Separated this from the other post because it's equally long and mostly unrelated
Another idea to fix pup. This one is relatively simple, and covers both the new 2hour, and everything wrong with overdrive.
New 2hour:
Attunement: Duration 1:00
Effect: While active, any boosts the automaton gains from its attachments are applied to the player as well.
This is both deviously simple, and devilishly complex. It would essentially give player access to some of the very powerful tools the puppet has, but is unable to fully utilize, such as the offensive combination of target marker and attuner, as well as defensive tools like the armor plates and steam jacket. The idea is that while active, it shifts the focus nearly entirely to the master, and would be a great boon, but it still requires our pet to be there and the use of maneuvers. Now, obviously, certain things wouldn't apply, like attachments that influences things we simply don't have, like barrier module/hammermill/drum magazine, or the JA attachments (strobe/shock absorber/flashbulb). Whether or not it would include bonuses from maneuver absorbing abilities is the real question.
My idea for fixing overdrive is two fold.
First, instead of simply JA haste, include a global reduction in delay, that would also influence spellcasting recasts (specifically the 4 second global delay more than the individual category delays), and ranged attack rate. Essentially, this would give the ability a combined access to either a reduced hundred fists effect or a reduced chain spell effect depending on which puppet is being used, and if using sharpshot, would allow sharpshot to attack with a real ranged attack rate, not it's quirky JA attack rate. Sharpshot's TP is calculated with a 360 delay, so I would say give sharpshot 360 ranged attack delay (3~4 seconds between shots) while overdrive is active.
Secondly, play up the emphasis on maneuvers. Reduce the maneuver recast from 10 seconds to 3~5 seconds while Overdrive is active, and increase the duration of maneuvers used while overdrive is active to 2-3 minutes, so we can get a little extra benefit out of it even after the ability wears off. If you really wanted to boost it, add in the bonus of maneuver-consuming attachments not consuming the maneuvers when they activate while overload is active.
This change more clearly emphasizes the puppet's strengths, and gives the feel of a real pet-focused 2hour. Overdrive doesn't really put our puppet into Overdrive, or even, really, "Augment(s) the fighting ability of (y)our automaton to its maximum level. " It just makes makes them flail around a little bit faster and resist enfeebling effects.


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