>>536017667
Ways to optimize charge:
>Unit gains charge potency based off charge ALLIES spent
>Unit Gives Charge Count to allies upon spending charge
>Unit gives team wide Charge barrier (exists)
>Unit inflicts debuff that let's allies get extra charge for hitting target (exists)
>Unit raises the max charge of allies (exists)
>Unit increases the amount of charge allies spend but raises damage/coin power
>Unit gives team wide scaling damage buff for charge IDs (exists)
>Unit gives permanent team buffs scaling off charge potency (exists)
>Unit enables another to benefit from charge potency
>Unit does flat damage based off spent charge count/charge potency scaling
>We stop making charge Ids as a solo status (i.e. Hybrid only)
>ID that gives allies charge on encounter start
>ID that gives allies charge on turn start
>More EGOs that let charge ids rapidly gain and spend all their charge to instantly meet their conditionals.
>Making charge IDs actually have better rolls/damage mods when meeting their conditionals
>Letting charge IDs modify/ignore target resistances when meeting their charge count conditionals (aka, make them true damage nuclear option)
>Make more IDs spend their HP to meet charge count coditionals.
>Make more ids self heal sanity/HP upon spending charge
>Refund spent charge count (but keep potency gain) upon kill with skill
>Harvest more tier IV ego gimmicks like letting them reuse their s3 if last use had been with enough charge.
>In fact, let charge IDs spam their S3 as much as Hong Lu is letting Heishu spam theirs, but keep it as a charge gimmick
>Make more negative coin charge IDs that self-paralyze with charge conditionals.
>Make IDs gain and spend more charge as the fight goes on (double ramp IDs)