(edited by ravenclaw.3017)
Make conjured weapons fun (for me)
The proposed change
Instead of reducing recharge time of conjured weapon skills, the trait “Conjurer” does the following.
- Conjured weapon skills do not create a second copy on the ground.
- Conjured weapon skills hold 2 charges.
- Conjured weapon skills gain 1 charge every 50% of their original recharge time. That is, flame axe, ice bow, lightning hammer and magnetic shield gain 1 charge every 30 seconds, and fiery great sword gains 1 charge every 90 seconds.
- Conjured flame axe, ice bow, lightning hammer and magnetic shield last forever.
With this you remove a key point in the conjure use, that is providing the weapon to allies.
I think conjures with 2 charges, each summoning a single conjure weapon and the option to drop it on the ground or on your hands (with targeting) is overall better and achieves the option to keep one 100% of the time (with the downtime of recasting it) or providing to allies (conjuring a shield to someone being focused for example).
Agree with use of ammo mechanic, but (imho) for balance and enjoy:
- As said, no time to disappear (like Engi), but recharge 30/60 sec once you drop it
- Count Recharge: 5 sec, starting charges: 2 and Max.Count: 6
- first skill must have 0 cost
- Other skills have a cost based on their potential, by example Ice Storm (frostbow) cost 4.
- Only 1 conjured weapon (on your hands) but Conjurer (trait) changed to: “Gain fire aura when an ally picks up a conjured weapon. You drop a second weapon on the mark”
With something like this, we can’t nuke with Ice Storm with a recently conjured frostbow but can enjoy more time of fighting with any weapon, and in addition Devs have better control of the balance with some skills, adjusting his ammo cost, without break all the conjured weapons.
P.D.: Obviously, the elite must have other numbers.
Agree with use of ammo mechanic, but (imho) for balance and enjoy:
- As said, no time to disappear (like Engi), but recharge 30/60 sec once you drop it
- Count Recharge: 5 sec, starting charges: 2 and Max.Count: 6
- first skill must have 0 cost
- Other skills have a cost based on their potential, by example Ice Storm (frostbow) cost 4.
- Only 1 conjured weapon (on your hands) but Conjurer (trait) changed to: “Gain fire aura when an ally picks up a conjured weapon. You drop a second weapon on the mark”
With something like this, we can’t nuke with Ice Storm with a recently conjured frostbow but can enjoy more time of fighting with any weapon, and in addition Devs have better control of the balance with some skills, adjusting his ammo cost, without break all the conjured weapons.
P.D.: Obviously, the elite must have other numbers.
I think you misunderstand the charge use on my proposal and the OP’s.
The charge is only to conjure the weapon, there are no charges on weapon skills.
So you can summon 2 in quickly succession (0.5 sec) and have the next one ready in 30s. Or you can summon them when their CD is over (30s) and have a constant supply…
The main problem with having conjures up permanently is that you cant do that and still give them away, or you would be able to arm a whole zerg with FGS…
The main problem with having conjures up permanently is that you cant do that and still give them away, or you would be able to arm a whole zerg with FGS…
I understood you, only thinking about a different way, but you’re right that use of conjured weapons would be a problem…