Closed queryluke closed 6 years ago
I feel self-detonating combos should still be an option, as that's possible and became a staple to certain classes/builds (i.e. Vanguard Nova > Charge; Sentinel and their array of priming/detonating options, etc.). However, the cost was usually that you had to spend multiple attacks (translated to actions) on a single target. While effective for groups, it meant a particularly tough enemy occupied a single player's attention.
I do, however, like the greater length of time to allow for party members to work together to detonate.
I recommend a focus on team based set-ups for priming/detonation. In the video game, the focus is on the main character so self-detonating is more fun and satisfying to pull off. In a ttrpg, having characters work together and need each other a bit more to excel in combat is a better focus, imo.
I recommend wording the Primed condition as lasting until the start of your next turn.
Hmm, split decision. I'm with @SleightxHope and think all priming effect should be until the start of your next turn. Spoke with @Swampson and he and @bpmcpherson are in the until the end of your next turn camp.
First, I should point out that some spells which cause other conditions will still allow for the player to self-combo. Lifted targets are Primed: force until lift ends. Frozen targets are primed: cold until frozen ends. So a player can still Pull > Lance, or Cryo Blast > Salvo.
Another idea is using they number of targets of the spell.
Single target spells cause: "End of your next turn." A single player can prime the target on their turn and detonate on the next. Great for if the player is cornered or fighting something alone.
AoE spells cause: "Start of your next turn." This means that players need to work together to capitalize on huge detonation on multiple enemies. Also prevents an Engineer from AoE priming, then casting Salvo next turn to detonate everything they just hit.
Hmm. Maybe both would work: Certain abilities that inflict conditions that Prime a target for more than 1 round (Lifted, Frozen etc.) should remain viable, but perhaps the wording of abilities that aren't meant to inflict long-lasting status effects (instead Priming the target for an ally to Detonate in that round) should explicitly read, "Primes target until the start of your next turn". That would leave the status-primers alone.
Ok, when I release v0.9, I'll be sure to look through all the spells that prime and make sure they have a specified length. Then we can tinker with that length for each spell individually based on the spell level, cost, etc.
One thing I have slated for the next major release is standardizing the default length of the Primed condition across the spells. Currently, most spells that cause the primed condition say, "until the end of your next turn."
I started with the end of the caster's next turn because it potentially allows the caster to detonate their own spell.
However, the alternative would be "until the start of your next turn." This would prevent the caster from detonating their own spells and might encourage party members to detonate the attack, adding a sense of urgency to get the combo. It also add the potential for a feat or subclass features that extends the primed condition to the end of a player's turn.