Oathbound

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  1. Quote:
    Originally Posted by Organica View Post
    2. The Carnival of Shadows. They'll get updated looks that are even neater than the Carnival of Light, and include pieces that are portable to players. Except for the men, who are not changed at all.





    Still. So. Angry.
  2. Quote:
    Originally Posted by EnigmaBlack View Post
    It should do both...
    At one point in Beta, Dehydrate was only a Tidal Builder, and didn't consume Tidal power if you had 3 stacks. Then Synapse altered it so that if you had 3 stacks it would consume those and get a 50% better heal.

    I kinda wish that instead of a 50% better heal, the "Tidal" effect had been an end recovery of some type (+Recovery, EoT, etc.) in addition to its standard HoT. I admittedly didn't think of that until Water Blast was "done" testing though, so I never suggested it.
  3. Oathbound

    Ice/Ice in i24

    Quote:
    Originally Posted by BrandX View Post
    If Ice/Ice isn't underperforming now, why would it be underperforming when it's not getting nerfed?

    I ask this as someone who preferes DP, which looks to me to be getting up to Ice Blast levels of ST DPS, while still being hampered by mostly Lethal Damage.

    The sustains however are intriguing me. While blast Primaries pretty much bore me, the added survival being given to Blasters with the sustains stacked with IOs has me wondering if I may enjoy blasters more.
    It doesn't need to be nerfed in order to fall behind. All that it needs to happen is to not get a buff when (almost) everyone else does.

    If non-snipe having sets are considered "balanced" against snipe having sets currently, when Snipes are viewed as lackluster bordering on useless, then how can they be anything but underperforming when Snipes are improved to be "fairly useable" to "Outstanding" (depending on build)?

    This is admittedly far more the case when it comes to Defenders and Corruptors.
  4. Quote:
    Originally Posted by seebs View Post
    I know of at least one build in one MMO which is entirely built around exactly such a mechanic. The character gets a bunch of self-penalty-ally-buff powers, and a pool of corresponding enemy-debuff-self-buff powers. It's actually pretty awesome.
    Yay Archons!
  5. Even if it could stack, at the absolute maximum recharge possible it would only do so for 1/4 of the time.
  6. I tend to start with a Black or White base, then pick a secondary color, then add any accent colors.

    A large portion of my costumes follow this scheme:

    Primary: Black OR White
    Secondary: <Color>
    Accent: White OR Black <OR 2nd Color>


    None of that's all that Unusual, though.
  7. Quote:
    Originally Posted by Mid_Boss View Post
    Oh no no no. Avatar the Last Air Bender copycats. Makin a "bender" myself when this goes lives. XD
    While I am a fan of A:TLA, and do plan on making a Water/MC blaster, I don't really intend to make it a 'bender.

    I lean towards Water both because it has good AoE, and because I like Dehydrate's boost to my survivability. (Heal over time on top of MC's Absorb over time? Yes Please!)



    Also, unlike the OP, having a Sniper is not at all a priority for me, because if I want to really leverage the Sniper changes... I'd just roll a Defender instead. -_-
  8. Quote:
    Originally Posted by Kyriani View Post
    Quote:
    Originally Posted by BrandX View Post
    Woodsman is Earth Control, but maybe they plan to change that, since Plant Control wasn't an option then?

    But still, Woodsman has Earth Control.
    Paragon Wiki says otherwise!

    http://paragonwiki.com/wiki/Vindicators#Woodsman

    But he probably WAS earth control before plant control existed...
    Assuming that Woodsman had the same (similar) powers as those still listed for Shadow Hunter(Though I don't believe SH uses the same powers anymore), then Woodsman would have been another case of a Stone/Stone melee with Earth Epic, rather than an Earth Controller.
  9. Quote:
    Originally Posted by daveyj3 View Post
    wow a lot of people are skipping entangle aura. i mean... i KNOW why but...but... its so pretty, and it's the staple "Poison Ivy Plant Controller" power :go-go-gadget-VINES!:. and i'm going to use it a LOT and slot it a LOT on my planned plant/nature troller. but i get it

    i'll probably skip rebirth myself.
    I won't be skipping it. I mean, in all likelihood I won't be using it, but it still fits 4slots of Basilisk's Gaze, right?

    Seriously though, a PBAoE toggle in a mid-ranged set is just silly design. If it's meant to be a self defense against stray agro that breaks through the pack, then its effectiveness(proc chance/magnitude) and end cost are completely out of line with that.
  10. I'll add my voice to the chorus saying that they like the revamp, but hate, hate, Hate, HATE the club hair.

    I absolutely despise it.



    Aside from that, I actually feel like there's TOO many female members in the Skulls now. They should have a much lower spawn rate than males, just because that much more closely resembles my experience having lived in the "ghetto" most of my life. That's not to say there aren't girls in gangs, just that they tend to be far less overtly so.
  11. Quote:
    Originally Posted by _Klaw_ View Post
    On Wiki it's Corrosive Enzymes and it's -res and -dmg Isn't this something Controller's, Corruptor's and Masterminds would want?
    They're effects that you would want, sure. But as a single target power it's basically only useful against Bosses/EBs/AVs, making it skippable for me.

    Less skippable that some others, but skippable nonetheless.

    Entangling Aura at least serves as a set mule.
  12. I'll be skipping Rebirth and probably Lifegiving Spores.

    I might also skip Corrosive Sap (on ATs where that's possible), because I really find it underwhelming. I'm kinda sad that 3 out of the 4 ATs are saddled with the power.
  13. Quote:
    Originally Posted by Jack_NoMind View Post
    ...Did this occur to you before or after reading the top post?
    <.<

    >.>

    I'll blatantly admit that I skimmed at best...

  14. I'm leaning towards a Nature/Dark defender myself.

    As mentioned earlier, Nature is a mid ranged set, due to the cone heal. Dark Blast is also a cone oriented set with Tenebrous Tentacles and Night Fall (As much as I hate Night Fall's ridiculously narrow cone), so I figure they'd go pretty well together.
  15. Something just occurred to me.

    The four* existing Whip power animations we have in game are often cited as having taken as long to develop as an entire powerset.

    But since we already HAVE 4 whip animations, that means that we only need about 4 more (Not counting 1 for taunt or whatever build up like mechanic the set may include).

    That means they could develop 4 new whip animations, and recycle the existing whip animations and have a whip powerset in roughly the same amount of time as building a different set from the ground up. (Standard code rant.)



    *Corruption, Lash, Crack Whip, and Hell on Earth (there exists a shorter version of HoE's animation that is used by Carnival of Light bosses as a ranged hold named Judgment).



    Quote:
    Originally Posted by Jack_NoMind View Post
    So, conceptually, I actually prefer this as an Assault (dom) set, but it's more sellable as a melee set. I'm not positive but I think Brutes, Scrappers, and Tankers have a population greater than the entire dom population... each. Stalkers are probably comparable. This would get some new Doms, but I still suspect it would be much better business-wise to make it a melee set.

    Now making it ALSO work for an assault set and a blaster2 set seems pretty doable to me to at least the extent it works as a melee set, but whaaaoooahh animation duplication.
    Well, Melee sets already share the same animations across ATs (with certain exceptions, such as Assassin's ____), and Dominator sets also generally just reuse the standard animation for any powers they recycle. Thus I don't see the duplication as an issue really, given the extent that it already exists in game.
  16. Quote:
    Originally Posted by Sailboat View Post
    I don't have any official basis for this, but I always thought psi damage tended to be kept low (most visibly when ported to Blasters) because it was perceived to be poorly resisted by players in PVP.

    Before the release of Psi Blast for Blasters, so many PVP-oriented players were chanting "Psi, Psi, Psi..." because they wanted to get around the resistances of their player foes. But when it came out and the damage numbers were not awe-inspiring, a lot of those same posters expressed significant disappointment. Maybe I'm wrong in thinking there's a link of some sort, but I always assumed the Devs limited the damage output of Psi so it wouldn't become a monster PVP set.
    Player Psi Defense/Resistance can be adjusted "relatively easily" within PvP situations without Psi attacks needing to have poor damage in PvE.

    Now, I don't really recall if this was true when Psi was ported to Blasters (As I don't remember if the port was before or after issue 13), but it is true now.



    *Relatively Easily, standard code rant applies, but the mechanism exists and is already in use in PvP zones.
  17. Quote:
    Originally Posted by Kitsune Knight View Post
    Oh, please, let us have Psionic Nexus!

    Fighting Penelope Yin was definitely the highlight of the SSA (the Rulawade fight, and personally executing <person> were the other highlights). When she flung out that lil sphere of doom, the whole battle went to hell for me I immediately knew I wanted that power (though, I doubt it'll come in melee... )
    I definitely wouldn't get my hopes up for that.

    I suspect that it'll be a fairly standard melee set with a specific "gimmick" to it.
  18. The thing I'm most looking forward to is cycling Crashless Inferno every 38seconds on my Time/Fire defender.
  19. Should probably be posting this in the Beta Bugs section. That area is actually reviewed by the people who'd be able to look into this.
  20. My only comments are:

    1) Fortunata already get Telekinetic Blast, so that power couldn't be included in an APP for them. Perhaps Will Domination, or Psionic Lance instead?

    2) God yes, I would love to finally have an End Recovery tool for my Fort.
  21. Quote:
    Originally Posted by Arbiter Hawk View Post
    Explosive Shuriken is Blaze + AoE DoT. I don't think there's any basis for an argument that it's underpowered or not strong enough, though the point about it disrupting AoE sleeps was a good one (but ultimately, getting some extra AoE damage out of the t9 outweighs the consideration for now, in my mind)
    I honestly can't agree with that in the slightest.

    The AoE damage it deals is so trivial that it's a completely negligible contribution to your total damage output... but a serious detriment to the control ability of some sets. IMO.
  22. Quote:
    Originally Posted by Lobster View Post
    I'm confused. Was there already one of these for bio? Bio has actually gone through some decent revision and review on Beta... nature, not so much.
    I'm going to say that this is exactly why Nature is coming first.

    Bio's gone through numerous iterations, where Nature's had very few tweaks, even to powers people perceive to be mediocre. Nature essentially hit beta and was ruled as "Done."

    Thus it's the first one pushed out.

    I really think it could have used more Dev attention, but Bio Armor stole all of Nature's thunder from the start. Squeaky wheel gets the grease, and all.

  23. Quote:
    Originally Posted by RaikenX View Post
    Yanno...I gotta admit i'd rather see BoS in the MA set rather than caltrops myself (I skipped Thorntrops on my plant/thorn dom too)...I seriously would never concider dropping the t9 power for it. Especially for the reasoning of sleep conflict. You're basically talking about...what...2 power sets? Electric and MC. This will be slightly less of an issue with Electric as the sleep re-applies AND drains stuff of blue. MC...well...yeah...that kinda gets hosed. But honestly...in a team setting...anything that ain't you is gonna conflict with those powers.

    Plus...as I understand it...the range on the "splash" is probably gonna be pretty small. Think /Poison/.
    I apologize, I probably could have been clearer.

    I didn't mean putting Burst of Speed in place of the tier9, I meant that if it was felt BoS in place of Caltrops gave the set too much reliable AoE, that they could eliminate the "splash" from the tier9 (which I'd frankly prefer anyhow since IMO unless the value on the DoT is drastically altered in Beta) it only serves to de-synergize /MA with the sleep using primaries, without proving any appreciable damage.
  24. Honestly, as soon as this hits Beta I'm going to be campaigning to change out one of the powers (probably Caltrops) for the teleport power from Martial Combat (Burst of Speed).

    If concessions need be made ("too much AoE") then I offer up the tier9 as a sacrificial lamb (it's AoE dot is of utterly trivial value anyhow, and to my notion only serves to conflict with sets that rely on sleeps).

    It seems silly to me to spend the time making a new shiny, superawesome power, then give it to one set, and give the other set... caltrops.
  25. I'm honestly quite sad that Martial Assault doesn't get the teleport attack.

    It looks to easily be the most fun power out of all the ones shown (IMO), and would be pretty helpful for some Control primaries (Fire, Ice, Dark, Electric).