I skimmed through your ideas because this is a long read, and I have 2 opinions:
1. Blocking damage using super giving super energy would be a little too much. Doom Fang Pauldron is already being reworked to give super energy with shield kills, so I feel like that is unnecessary.
2. Aggro pull on enemies with Sentinel shield sounds VERY good, and I would love to see this implemented on Saint-14's helm as a passive effect when blocking. That exotic gets no love because it's not very good utility wise, so aside from a range buff on the blinding effect, your idea would be a welcome addition in my opinion. Would help out in raids and PvE in general.
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Edited by TotalDramaGamer: 6/28/2018 5:09:52 PM[quote]1. Blocking damage using super giving super energy would be a little too much. Doom Fang Pauldron is already being reworked to give super energy with shield kills, so I feel like that is unnecessary.[/quote] Like I had mentioned, my focus was specifically to make the blocking part of the super viable. I simply don't believe, for as long as blocking still drains super, that anyone will ever use it. It needs something more than that. Otherwise, wouldn't you rather just kill things with your super time? Blocking is alright, but it's useless by yourself, and healing is already on top in teams. It needs something else. Making blocking damage as the singular way to regen super, while in super, will encourage the blocking mechanic. Also, I wouldn't have it so any enemy regens super well. You would need to stand in front of decent DPS enemies (like Ogres or knights or captains) or be tanking a decent amount of basic adds. [quote]2. Aggro pull on enemies with Sentinel shield sounds VERY good, and I would love to see this implemented on Saint-14's helm as a passive effect when blocking. That exotic gets no love because it's not very good utility wise, so aside from a range buff on the blinding effect, your idea would be a welcome addition in my opinion. Would help out in raids and PvE in general.[/quote] I think the pulse is way too large for be a passive effect in and of itself, unless you want a mini version that's always active. What you might be able to do with Saint-14 is extend the range of the pulse by 25-30 meters OR you could gain more super by blocking damage. One of these two sounds better because it solidifies what you're trying to do that is noticably better and it reinforces the bulwark theme. Or, to fit in the theme of the 'stun', Saint-14's Helm could add a blinding effect to the pulse, but reduce the pulse by 15% (not that much, tbh). That hallmarks back to the beginning of the exotic... but that might mess with the whole 'block damage to get your super back' unless you wanted to use the pulse as just a stun. I just don't want sentinel to 'only' be an argo Titan. I want that agro pulse to work towards the blocking, not become seperate from it. If the agro was passive, I would be afraid that people would 'only' use the agro and not the blocking... which would make the endavour to make blocking relevant back to mediocre at best.
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I would prefer if the block was what activated the "aggro pulse" that you mentioned. If it was a constant feature, people in sentinel might get overrun by majors too quickly in certain situations, so having an 'off' button is ideal. The blocking damage idea sounds a little better with more context too. I figured you just meant trash damage being the main source for charging super rather than something actually damaging like a centurion's cannon or a hive sword. PvP implications are still something to look at, but overall it sounds pretty solid. Just need Bungie to actually notice it :/
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Edited by TotalDramaGamer: 6/28/2018 5:56:56 PM[quote]I would prefer if the block was what activated the "aggro pulse" that you mentioned. If it was a constant feature, people in sentinel might get overrun by majors too quickly in certain situations, so having an 'off' button is ideal.[/quote] Well, the aggro pulse replaces the shield throw. It doesn't happen as you're blocking, you have to physically activate the pulse (using an ability) and the using the remaining super to block damage. The pulse only has a 15 second duration on enemies, so while that's not very long, it'll be enough to recharge your super ideally. If you're worried that 'simply blocking' activates the pulse, that's not the case. Also, the pulse costs half your super to cast too. So it's not spammable. It's like a super large suppression grenade explosion, with no damage, but also aggros affected enemies [quote]The blocking damage idea sounds a little better with more context too. I figured you just meant trash damage being the main source for charging super rather than something actually damaging like a centurion's cannon or a hive sword. PvP implications are still something to look at, but overall it sounds pretty solid. Just need Bungie to actually notice it :/[/quote] Yeah, I was pretty specifically thinking around events like EP or the raids or strike areas (like the hive strike with those giant ogres) or even Public Events like the Fallen mining crew one (where there are A LOT of adds, so the pulse will help pull all thsoe adds to regen super). Knights and captains and those types of enemies would help, but not be nearly as effective as Ogres or Hydras. They would help, but unless you had 2-3 shooting at you then you're probably not really going to 'gain' super.