"Wow! Planted Feet is such a great perk! +25% duration for two ultimates I like to use!"
"Are you going to put it on your staff?"
"Nah, I'm going to put it on a weapon I don't use and just switch to it when I want the benefit"
Ability perks are ALWAYS put on "swap" weapons/armor as they benefit a specific ability. You can simply swap to the item with the perk when using the ability to benefit. Its never worth putting such perks on a main piece of equipment as other perks apply benefits at all times.
Two recommended changes:
1. Add a "Calibrating" debuff for 10s when equipping an augmented piece of equipment.
While the Calibrating debuff is active, the player does not benefit from the perks of that equipment, discouraging switching between augmented gear repeatedly to benefit from ability specific perks.
This greatly de-values ability perks, so...
2. Buff ability perks to affect multiple abilities or have a more passive effect
Reflexes - Reduced from 50% to 40% CD and duration reduction, but also affects Freedom, Preparation, and Resonance along with Anticipation.
Clear Headed - Extends abilities affected by Reflexes by 10%, but removes Anticipation damage reduction and Resonance healing (still blocks the hit)
Planted Feet - Also affects Berserk duration, extending the duration to 25s, but the player cannot run for the duration hence "Planted Feet".
Ultimatums - Increases your max adrenaline/SpecialEnergy by 5% per rank.
Example: You can have up to 115% adrenaline, but ability requirements don't change. You can use an Ultimate at 115% adrenaline and have 15% remaining. Still requires 50% adrenaline for Thresholds.
Shield Bashing- Now increases damage of all defense abilities by 15% per rank.
Besides Deliberate, the other two damaging defense abilities are Shield Bash and Reflect (increases reflected damage, reduction stays the same). of the elves
"Are you going to put it on your staff?"
"Nah, I'm going to put it on a weapon I don't use and just switch to it when I want the benefit"
Ability perks are ALWAYS put on "swap" weapons/armor as they benefit a specific ability. You can simply swap to the item with the perk when using the ability to benefit. Its never worth putting such perks on a main piece of equipment as other perks apply benefits at all times.
Two recommended changes:
1. Add a "Calibrating" debuff for 10s when equipping an augmented piece of equipment.
While the Calibrating debuff is active, the player does not benefit from the perks of that equipment, discouraging switching between augmented gear repeatedly to benefit from ability specific perks.
This greatly de-values ability perks, so...
2. Buff ability perks to affect multiple abilities or have a more passive effect
Reflexes - Reduced from 50% to 40% CD and duration reduction, but also affects Freedom, Preparation, and Resonance along with Anticipation.
Clear Headed - Extends abilities affected by Reflexes by 10%, but removes Anticipation damage reduction and Resonance healing (still blocks the hit)
Planted Feet - Also affects Berserk duration, extending the duration to 25s, but the player cannot run for the duration hence "Planted Feet".
Ultimatums - Increases your max adrenaline/SpecialEnergy by 5% per rank.
Example: You can have up to 115% adrenaline, but ability requirements don't change. You can use an Ultimate at 115% adrenaline and have 15% remaining. Still requires 50% adrenaline for Thresholds.
Shield Bashing- Now increases damage of all defense abilities by 15% per rank.
Besides Deliberate, the other two damaging defense abilities are Shield Bash and Reflect (increases reflected damage, reduction stays the same). of the elves
24-Aug-2019 20:44:34 - Last edited on 24-Aug-2019 21:04:23 by I ate all