Proposal 9: Keep Patch #7 Nerfs w/ Always On VFX
- Leave the power sword as is in Patch #7
- Display graphics and visual and audio feedback as if the power sword is always on
- Make no stats changes at all.
Would you be happy if proposal 9 were adopted?
- Yes
- No
0
voters
Proposal 10: Revert swing count but add activation cooldown
- Revert the swing count to 2
- 4 with power cycler
- Add a 2~ second cooldown between activations
Would you be happy if proposal 10 were adopted?
- Yes
- No
0
voters
Proposal 11: Stamina cost on powered swings
- When activated the powersword costs stamina to swing
- It costs less stamina for light attacks
- more stamina for heavy attacks
Would you be happy if proposal 11 were adopted?
- Yes
- No
0
voters
Proposal 12: Revert, reduce stagger and rework Power Cycler
- Revert the changes in Patch #7
- Nerf power sword stagger
- Rework power cycler so that it activates the sword automatically if not used for 5-10 seconds
Would you be happy if proposal 12 were adopted?
- Yes
- No
0
voters
Proposal 13: Remove and replace
- Remove powerswords from the game
- replace with burning blades or an alternative 40K weapon of lower quality or grade
Powersword Megathread + POLLS - #30 by xxWeaSeL242xx
Would you be happy if proposal 13 were adopted?
- Yes
- No
0
voters
Proposal 14: “Keep It Simple”
- Standardize the number of charged hits to 2. No extra charged attacks for chaining heavy attacks.
- Power Cycler blessing now has a T3 version that adds +1 charged hit.
- Power Cycler T4 reduced to +1 charge instead of +2, but now also doubles the duration a sword can stay charged after activation.
- Henceforth if the power sword is deemed to be underpowered or overpowered it would be adjusted by changing the damage/stagger/cleave values instead of the number of charged hits.
Would you be happy if proposal 14 were adopted?
- Yes
- No
0
voters