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ZYBAK

Charging ultimates and other charge powers on target dummies

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A while back a change was made to make it to where charging ultimates and other chargable powers like Holy Warrior was no longer doable on target dummies. I can somewhat understand the reasoning behind this but it's just pointless when you break it down.

It's really annoying when you're on the dummies and want to theorycraft or do some gameplay simulations and you just can't without going to the mobs to charge up your powers. You can charge your powers by afking while rank 1 mobs smack you in complete safety in the beachhead.

Is there literally a single person playing Crowfall who is against being able to charge up powers on the target dummies?

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9 hours ago, veeshan said:

make it so u loose ulti charge when you zone? So u cant precharge in on dummies before leaving but can still theory craft

lol do you actually play this game?  going from zone to zone to do combat losing ult each time would be horrible.

 

Who cares if you can charge ult.  It really only helps the people who are dying and even then just slightly.  If you think precharging ult is worth it you’ll probably stop at a few 100% trivial mob camps on your way back to the fight.

 

Dummies are for testing/practicing  abilities, they should allow for full range of testing/practicing abilities.

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I have NEVER liked the "engage in combat, charge your ultimate" model as it's designed. It's not FUN, and it's not adding anything strategically.

Anyone who hasn't charged an ultimate before a fight against... something, even just fort walls, your doing it wrong. 

 

I think either the ultimate should have a decay rate, or should just be on a set long timer rather than a "combat activity" charge.

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I would agree that preventing dummies from charging ults does nothing to improve the ult mechanic. May as well let dummies charge ults.


IhhQKY6.gif

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When you guys say dummies I wonder if we mean the same thing...

 

All dummies should charge soul power on hit.  It doesn’t matter if it’s a target dummy in a temple or a dummy out in the zone; they should equally give their attacker soul power.   


40 minutes ago, Andius said:

W/HoA were held up as like these mystical forces of highly skilled players with legendary theorycrafters chained to a desk in some deep dungeon holding all the arcane secrets we could use to win if only we knew them.

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Posted (edited)
7 hours ago, Ble said:

lol do you actually play this game?  going from zone to zone to do combat losing ult each time would be horrible.

 

Who cares if you can charge ult.  It really only helps the people who are dying and even then just slightly.  If you think precharging ult is worth it you’ll probably stop at a few 100% trivial mob camps on your way back to the fight.

 

Dummies are for testing/practicing  abilities, they should allow for full range of testing/practicing abilities.

tbh i dont like how it is currently, before you do anything at all you gotta charge your ulti, tbh i feel the ulti mechanic would work better if it decays overtime when out of combat so you gotta build it in an actually fight than precharge it everytime you wanna go out and do anything.

Having it charge in combat would also give the person being ganked while farming a slightly higher chance of fighting back aswell, seeing they would be lower stats due to fighting mobs however the ulti which be further charge than somone waiting for them to get lower fighting mobs to ambush them. The attacker has enough advanatage as it is than the person farming, since farmer might have used ulti on the mobs so its not charged and alreadly low HP than somone jumping them while there full hp and full ulti charged.

Edited by veeshan

Veeshan Midst of UXA

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Unless the devs really want to push for having to charge your ulti up in each fight, everyone will always just go charge up there ulti on an animal/fort well or anywhere else. target dummies giving ulti charges would not change anything for the actual game, yet make theory crafting a whole lot easier.

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Posted (edited)

The fact that soul power is retained permanently regardless of combat status makes this limitation as pointless as it was when they implemented it.

Recall that even when it was originally imposed there were pigs in the beach head to charge it on.

The original reasoning, that "you incur some risk when fighting the mobs so precharging it on them is OK" is laughable.

You don't incur risk on anything you charge your ult on. The world is full of risk free fights intentionally so people can harvest starting leather. The map is literally full of enemies designed not to create significant risk.

 

Soul power should either empty itself when you enter the exploration tray or spawn fully charged. Having to go find something to hit just so you're not at a disadvantage in your first PvP encounter is a dumb chore that adds nothing to the game. Either you want it to be a thing we charge in combat or you want it to be a thing we open combat with and need to recharge during the fight. Pick one.

Edited by PopeUrban

PopeSigGIF.gif

Rub rock on face and say "Yes food is eaten now time for fight"

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