


However, as stated before, even 'very cheap' isn't effective since any cost at all is still likely going to come up short.

There are some abilities, like fireball, shock and the sort that are, quite frankly, very weak and very cheap. So, here are some of my ideas, and I would deeply appreciate more! The goal in this case isn't necessarily to reduce the power level of players, but to make achieving that power level more mechanically engaging.

I'm not going to pretend I have the solution to this problem but I think it's a big enough problem that it deserves as much of a concerted effort to combat it as possible. One size fits all solution, Inaros that need to cast the occasional pocket sand works o the same system as Titania that needs to use a skill her two four times just to get some mild buffs and has to pay an energy upkeep to just do her thing. I not sure that even DE knows that and you can´t energy if you don´t know the first variable ). No one has the faintest clue of what is the expected energy income ( what is the drop rate of an energy orb, what is the expected income. We use a B.F.G and Glock on the same ammo pool. Update: I believe this statement by a good summation of the situation. In our current state, you can't make weaker abilities more desirable, at least not without making them as powerful as stronger abilities - and too much power creep has its own problems (that's a discussion for another thread, but Tl Dr it makes new content and loot a lot less interesting). If two abilities are as available as each other, but one is more impactful, that ability will always be more desirable. This is why I don't think the traditional approach of just nerfing energy regneration would work - whilst it'd reduce the spammability of high-powered moves, it'd also affect the lower-end abilities. This problem affects all abilities, after all. This even extends to Warframes, and of course, the current Helminth debates. It's not the abilities themselves - its their value. Whilst it's definitely not the only factor, I would argue this is the biggest single reason as to why some abilities are just flat-out useless, and others are dramatically overpowered. Nevertheless, they are treated as equal in cost. I imagine this is common sense, but running fast and infinite damage aren't equal in value in a game that's primarily about combat and ultimately comes down to doing damage. Whilst Mend and Maim does have an energy drain as well, it is only 3.5 energy per second, just more of a quarter of the cost of Mach Rush's upkeep. In other words, 2.8 seconds of speed is considered equal to the potential to deal an unlimited amount of damage. This means that Mach Rushing for 2.8 seconds costs 50 energy. Without activating Redline, this costs 12.5 energy per second to use and has an initial cost of 15. Gauss's first ability has some minor damage, but its primary purpose is to go fast, and it drains energy at a constant rate to do so. The initial energy cost for this ability is 50. Let me explain: Equnox's fourth ability can, in theory, deal an unlimited amount of damage, without line-of-sight, or alternately deliver a similar amount of healing and shield regeneration. Not that we have too much, or too little, but too many powers not equal in strength being equal in cost. I'll cut the pre-amble: I believe the single biggest factor to the problem of abilities is the current energy economy.
