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Customizable Cast Time

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Solinarius
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Customizable Cast Time

Firstly: Hello all! (Just another 'lamenting' CoX fan)

I have this seemingly radical idea concerning 'activation time' for powers ("activation time" being the period before a power executes its effect). What if we could customize said activation times via a slider, and ratios for damage/heal/KB/cooldown/etc. would compensate with it? Seems like it might open a can o' worms, but it'd be a way to further personalize one's powerset. I only bring it up because I'm an enthusiast of wizardry in gaming, and if my avatar required extra time 'invoking' extra powerful 'spells', it'd be all the more satisfying.

blacke4dawn
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Not sure if we should be able

Not sure if we should be able to do it manually but I could potentially see that some animations, and thus activation time, could be a little longer or shorter than the base for that power. Though I'm sure that MWM has said that they'll adapt the animation to the activation time, rather than the other way.

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Definitely a can'o'worms!

Definitely a can'o'worms! Could be a good idea for SP play, but PvE or PvP could become terribly unbalanced if powers can become super fast.

Assuming there's interruptible powers, I'd set a ranged power to be minimal in cast time, then use it to interrupt another power.

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Darth Fez
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This post provides some

[url=http://cityoftitans.com/comment/110657#comment-110657]This post[/url] provides some information for why this kind of approach is difficult to introduce to the game, if not impossible. Specifically:

Quote:

This isn't too far off. Augments basically improve what a power does. If it is a damage attack, you can improve the damage for example. Refinements improve how it does what it does. If the power has a cool down timer, you can refine the cool down so it recharges faster.

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Grimfox
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I started a similar thread.

I started a similar thread. Hold 'X' to charge. Instead of setting the cast time at creation you'd do it on the fly. Opinions are mixed.

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Tannim222
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If we were to provide a way

If we were to provide a way to speed up cast times, it would most likely be made available through the use of a Refinement. The thing is, we would have to ensure that every animation that can be sped up can do so properly without causing any weirdness. It is a lot of testing, especially over time as we add more aesthetic animations players can use.

Charging is a bit of a different story. Something like that wouldn't be customizable on the fly by allowing a power that previosly could not be be charged being made into one. We would have to essentially create a duplicate power with a requirement such as "must have Refinement type X" to unlike. While the previous non-charged copy would have to be coded to switch out in that event.

While we will have some powers that use charging, the actual charge time can't be altered.

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Grimfox
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Not what I was implying

Not what I was implying Tannim. And it seems you and I are using different definitions for charging and charge time. Which is why you seem to have misunderstood my statements. But that discussion is not for this thread.

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