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Post by modular on Jun 6, 2017 13:59:36 GMT -5
The ability feels far too short, especially as a non-refunded ability. There are fights at the level at which it unlocks which are four and more times as long as the ability. There are areas where the walk distance between encounters is longer than the ability.
I'd certainly like to see it be higher value - whether thay is through a longer time, lasting until discharge, refunding if not used, or indefinite with a trigger to manually activate it on the activated bar.
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Post by Psionic-Entity on Jun 6, 2017 14:03:55 GMT -5
It definitely isn't something that's intended to last between encounters or that you can maintain on every party member. The reason it's just a minute is because it's not intended to be cast for free (in a stamina sense) before a fight.
Refunding the Cryo bomb if not used seems reasonable.
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Post by modular on Jun 6, 2017 14:07:26 GMT -5
Understanding the logic of it, yeah, if the bomb and the cryo - OR at least the bomb, was refunded, then yeah, I could live with that. That said, some upper level fights are exhaustingly long - multiple wyverns flying off repeatedly, sandstorm swallowing repeatedly. A minute definitely feels like a too small portion of an overall fight at the given level range.
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Post by drunkensolamnic on Jun 6, 2017 23:27:52 GMT -5
Given the duration of some most fights on-level with the ability, a 5 minute window might be fair. Still not long enough for every fight, but used well it should be there wh en needed.
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Post by Kitsunenotsume on Jun 7, 2017 0:23:06 GMT -5
I would like to suggest that perhaps *active* auto-defib or auto-cryostatis should impose a max-stamina penalty (1/3rd to half the activation cost, perhaps?) on the medic similar to armor and pets, which is removed when it activates, in addition to the standard activation cost.
This will allow it to have a longer duration, without being a stamina-free use prior to combat.
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Post by modular on Jun 7, 2017 6:45:17 GMT -5
A % is far too variable, in Doc's case that is somewhere in the ballpark of 20 stamina on top of it'scost. I can't say I'd want to keep the ability if it inherently made everything else I did less reliable.
Now, ask the tank or off tank if they want to pay for that safety net, that's a fair question.
If there was some functionality for them to decide how much to reserve in exchange for duration, that'd work.
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