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Power recharging - mana pool
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<blockquote data-quote="Zelc" data-source="post: 4579095" data-attributes="member: 40496"><p>How much do you think utilities are worth relative to attack powers? I'm guessing you think utilities are worth more than 1/2 of an attack power. Would increasing it to 2/3 be enough or too much?</p><p></p><p>As far as the spamming powers thing goes, I'm not sure your previous idea works. "One idea you might consider is to greatly reduce the amount of mana points, but you only spend mana points when you use a power beyond its regular use." The problem with this is you're getting to use more powers per encounter than usual, which will upset the balance of the fights. I wonder how much being able to choose which powers to use increases the power of characters.</p><p></p><p>By the way, one important balance issue that comes up is powers that stun. You need to put some type of limit on these powers or your monsters will often be stunlocked to death. This probably only needs to be applied for solos and elites. I think this is the easiest way to do it:</p><p></p><p>1) If a monster is stunned, it gets a save at the beginning of its next turn with a +5 bonus. If it makes the save, it is no longer stunned and can take its turn as normal.</p><p></p><p>If you want to make stun powers better: If it makes the save, it's dazed instead of stunned.</p><p></p><p>If you want to make stun powers worse: If it makes the save, it's not stunned and can take its turn as normal. If it fails the save, it's dazed instead of stunned.</p></blockquote><p></p>
[QUOTE="Zelc, post: 4579095, member: 40496"] How much do you think utilities are worth relative to attack powers? I'm guessing you think utilities are worth more than 1/2 of an attack power. Would increasing it to 2/3 be enough or too much? As far as the spamming powers thing goes, I'm not sure your previous idea works. "One idea you might consider is to greatly reduce the amount of mana points, but you only spend mana points when you use a power beyond its regular use." The problem with this is you're getting to use more powers per encounter than usual, which will upset the balance of the fights. I wonder how much being able to choose which powers to use increases the power of characters. By the way, one important balance issue that comes up is powers that stun. You need to put some type of limit on these powers or your monsters will often be stunlocked to death. This probably only needs to be applied for solos and elites. I think this is the easiest way to do it: 1) If a monster is stunned, it gets a save at the beginning of its next turn with a +5 bonus. If it makes the save, it is no longer stunned and can take its turn as normal. If you want to make stun powers better: If it makes the save, it's dazed instead of stunned. If you want to make stun powers worse: If it makes the save, it's not stunned and can take its turn as normal. If it fails the save, it's dazed instead of stunned. [/QUOTE]
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