Anyone else thinks that the energy still needs some tweaks, in general, class specific (abilities mainly)?
If so, let's share some ideas to improve things a bit here. Since class tweaks take 10 years to make, here are some of mine that crossed my mind just now for a general approach:
- Jumping while in combat removes half the energy amount of sprinting.
Example to understand: if you lose 1% of energy when sprinting for each 1m then, WHEN IN COMBAT, if you jump, not matter if sprinting or not, you lose 0.5% of energy, if not in combat you dont lose energy (better to travel faster for raids while jumping over some obstacles on the way, for example)...
Anyway, i say this one because players jump around to avoid being hit, well is a tactic and i'm not against it, but i think it would help better on energy management department if that is implemented. Another reason is the lag that came with the server merge (specially with players from different continents) its a pain in the ass and not at all fun (trying to hit someone at the same time predicting the lag teleport) and there's not much funcom can do to solve that type of lag problem, so this could help in a passive way...
- Change how classes energy consumption/regen work.
Currently from what i see, the energy consumption/regen depends on the archetype and not a class by it self (some can improve things with abilities and feats, but thats not the issue), so what i'm trying to say is that each class on itself has its own consumption/regen of energy and not based on Archetype. This idea could help, for example the HoX, he has the same energy management has demos/necros that need energy to run away mainly and also the same running speed, so, since HoX is a melee class, it depends a lot on movement and running around like all other melee classes, the HoX could run faster than demo/necro and spend less energy for that reason but not have the management has rogues; another class with the same example is the BS vs PoM/ToS; tanks in my opinion should have the lowest energy regen and higher consumption (heavy armor after all). So, with this in mind, these order could be made:
From highest energy consumption to lowest:
-> Tanks (all with the same)
-> PoM/ToS (same for both)
-> BS
-> Demo/Necro (same for both)
-> HoX
-> Ranger (for the reason of medium armor and ranged class)
-> Barb/Sin
(*bit hard to determine which rogue consumes more or less because of they're feats/abilities that are possible to choose)
From highest energy regen to lowest:
-> sin, barb, hox, bs
-> pom, tos, demo, necro, ranger
-> tanks
can't really tell about this one because i don't have the knowledge on all classes and they're feats/abilities (someone with that knowledge can do better maths) but i just think tanks should have the lowest followed by casters, and melee (except tank) should have the higher. Tanks having the worst energy consumption/regen might improve a bit on the OP issues
- Soldier stance determines consumption only.
Easy to spot what im trying to say, so Neutral stance on the soldier is "normal" consumption, defensive/offensive stances consumes more/less. I really dont know which one would be better to make it consume more and which to consume less, but what i do think is that this could help a bit on OP issues of soldiers classes, specially when they carry a flag on minigames (which stance to use because of consumption!?)
Comment on my ideas and add some more that you think it will help the enjoyment, oh and these ideas are not in the perspective of them all being used/implemented at the same time, im just sharing thoughts on to improve things overall, all can be bad, all can be good, some details from one mixed with the other could be good, etc. And please don't troll and rage each others, comment constructively if you feel an idea is bad/good just say why, advantages and disadvantages (*crossfingers*).
Happy Holidays