eyanyong22
New member
Upgrade item for Recharging Rush. 6400 Orange Tab upgrade
Only purchasable by characters with charges. Normally cost 6400, can be purchased up to 3 times spending upwards to 9600 (Each repurchase costs 800? souls)
Stacked Batteries: On initial purchase, 2 charges from imbued skill have their own individual cooldown. (A total of 5 charges can be individualized)
Cooldowns Increased by 5%
Grants bonus weapon damage. Deal 175 damage to regain a charge
Example case: Ivy has 3 Charges, it takes 30 seconds to have all charges ready. This new item would allow 2 charges to have 10 second timers and the 3rd charge would require 20 seconds in total to be usable. (Before including 5% cooldown increase)
Exampel case 2: Shiv has 7 charges, it takes 70 seconds to have all charges ready. Normally, you would have 3-4 charges on hand since you don't use it all in one go. Shiv has spend 9600 souls on the item. 5 of his shivs would have 10 second timers while to return to fully charged would require a total of 30 seconds. Normally this wouldnt be the case given how you play the game.
Problems already included: The excess time on charge as seen in the case of Shiv. Likely going to use your charges when available meaning that the time for the other charges will likely be longer
Solution: Ontop of Cooldowns being increased, maybe limit the charges. If Shiv can get 7 total charges, limit it to 5/the purchasable amount.
Artist rendition below. More batteries = more stacks/purchases
LMK what if its opressively op and that we need to nerf Dynamo's kinetic pulse or Doormans Bell or if you think its cool
Only purchasable by characters with charges. Normally cost 6400, can be purchased up to 3 times spending upwards to 9600 (Each repurchase costs 800? souls)
Stacked Batteries: On initial purchase, 2 charges from imbued skill have their own individual cooldown. (A total of 5 charges can be individualized)
Cooldowns Increased by 5%
Grants bonus weapon damage. Deal 175 damage to regain a charge
Example case: Ivy has 3 Charges, it takes 30 seconds to have all charges ready. This new item would allow 2 charges to have 10 second timers and the 3rd charge would require 20 seconds in total to be usable. (Before including 5% cooldown increase)
Exampel case 2: Shiv has 7 charges, it takes 70 seconds to have all charges ready. Normally, you would have 3-4 charges on hand since you don't use it all in one go. Shiv has spend 9600 souls on the item. 5 of his shivs would have 10 second timers while to return to fully charged would require a total of 30 seconds. Normally this wouldnt be the case given how you play the game.
Problems already included: The excess time on charge as seen in the case of Shiv. Likely going to use your charges when available meaning that the time for the other charges will likely be longer
Solution: Ontop of Cooldowns being increased, maybe limit the charges. If Shiv can get 7 total charges, limit it to 5/the purchasable amount.
Artist rendition below. More batteries = more stacks/purchases
LMK what if its opressively op and that we need to nerf Dynamo's kinetic pulse or Doormans Bell or if you think its cool