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  1. #16
    Player Cyranda's Avatar
    Join Date
    May 2011
    Location
    Windurst
    Posts
    43
    Character
    Cyranda
    World
    Asura
    Main Class
    PUP Lv 99
    I would like to know what the developers think Cooldown will actually add to Puppetmaster.

    With the current, easy-to-get gear that avoids overload, why the focus on removing overload? Are the developers planning to add new attachments that consume maneuvers (and are strong enough to actually use instead of simply wasting your attack delay putting up maneuvers for that attachment and then the maneuvers for your normal actions while not screwing up your automaton's weapon skill choice)? Were not enough people using Heat Capacitor, Flame Holder*, Barrage Turbine, etc.? Honestly, some of them (most?) aren't good enough to use, and I'm of the opinion that maneuver-eating attachments are an unfortunate mechanic anyway, as putting up a new maneuver every 10 seconds gets tiresome, and the automaton is already wont to choose to do things at just the wrong moment anyway (for instance, using Barrage Turbine just after the master puts up a maneuver, then immediately using Arcuballista or Daze because the wind maneuvers have been used and the master couldn't put up another wind maneuver in time to trigger Armor Shatterer or Retrieve before the WS goes off).

    I hope this doesn't mean that there's a plan in motion to increase the frequency of overload with attachments in general. I'd much prefer a revamping of maneuver consuming attachments so they don't consume maneuvers at all, while making attachments strong enough to make deciding which maneuvers to use more valuable. On the other hand, perhaps a better use of Cooldown would simply be to make it an ability that lasts 60 seconds, causing any maneuvers used during its effect to remain for several minutes instead of 1 (though admittedly, that might limit the feel of "controlling" the automaton and render it too similar to a Dragoon's wyvern).

    In any case, Cooldown halving burden and removing overload doesn't seem valuable enough, at this point, and anything that would make it valuable (unless such things were extremely strong, and even then) would probably just be annoying.

    *An aside about Flameholder: This is one of the attachments that makes me worry about attachments that consume maneuvers. While it sounds good in theory, its being fire based screws up any value it would have in using multiple maneuvers on its own (Arcuballista and Chimera Ripper are not exciting), and using it with an inhibitor introduces a host of other problems (using Inhibitor and Flame Holder instead of a Tension Spring, watching your Automaton use a weak WS to SC with another party member, having to use fire maneuvers instead of wind or thunder to get value out of them depending on circumstance, etc.) Sometimes it feels like some attachments give the illusion of choice (increased WS while decreasing regular hit damage/forcing maneuver spam, resulting in the same amount of overall damage), but really don't change and/or worsen the actual overall damage/whatever.

    If Cooldown is a prelude to attachments that increase overload chance (through focus on reusing maneuvers or just increasing burden per maneuver), they should be absolutely amazing and not just fiddling with numbers or stealth normalizing of damage. If not, Cooldown is not going to be an ability worth adding into the game except as a very occasional "quality of life" adjustment that lacks substance.
    (2)
    Last edited by Cyranda; 09-03-2011 at 06:26 PM. Reason: clarity