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Posts
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Joined
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Quote:Because then you could have a light breeze power (gale) and tropical winds (hurricane)But then, I'd wonder why they didn't just take a powerset without KB, since they now have to waste a slot to get rid of it.
I think the Knock reducer should be a % base so it takes significant investment (not 1 slot) to drop a significant knock power down to kd. I don't really like the 1 slot to remove knock altogether. -
Of course it isn't, the issue is a request to be able to drop spawns on their backs in a little pile with every power that does kb and aoe them to death while they get back up...
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Quote:But that's not what you said. You said it had no KB and all of those powers are KB. Knockup/down is just low mag knock back. And ya, all the whining here is about how hard KB is to use so you can't use handclap, wormhole, hurricane... I get it. I disagree with the OP's suggestion, however in the thread there was a suggestion that I could back for a KB reducer enh.punch is a knockdown. Haymaker is a knockdown. KO Blow is a knockup that rarely moves mobs out of melee range. Foot stomp, duh.
Most of those fire/ss farmer threads would tell you you're doing it wrong if you're doing anything with hurl other than using it as a set mule, and if you're taking hand clap at all.
The game is not really about the farmers (although that is a valid way to play if that's how you get your jollies.) -
Ummm? are we playing the same SS set? - hurl mag7, handclap mag5, KO mag4. The only knockdown (mag.6) is grossly op anyway.... there's a reason for the fire/ss farmer threads. (ed: tanker mags there)
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Quote:This I would not object to. If you want to decrease your kb, you lose something else from the power in exchange (less recharge, less endred, less damage, less acc... whatever) just because you have fewer slots to work with. Anybody who likes and uses kb could just say, "sorry, I had to prioritize something else and don't have room for kb decreasers yet"... this is a good compromise imo.How about this- a Knockback Debuff enhancement? Just as Knockback enhancements increase KB magnitude, a Knockback Debuff enhancement would decrease the magnitude.
On most powers, it would reduce the KB to less than one, creating Knockdown (which most people like) or no secondary effect. On higher KB powers like Bonfire, it would take multiple enhancements to negate the knockback (of course, why would you take and slot Bonfire just to nerf the KB?)
This would mean you would have to commit at least one slot per knockback power to shut down the knockback. So you could make a build of a 50 energy blaster that was both powerful and knockback-free, but teammates on a level 22 PuG wouldn't really expect you to have your KB shut down. -
I've got the beta client installed, and when I launch I see the beta server and beta vip server.... beta doesn't have the titan weapons available on creation, I assume these are available on the vip server? How do I get there? It tells me it is not publicly available. I'm a vip (or paying anyway) player.
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Actually, rather than fight with the folk who are cheering this I think I'll offer a bit of advise to the OP. When I first get any power that has a bad rap I go to Perez park and pound the tar out of skuls with it until I figure out exactly what locations look like. I did this with wormhole when I first got it and could dump the forward spawn back where the team is after I'd done this for a while. You get so you can see a small ledge or corner to bounce a spawn against easily.
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Quote:And that's not telling to you? I have no trouble with a team asking that of my PB because I know what the majority of their experience with KBers is.
The Majority of players never learn to control KB and most are never going to. Most players do not read these forums to become informed of 'the Tricks'. Who's going to take the masses aside to teach them how to use KB ingame? The KB-lovers that don't even want the rest of us to even have the choice to turn it off?
In the hands of the right player, KB can be made non-detrimental, but that player is not the most common. Time has shown that.
It is telling to me. It tells me that the majority of players are too lazy to learn to play well with others. It is reflex for most players in the game to shout about kb to the point that they (the general "they") don't even recognize it if it is used right. Bounce a mob off the wall at the foot of a tanker and he'll still ***** at you. If this were an option it would not be "optional" and that's why I am against it. -
Quote:If you think it'd be optional for players with KB... I have a bridge in Dark Astoria to sell you. PUG teams would insist that you turn it off to be on the team whether you know how to use KB or not.Null the Gull makes it optional, that's the idea.
This is a great idea. A lot of players don't know how to use KB, and they end up scattering mobs ... which is worse for teams when they can handle tightly bunched groups (for AOE, debuffing, etc.).
Since it's Null, you would have a choice. If you love KB and/or know how to use it, don't visit null. If you want to disable KB, you can visit the bird. -
Quote:Why would the inv follow 1 mob, EA, Shield, Ice Armour, blah blah blah...? if you need to be with the group stay with the group and let the person who kb'd the 1 deal with that mob. Your fireblaster shouldn't be adversely effected by kb either unless you have two energy or assault rifle blasters crossing the beams to intentionally break the mob apart. Your only aoe that'd be hurt by it would be RoF and that scatters mobs too.Following 1 mob doesn't help Invincibility nearly as much as having several mobs gathered. The same is true for EA, Sheild, WP, and you know, anyone else that wants to kill things with an AoE (including my Fire blaster). Just sayin'.
I don't have a problem with KB in general, but there are a few places I'd be happy to see it turned off. And I have no problem whatsoever with allowing noobs who can't or won't learn to control it to turn it off.
Of course there're places where having it is inconvenient. That's a matter of communication between teammates. Nobody would learn to use it if there was an option to turn it off. You'd be kicked from most (pug) teams the first second a mob ragdolled into the wall whether that mob was still inside the 15' of an aoe or not. -
Quote:I was away for a while from the game and may not know of any other distortions in the price of the LotGs, but the other one that comes immediately to mind that dropped the price was a regular merit exploit. Of course it is supply and demand that is driving down the prices; the question becomes where did the bloat in supply come from? It appears to me that the bloat in supply come from exploitation. In the older case, exploitation of a bug in the game, in this most recent exploitation of unintended extra rewards. Now, in this most recent case, lots of arguments could be made that there was no way for the players to know it was unintended when they were doing it... or could convince themselves anyway. But, given that the devs have closed the loophole it is pretty obvious that they believed it to be unintended.Really? I figured, based on, you know, a rudimentary knowledge of economics, that it was simply supply and demand. When the supply goes up (due to extra A-merits in the system causing more LotGs to come around), and demand remains constant, prices go down. Pretty bloody simple, if you ask me.
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/unsigned on the OP's suggestion.
If Null is able to turn your kb down I want him to be able to turn mine up. I get that knockup/down is great and knockback is "the sux0r" but I am in agreement with Sailboat. KB doesn't adversely affect ranged players at all and from what I've seen, the only people it really hurts is the melee folk who can't find the "f" key on their keyboards. -
the foam fell off my nerfsword... now I'm not allowed to use it.
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Funny how their price drops when people are abusing a bug or unintended enhanced rewards... a good indication that something nefarious is up.
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Not sure where to put this, here or in the dev corner test server... so I'll drop it here.
With the new updater is there a quick way to install the beta/test server? or do I have to download the whole thing again? ... it used to be that you could copy your existing folders, run the updater with the flag changed and it'd just do an update. Is there a way to do this with the new installer/updater?
tia -
This is used in the midnighter arc. Talk to Montegue in the University to get it started.
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I always liked a few damage procs in mine... maybe not optimal, but fun when ghost widow's chance for psi goes off.
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Quote:Soooo... do I have to take a drink for this one? Heads off to kick the $*(& out of his liver...A drinking game made out of forumites saying, with their little pinky raised, "Aaaaactually dear, I play for FUN", apparently implying the rest of us are playing games for another reason (get rich quick through gold farming scheme? preparing for an alien invasion? peer pressure from the numerous hordes who think MMOs are socially acceptable? NOBODY KNOWS), would kill anyone within hours, no matter how good you are at taking alcohol.
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I'm making a TW/EnergyAura scrapper when TW is available (here's hoping it is today, there was an update downloaded, planned extended downtime and they're already over estimated time to be back up...). If EA were available to tankers I'd probably go that way. I don't like how brutes play for the most part, chasing fury with a weapon set doesn't appeal to me. Although for the big orange number, a fury capped brute will probably be "better".
The concept I have in mind makes me snicker everytime I envision the character surrounded by so many mobs you won't be able to see its head and then *BOOOOM* with a few critical booms thrown in. -
No, Lightning Reflexes does not change the animations. It will speed up the recharge on the powers so that you can use them more frequently.
I don't think you'll be able to make a TW/Shield ... shield doesn't go with two handed weapons.
My LR/StJ tanker is a lot of fun for me.... try one and see what you think. -
Yes, there are immobs in Patron pools. However, those don't come until lvl 38+. Throw some fireballs and kill the mobs.
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Nope not in dark/fire. The patch + the slow in the rain is enough to floor their speed. You need to send a couple fireballs in there too rather than wait for the rain to finish the job. Fearsome stare might confuse 'em enough to keep them standing in the rain a little longer as they try to decide whether to attack back or run...
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I went time/fire on my defender and am very happy with that decision. I also created a plant/time controller and a br/time corrupter. The time/fire is the strongest of the bunch in the early 20's.