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  1. #9
    Player
    Satarn's Avatar
    Join Date
    Jul 2016
    Posts
    522
    Character
    K'rheya Tia
    World
    Odin
    Main Class
    Gunbreaker Lv 90
    Quote Originally Posted by Duskane View Post
    thats just a stupid suggestion and would solve nothing because you'd still want two anyway
    Yeah, duh. That's the point. Where did you get that I meant for it to make single cartridge Double Downs optimal? I've pretty clearly stated that having to bank enough resource for burst is a good mechanic imo and should stay. What such change would do is slightly mitigate the screw ups, by letting you recover some potency and not mis align your cooldowns, without killing the resource banking aspect. Like, I don't even think that's necessary, you should be punished with dps loss when you mess things up, I'm just trying to throw a bone to people who seem to have an issue with it.

    Fully reducing the cost on Double Down would also add a whole-ass 'nother Burst Strike every minute, which would require potency reductions to the job and add another Hypervelocity weave to the burst, which you people seem to always complain about. How's that for a stupid suggestion?

    Quote Originally Posted by Absurdity View Post
    And honestly, but this is a tank issue in general, I would remove the potency from gap closers.
    Yeah, the tank mobility skills could also use a rework in general, to make them more distinct from each other, instead of all being a bunch of Plunge clones, while we're at it.

    I would love for GNB to get its gap closer replaced by some form of explosion-based jump that launches you forwards like Hell's Inress. Pulling packs on RPR feels so damn good. I'm doing it to give tanks the Crest regen and Arm's Length, it's utility, I swear.
    (2)
    Last edited by Satarn; 12-27-2021 at 10:14 PM.