-
Posts
2557 -
Joined
-
-
We'll all be killed by cows with guns!
-
Quote:An immobilize using a highly resisted damage type. And the pet is generally considered substandard.Outside of SoC, Plant does very well with a very damaging AoE immobilize, and good damage from Creepers and thet pet.
Quote:They also didn't repeat any of the mistakes they made before, and make bad powers. So Plant has no Dimension Shift or Telekinesis style power for example.
I agree; Gravity is a set with actual problems. And oddly enough I don't think the solution to Gravity's problems is "Nerf the other sets !" -
Plant is heavily built around Seeds; nerf it and you cripple the set. Mind is strong even without MC, much less with it.
-
-
Spider Swarm : A clone of Gang War for VEATs. When you use it a whole bunch of weak Wolf Spiders show up and mob the target.
-
I'm planning on making a Fallen Angel Archery/Storm corruptor with Issue 16. I have a Fire/Shield scrapper named Divine Wrath who has the angel look and is quite fun to smite the wicked with. The Cyborg pack targeting lasers from the eyes look quite appreciate for a wrathful angel when colored white or yellow by the way.
-
What I'm curious about is why Steelclaw's last two jellybeans are dark. Have they gone bad?
-
Dominators are quite a bit stronger and in my opinion much more fun to play than they were. I plan to roll more in Issue 16 in fact. I was just playing my long-unplayed mid-level Plant/Thorns yesterday. Instead of having to grind away at everything, she tore right through missions limited mainly by how fast Seeds recharged. As for the end use; take Stamina like everyone else.
If this was a nerf, nerf me more! -
I do agree with one complaint; unless they've done something exotic with it, getting Broadsword is kind of "meh". Not bad, just . . . meh.
-
Quote:Except that I've played defenders, and deleted them. They aren't in balance with other ATs; they are weaker. Nearly crippled solo; they are almost the only AT that I hear begging people to team with them so they can complete missions. "I'm a Defender, I can't kill **** " to quote one recent player.My only response tho this is DUH!
You do realize that you are ignoring the possibility that Defender could actually be more in balance with the other ATs that you're not looking at than the Controllers. And, if that is so, then Controllers would, indeed, need to be tweaked a bit instead of Defenders. Balance is funny that way.
Quote:Defiance change? I assume you mean Vigilance. Other than my TA Defender (who appreciates the hell out of it), it's a very underwhelming inherent. But do you want to know something? The reasoning for the inherent being the way it is is that Defenders were exactly where the dev's wanted them to be at the time, so the inherent couldn't shift their balance too far one way or the other. This means that the devs, at least at that point in time, felt the Defender AT was the most balanced.
Quote:Defenders, while possibly the most balanced AT we have, seem to need something to stand out.
Quote:Of course, Kheldians have had the "My Inherent does nothing while solo!" problem since the start, and theirs is two-fold in that if there are any other Khelds on the team, that's a slot taken that doesn't help their inherent at all either. That hasn't stopped all-Kheld teams from wiping mobs from the face of the earth though. -
I'd like an alternate animation for Blazing Aura; perhaps a copy of the Hot Feet animation. That "fwoosh . . . fwoosh . . . fwoosh" animation gets on my nerves fast. I'd like something steadier.
And after getting Tesla Caged by a Freakshow Stunner, I was inspired to wish for a similar looking Force Field bubble -
-
Actually, Longbow got nerfed a bit several issues back. Their resistance debuffs were made weaker is one change I recall, which should help /Elec.
-
Quote:Here's the Claws custom skin page from Paragonwiki. None seems to quite match what is in the picture. They do look like Hero Claws coming from the knuckles instead of the back of the hand.Memory check...
I noticed in the screenshots from that article that the villain (assuming it's a villain) with claws in one of the shots has his claws coming out from between his fingers, instead of being attached to the top like I remember Claws being.
Have I just forgotten this option? Or is this a new visual style for Claws? -
Quote:We are speaking of controllers versus defenders, as they are now; not some transcendent "guaranteed truth". So your comment is irrelevant, especially if you aren't willing to "suggest that is the case", and especially when that "case" is wrong.If people aren't playing Defenders because Controllers are as good as, or better than, Defenders at everything Defenders do well, and Defenders are at a balanced power level compared to ATs in general and to enemies, then a nerf to Controllers would be justified.
Not that I'm suggesting such is currently the case.
However, the blanket statement "nerfing class X won't make more people play class Y" is not guaranteed truth.
The problem is that defenders are underperforming compared to all the other ATs with with the same buff/debuff powersets. You could remove controllers from the game outright and I doubt it would make people play defenders much more; controllers are not the problem. Nerf controllers and people would instead play masterminds, or corruptors, or scrappers, or Khedians, or whatever; not defenders. And I frankly think it's pretty obnoxious to essentially try to force people to play defenders by kneecapping another AT that has nothing to do with the problem. -
Quote:In other words, no nerfs. If people aren't playing Defenders it's unjustifiable to nerf Controllers in some attempt to coerce people into playing Defenders.Not entirely true. There will always be need of support minded ATs and more people would be willing to play Defenders if Controllers wasn't the blatantly obvious better choice. Of course, Going Rogue will bring Corruptors to the mix which could make the popularity of Defenders sink even further despite nerf to Containment. That said, the best approach is dualistic in nature; nerfs and boosts where warranted.
-
1 or 2 endurance reductions generally. With three slotted you apparently didn't notice, but they also increased the endurance cost by a big chunk. It's a net endurance efficiency gain when upgrading a whole crowd of pets, but it's also used up all at once and not over 5 upgrades.
-
-
Nin/Dark. Ninjas really benefit from a secondary that helps keep them alive; and /Dark does that. /Poison is better at nerfing single targets into jelly, but won't do much to keep your flimsy Ninjas from getting mobbed.
-
Quote:I expect the links went dead when the forum moved. The Going Rogue FAQ is here in Announcements, but there's almost no information there.The FAQ link posted by Niviene and the links to the stuff from San Diego aren't working for me. Have they expired? Or am i getting teased by Firefox again?
-
I have a mid-level one in the twenties, and she's quite good. Both high damage and survivable; /MM adds nice area damage to Ice/, and Ice/ not only lowers incoming damage but makes topping up my health and endurance with Drain Psyche easy.
-
After reading the " Defenders vs Controller Disparity" thread, it's occurred to me that one result would to be to make defenders even less desirable when Going Rogue comes out. Right now one of the few advantages Defenders have is that they get their buff/debuff powers earlier. If exemplared characters keep all their powers then that advantage vanishes when it comes to exemplared characters; an exemplared level 50 Controller/MM/Corr doing a low level mission will have the same range of buff/debuff powers as an exemplared level 50 Defender.
-
I'd like to see the single target Force Field and Sonic shields get the Mastermind Pet Upgrade treatment; increased endurance cost in return for turning them into AoE buffs. It wouldn't be imbalancing; the powers already recharge fast enough that you can keep a whole party bubbled. What it WOULD do is remove the irritating buffbot aspect of those powersets.
-
Quote:In a possibly related bug, I've repeatedly had the Aid Self animation demonstrate a similar jerking-to-rest effect.The "charge up" stance for the Valkyrie pack Mission Teleport, Pocket D Teleport and Teleport-to-base powers isn't working correctly. Instead the character takes up the stance, then starts to ease out of it, then starts to get into it, then starts to ease out of it again and so on in a rather spastic looking cycle until the power finishes charging and fires.