2 relatively easy war QOL / ease of use changes
Qwerty12345
Member Posts: 840 ★★★★
3 minute boosts never got extended when fight timers were extended.
At least twice I've finished a fight, moved up, and when reviewing my boosts, I have like 8 seconds left. I then quickly back out, enter fight... watch a loading screen... and am not unsure whether the boost is active or not.
Other times, I'll say mis-dex a doom sp2, and its really hard to tell whether that ate 1, 2, or 3 hits from the i-boost.
To that end, I propose these two changes (I recommend both, but I think the first one at least is a no-brainer).
At least twice I've finished a fight, moved up, and when reviewing my boosts, I have like 8 seconds left. I then quickly back out, enter fight... watch a loading screen... and am not unsure whether the boost is active or not.
Other times, I'll say mis-dex a doom sp2, and its really hard to tell whether that ate 1, 2, or 3 hits from the i-boost.
To that end, I propose these two changes (I recommend both, but I think the first one at least is a no-brainer).
- include the number of indestructible hits left on the defender, similar to say how Air-Walker get's his after throwing a special
- Change the 3 minute timer. I could see 3 options. a: 5 minute timer, b: good for 2 opponents (similar to cross fight charges), or c: good for the next 3 fights (which might be 3 opponents, or might just be one if its someone you are struggling against).
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