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Bone Armor cooldown visuals


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Wanda's infinite durability clocks have cooldown visuals first used in the Forge. It would be great if we could get the same for bone armor, not just for people to learn better how it works on their own, but for professional players to know when to switch out for it if they use 2 or more for example.

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Having the cooldown be 1 second for a single armor after every hit instead of 5 anyway would mean that you wouldn't need more bone armors as a single player (when putting it on the cooldown is 1 second if the 5 second cooldown has finished, that's why it is worth to have more than one), so that change would be great too, there are multiple bosses that you can even just tank with 2 bone armors anyway so this change wouldn't be all that OP considering you need to kill Fuel Weaver for it anyway. It means more people get to have more bone armors quicker without anyone craving for yet another one while someone else might not have one at all.

I agree with visual cool down, I don't agree with everything else.

Having to swap bone armors for continuous protection isn't a flaw inherit to the bone armor, but the benefit of having more than 1. That is the reward of killing fuel weaver a second time. Not to mention its not like having one bone armor that protects you from every other hit is ever a bad thing. 

Now, think about the multiplayer aspect of it. Should every bone armor have the effect of two then that would double its use cost. Even in multiplayer bone armor can cut on the loss of durability of your helmet and the need for healing (both things more common than nightmare fuel) without the whole party having to burn through nightmare fuel quickly.

19 hours ago, ZombieDupe said:

but for professional players to know when to switch out for it if they use 2 or more for example

Lmao

19 hours ago, ZombieDupe said:

Having the cooldown be 1 second for a single armor after every hit instead of 5 anyway would mean that you wouldn't need more bone armors as a single player (when putting it on the cooldown is 1 second if the 5 second cooldown has finished, that's why it is worth to have more than one), so that change would be great too, there are multiple bosses that you can even just tank with 2 bone armors anyway so this change wouldn't be all that OP considering you need to kill Fuel Weaver for it anyway. It means more people get to have more bone armors quicker without anyone craving for yet another one while someone else might not have one at all.

Simply no. It is already strong

The price to pay for having inmunity is wasting more slots so is way more balanced than "just make it 1 second cooldown anyways" because of inventory and having to pay attention to change it. I dont use double bone armor, i like the way 1 works, changing it to 1 second is almost the same as having godmode (except when you fight multiple enemies but almost)

19 hours ago, HowlVoid said:

I agree with visual cool down, I don't agree with everything else.

Having to swap bone armors for continuous protection isn't a flaw inherit to the bone armor, but the benefit of having more than 1. That is the reward of killing fuel weaver a second time. Not to mention its not like having one bone armor that protects you from every other hit is ever a bad thing. 

Now, think about the multiplayer aspect of it. Should every bone armor have the effect of two then that would double its use cost. Even in multiplayer bone armor can cut on the loss of durability of your helmet and the need for healing (both things more common than nightmare fuel) without the whole party having to burn through nightmare fuel quickly.

It is true that one armor's single hits already take up a lot of hit damage anyway. But the bigger point is that the 5 second and 1 second problem makes other people salivate for extra bone armors when it's already so rare. It just incentivises you to grind the fight more for more people when it could be less of a problem if every player just ever wanted 1 on them. If you never get hit when wearing bone helmet, you will never want a new one, you will also never want more than 1 thurible for yourself to chop trees with the skeleton for example (putting thuribles on the floor is more for future fights other players may be more inclined to tackle if you don't play on your own, so technically that isn't attributed to any one player). The crown you get from the Celestial Champion you also never need more than 1 for wearing yourself and that fight I would say is actually much easier (again the deconstruction for shards to be put in mushlights doesn't really count as that's a communal thing more than anything). Why should the bone armor be any different?

I suppose the initial cooldown when you put it on could be set to 5 seconds instead of the 1 it is now. I would just prefer it being 1 second personally because of the effort you have to go to just get one for one player, and since having 3 or so bone armors right now achieves that effect pretty much for one player anyway, and there is no complaint with having that tactic as an option (I don't, your overpowering opinion may differ), why should the cooldown be any lower than a second? Or a balance between the cooldown if it is too much (2 or 3 seconds?), but it should be the same between hits as it is between a finished cooldown and when you put it on for aforementioned bigger point.

8 hours ago, ArubaroBeefalo said:

Simply no. It is already strong

The price to pay for having inmunity is wasting more slots so is way more balanced than "just make it 1 second cooldown anyways" because of inventory and having to pay attention to change it. I dont use double bone armor, i like the way 1 works, changing it to 1 second is almost the same as having godmode (except when you fight multiple enemies but almost)

True, though it just makes it a self-inflicted annoyance to become more powerful than you already are. Some people might settle for one, maybe because they don't even realise the benefit of having more, or because they would rather others get at least one. That hassle could be, and I think should be, removed from even being considered by a player precisely because it's such a hassle. Either way, better to have the cooldown be the same for when putting it on as after a hit.

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