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# 11
03-27-2011, 04:59 PM
Here's an idea to both solve the in-combat rez problem, and to help further differentiate the three powers.
Resurrection Serum - Melee range click with a short activation time. Resurrects single target, but also paralyzes them while healing over time. Six second paralyze.
Divine Renewal - Long range charge that doesn't break on damage. Resurrects closest single target on full charge.
Redemption - Mid range AoE Charge that doesn't break on damage. Resurrects multiple targets, splitting health between targets. Higher energy cost. New Advantage: Save the Redeemer: After a full charge, placates up to five foes within the range of the AoE for 6 seconds.
I understand that rebuilding the powers in such a way would likely cause an increase in power cost/cooldown to satisfy the spreadsheets, but it would be kind of nice if all three abilities functioned a little differently.
Resurrection Serum - Melee range click with a short activation time. Resurrects single target, but also paralyzes them while healing over time. Six second paralyze.
Divine Renewal - Long range charge that doesn't break on damage. Resurrects closest single target on full charge.
Redemption - Mid range AoE Charge that doesn't break on damage. Resurrects multiple targets, splitting health between targets. Higher energy cost. New Advantage: Save the Redeemer: After a full charge, placates up to five foes within the range of the AoE for 6 seconds.
I understand that rebuilding the powers in such a way would likely cause an increase in power cost/cooldown to satisfy the spreadsheets, but it would be kind of nice if all three abilities functioned a little differently.
# 12
03-28-2011, 07:04 AM
They do all function differently. Divine Renewal takes an extra second for no apparent reason, Res Serum is Tier 3 and has a cooldown for no apparent reason, and then there's Redemption.
# 13
03-28-2011, 07:57 AM
As much as I dislike DCUO, the method they use is actually really nice.
If someone gets knocked out, there is a set amount of time in which anyone (healer or not. Team member or not) can run up to them and revive them as long as they can remain un-attacked for however long it takes the charge bar to fill.
It has a real "Thanks man. You arrived just in the nick of time. Now lets take this guy DOWN!" feel to it when you see someone you don't know die and you dash in and help.
If someone gets knocked out, there is a set amount of time in which anyone (healer or not. Team member or not) can run up to them and revive them as long as they can remain un-attacked for however long it takes the charge bar to fill.
It has a real "Thanks man. You arrived just in the nick of time. Now lets take this guy DOWN!" feel to it when you see someone you don't know die and you dash in and help.
# 14
03-28-2011, 11:34 AM
Quote:
| Resurrection Serum, Redemption and Divine Renewal are all interrupted on damage. |
I must say I'm impressed that i've managed to run therakeis that many times and rez soo many people without ever realizing this?
Was it changed in f2p? I could swear redemption didnt break on damage.
# 15
03-28-2011, 11:40 AM
Quote:
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Originally Posted by Ellri
As much as I dislike DCUO, the method they use is actually really nice.
If someone gets knocked out, there is a set amount of time in which anyone (healer or not. Team member or not) can run up to them and revive them as long as they can remain un-attacked for however long it takes the charge bar to fill. It has a real "Thanks man. You arrived just in the nick of time. Now lets take this guy DOWN!" feel to it when you see someone you don't know die and you dash in and help. |
# 16
03-28-2011, 11:47 AM
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Originally Posted by FrozenBones
Really?
I must say I'm impressed that i've managed to run therakeis that many times and rez soo many people without ever realizing this? Was it changed in f2p? I could swear redemption didnt break on damage. |
Really, my main is a healer, and I've had to rezz fallen comrades plenty of times, and even then, less than a handful of times have I ever had to use a bubble to prevent incoming damage (which is mostly the rare occasion that I've got zombie aggro when fighting The Baron and my Sigils haven't gotten it off me yet). This whole thread just sounds like alot of theorycrafting paranoia to me. But that's just my opinion, based on my experiences. I've never had any kind of issues with rezzes being interruptable.
# 17
03-28-2011, 02:19 PM
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Originally Posted by Crinaya
Resurrection Serum - Melee range click with a short activation time. Resurrects single target, but also paralyzes them while healing over time. Six second paralyze.
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# 18
03-28-2011, 03:21 PM
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Originally Posted by WillBlack
No, it's always been that way, Bones. All Rezzes have always been interrupted on damage. I've never once had a problem with this either - not at the endgame anyways. Only in the Burial Caves, and only when Zombies were adding a ridiculous amount of bleed DoTs onto all their attacks.
Really, my main is a healer, and I've had to rezz fallen comrades plenty of times, and even then, less than a handful of times have I ever had to use a bubble to prevent incoming damage (which is mostly the rare occasion that I've got zombie aggro when fighting The Baron and my Sigils haven't gotten it off me yet). This whole thread just sounds like alot of theorycrafting paranoia to me. But that's just my opinion, based on my experiences. I've never had any kind of issues with rezzes being interruptable. |
Of course, it's mainly a problem if your tank dies. But that's usually not a good situation to be in regardless.
It's not so much that it's super-difficult to get off a rez in combat. I think it's more difficult than it needs to be, sure. But that pales in comparison that you're taking an entire power slot and possibly some advantage points to be able to do something that's only useful in a handful of situations. And even when you take that power and those advantage points to be useful in that handful of situations, you're still not guaranteed to be able to use it.
It's the opportunity cost that really bugs me. /endrant
# 19
03-28-2011, 03:57 PM
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Originally Posted by Dr.Sage
...you're taking an entire power slot and possibly some advantage points to be able to do something that's only useful in a handful of situations.
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Generally, a rez is not used often and if you take that extra power + adv points into account, a rez will most likely not be needed at all.
Medikipz did recently get her hands on the Servitor Serums from Tacoface and they come in handy when she asks her group to do ridiculous things, like pull 5 groups at the same time in Elite TT.
# 20
03-28-2011, 04:23 PM
I can confirm that rez serum interrupts on damage. I never took it before F2P, so I cannot say. Even still, I find it very useful, especially since ATs may not be as "tough" as a freeform character. Being able to prevent a teammate from having to run all the way back from a rez point, or in battles where they'd otherwise have to wait for the entire team to wipe to be able to re-enter, is a godsend. Sure, the 'interrupt in damage' is annoying, but I feel this is justified in the utility it offers. Being able to bring an ally completely back from defeat is a big thing, IMO. I can generally find some way to time it right, even in a nemcon where I was the only surviving member. It may not be immediate, but it can be done.
On that note, I could see an advantage or such that removes that shortcoming...
On that note, I could see an advantage or such that removes that shortcoming...
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