Infinity.2876 Posted August 13, 2022 Share Posted August 13, 2022 (edited) Instead of having a boring a adrenaline bar into a skill I had this idea: Keep the adrenaline bar but give increase damage based on how much adrenaline you have. This would give you the option to either burst or keep the adrenaline for extra damage. This would NOT be a trait (to give build diversity) this would effectively put spellbreaker on the meta train for at least a second and give some thought into wether you should burst now or later or not at all. Edited August 13, 2022 by Infinity.2876 Link to comment Share on other sites More sharing options...
Lighter.5631 Posted August 13, 2022 Share Posted August 13, 2022 berserker's power used to increase damage for the adrenaline you have. and the gameplay was, no burst at all. even more boring then now Link to comment Share on other sites More sharing options...
Lan Deathrider.5910 Posted August 13, 2022 Share Posted August 13, 2022 4 hours ago, Infinity.2876 said: Instead of having a boring a adrenaline bar into a skill I had this idea: Keep the adrenaline bar but give increase damage based on how much adrenaline you have. This would give you the option to either burst or keep the adrenaline for extra damage. This would NOT be a trait (to give build diversity) this would effectively put spellbreaker on the meta train for at least a second and give some thought into wether you should burst now or later or not at all. Your suggestion was the original way Berserker's power worked. No one used their bursts. Just have the duration of all stacks refresh when a new one is gained. Link to comment Share on other sites More sharing options...
RiyazGuerra.9203 Posted August 14, 2022 Share Posted August 14, 2022 (edited) I'd rather boost Spellbreaker (SpB) burst damage in a different way. Here are two options. Option A. Right now, it takes 10 strikes of adrenaline to fill an adrenaline bar, instead of 3 bars SpB gets only 1. One adrenaline bar for weapon burst, one bar for Full Counter. Change it so the adrenaline bars require 15 strikes of adrenaline instead of 10, and adjust dps of the weapon burst so its damage is equivalent to a tier 2 burst on Core. Increase the damage on Full Counter as well. Option B. Reserve adrenaline bars for weapon burst and Full Counter. As you put out damage, adrenaline strikes are concurrently filling both the 'weapon burst adrenaline bar' and the 'Full Counter adrenaline bar'. In other words, your attack which yields 1 strike adrenaline will fill your weapon burst bar with one strike AND your Full Counter burst bar also with one strike. Now if you use your weapon burst you will not expend your Full Counter reserve and vice versa. This will allow you to use your weapon burst more. From here we can do many interesting things a. change the weapon burst to the conventional 3 adrenaline bars and give SpB back increased weapon burst damage with increased adrenaline accumulated, OR modify a trait to enable the aforementioned. b. increase the number of strikes needed to fill the weapon burst and Full Counter adrenaline bars in return for an increased damage payout, etc. c. If we increase adrenaline bars for both weapon burst and Full Counter, we can have separate rules for each with respect to adrenaline usage. Weapon burst can expend all filled available weapon burst adrenaline bars BUT Full Counter will still expend only one bar. Therefore you can have another Full Counter available once its skill cooldown has expired. Edited August 14, 2022 by RiyazGuerra.9203 typing on tiny mobile keyboards sucks. 1 Link to comment Share on other sites More sharing options...
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