wrote...

Noobs.


lol... i can point 2 some serious noobs who have posted here and dunno what they are talking about

Stinkman
Saints
Jack Crapper
Dr Fury
ME

#69
lightswitch

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monkeyhunter wrote...

Stardusk wrote...

Yes, toggle.

Not gonna work. People with max DR specced swarms would have an easy time maintaining a very fast cooldown and extra damage.


What's wrong with that? Still wouldn't be as OP as an immortal infiltrator, still wouldn't be able to outpace a Fury. Plus those people would essentially be sacrifing their ability to set off BEs.

Edit: I agree with people who say the DR should be halved or removed, you already have to sacrifice fitness in order to max ascension mode. The 40% damage increase is just insane.

2nd edit: Also not taking into account that an Ascension mode build would be focused on maxing direct power damage, 6/0/6/6/6, in which case you would want all six evos in Dark Channel and all six evos of passives for power damage.

I'm all for a toggle, or 300% duration increase, or anything that makes it more useable.

Modifié par lightswitch, 05 mars 2013 - 04:44 .


#70
xSNPx ZoDiaC

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Original Stikman wrote...

Wolfsbladex wrote...

Noobs.


lol... i can point 2 some serious noobs who have posted here and dunno what they are talking about

Stinkman
Saints
Jack Crapper
Dr Fury
ME

I claim myself an expert cuz I play more than you lol. Your opinions don't matter therefore you are automatically a scrub who's opinions are irrelevant.

l2p



fixed

#71
xSNPx ZoDiaC

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me0120 wrote...

xSNPx ZoDiaC wrote...

me0120 wrote...

xSNPx ZoDiaC wrote...

me0120 wrote...

They gave a damage reduction option on the Seeker Swarms for a reason.



It's still impractical. That leaves 975/600 barrier/health with a -20 penalty. He's about as fragile as a maxed fitness Volus now. The severe damage penalty is just too much. 


Ascension Mode nets a -20% damage which can be upgraded to -40% if you feel like you can handle it (obviously we get that you can't). If that 40% is too high well, Seeker Swarms do a listed value of +10% each and can be upgraded from a Swarm count of 3 to a Swarm count of 4. What do you know? That's effectively the same thing, as long as you consider the paper numbers to be accurate. 

No other character gives you the opportunity to play as a normal character or as a glass cannon (and anywhere in between). 




The AIU and TGI completely invalidate this arguement.


You're making a lame excuse because I presented a valid argument. 

I'm waiting for a real argument whenever you're ready.  -_-
(A premise would help) 




You are assuming everyone knows how to execute glass cannon builds. This is not even a glass cannon build, it's more of a kamikaze build except there is no actual kamikaze potential. It is also unwise to compare his damage potential to infiltrators when inflitrators can surpass 40% while maintaing vast survivability and elusiveness.  If the max damage output was more like 60% the severe damage penalty would be valid. 


Either increase the damage potential to to make the severe sacrifice worth it. Or remove the damage penalty and slightly lower the max damage output to compensate. 



EDIT: I just re-checked the stats. Max damage output is only 25%. 25% is barely even noticable and does not give a substantial enough boost to justify -40% damage penalty. 40 max damage in exhange for 40 damage penalty would be more "fair". This seriously needs to be re-worked.

Modifié par xSNPx ZoDiaC, 05 mars 2013 - 05:03 .


#72
Original Twigman

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xSNPx ZoDiaC wrote...

Original Stikman wrote...

Wolfsbladex wrote...

Noobs.


lol... i can point 2 some serious noobs who have posted here and dunno what they are talking about

Stinkman
Saints
Jack Crapper
Dr Fury
ME

I claim myself an expert cuz I play more than you lol. Your opinions don't matter therefore you are automatically a scrub who's opinions are irrelevant.

l2p



fixed


Oh, thank you for correcting what i said, that is what i meant.

Please edit this for me:

I alugh at oyur ubttuhrt

#73
xSNPx ZoDiaC

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Original Stikman wrote...

xSNPx ZoDiaC wrote...

Original Stikman wrote...

Wolfsbladex wrote...

Noobs.


lol... i can point 2 some serious noobs who have posted here and dunno what they are talking about

Stinkman
Saints
Jack Crapper
Dr Fury
ME

I claim myself an expert cuz I play more than you lol. Your opinions don't matter therefore you are automatically a scrub who's opinions are irrelevant.

l2p



fixed


Oh, thank you for correcting what i said, that is what i meant.

Please edit this for me:

I alugh at oyur ubttuhrt



k sweetcheeks.

#74
lightswitch

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The thing about glass cannons (Drell, Geth, Fury are the ones that come to mind) is they normally have a lot of speed, agility, good CC powers, and quick animations to make up for their squishiness. Collector Adept doesn't exactly fit that mold.

Modifié par lightswitch, 05 mars 2013 - 05:44 .


#75
Original Twigman

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lightswitch wrote...

The thing about glass cannons (Drell, Geth, Fury are the ones that come to mind) is they normally have a lot of speed, agility, good CC powers, and quick animations to make up for their squishiness. Collector Adept doesn't exactly fit that mold.


he is pretty slow...

I can't see him moving fast though... would be a bit odd to see a collector zipping everywhere... would probably scare me at first (what is this creature!?!)