Addition to Leadership Attribute

TGgold

TGgold

Wilds Pathfinder

Join Date: Jul 2005

Flying Gophers

Rt/P

I suggest adding this clause to the leadership attribute:

Whenever a shout ends on a party member, that same shout is disabled for that party members for [12 seconds - (Leadership/2)] if that shout is not recharging.


At 16 Leadership, we could let incoming reach 5 seconds with a 20 second recharge. Then there would be at *least* a 4 second downtime before somebody else could use it again. That provides plenty of time to spike down a target, apply pressure, etc. It would also discourage bringing SO many people with the same Shout.
If two people brought it, it would be able to be chained (with ia meaning under incoming from the first para, ib maning incoming from the second para, and n meaning without incoming) 5ia, 4n, 5ib, 6n, 5ia, 4n, 5ib, 6n.....
This means that with two paras it could be maintained half of the time. (Makes sense, two paras, it's like halfing the recharge...)

Now, look at 3 paras: 5ia, 4n, 5ib, 4n, 5ic, 4n(since para a would have recharged before para c's incoming ended, meaning his shout would be disabled for 4 seconds...) 5ia, 4n(since para b would have recharged before para a's shout ended again, meaning there's a recharge....)5ib, 4n (there's a pattern here....)

Alright, you get the gist. Now, if you have three para's running incoming, it can be maintained for 15/27 seconds. In fact, with more than 3 paras, it would still only be maintained for this same amount of time. Alright, so with 3 or more paras, Incoming could be maintained for 50/90 seconds. In fact, with only 2 paras running incoming, it could be active for 45/89 seconds. One para could maintain the skill for only 20/80 seconds. (if we went more...it would be 22.5/90) So in turn, doubling up on Paragon's Double the effect, in reason, but adding any more is almost pointless. And any past 3 is COMPLETE overlap.

Overall, this should allow for shouts ot be buffed to a point where one para would be useful, 2 would be very useful, and 3+ is only marginally more useful.

If anyone has a proposed change to this mechanic, an explanation of why it wouldn't work, or a better way to work it, feel free.

Evilsod

Evilsod

Banned

Join Date: Mar 2006

England

Lievs Death Squad [LDS]

Goodbye 'Go for the Eyes'.

Just 1 reason why its a bad idea, it completely messes up all adren based shouts.

TGgold

TGgold

Wilds Pathfinder

Join Date: Jul 2005

Flying Gophers

Rt/P

if you care to explain how it massacres go for the eyes, tell me? I can see you'd have to gain adrenaline again. You also have to remember shouts would have to be buffed if this was put in, because the idea was to provide a format to buff shouts to being useful by a single player and decrease the effectiveness of shouts by a large number of paras.

Secondly, it doesn't disable your own shouts, nor would it disable those of others with a rechargng skill.

Thirdly: Isn't GFTE! Kind of...broken as it is. I remembered using it was a massive damage and energy engine for almost no investment....

Fourth: Maybe this would discourage having multiple adrenal paras on the same team too....

Tylos Angelheart

Ascalonian Squire

Join Date: Apr 2007

Leigon of the Shattered Dagger

R/Mo

why change it? i really dont see the point?

Keneth

Frost Gate Guardian

Join Date: May 2007

This might seem like a good idea for PvP to get rid of some annoying builds but it would wreck some very fine PvE builds, so no thanks.

/unsigned

Skye Marin

Skye Marin

Jungle Guide

Join Date: May 2006

The Seraphim Knights [TSK]

E/A

There are a few flaws here. Two main ones in the description:

1) Wouldn't the other paragon simply be able to use their skill right before the shout/chant expires on themselves?

2) Why wouldn't it be applied on recharging skills? why not disable the skills that are recharging so that, if they would be finish recharging in that time frame, that they gain the difference. This already happens with current skills. For example, use Hamstring, Power attack, and then Deadly Paradox. You'll see what I mean.

I've made a suggestion similar to this in the past that goes something like this:

Whenever a creature gives any ally a new chant or shout, all other chant and shouts, not belonging to that creature on those allies, end without triggering any echoes.

Incoming itself needs to be tweaked to be more active. Like, doubling it's duration, but making it require a target ally, and affect two other nearby allies as well.