-
Posts
1061 -
Joined
-
Quote:That's the route i took on my SS/WP Brute: Diamagnetic for Teaming, Reactive for Soloing (both at T3 right now).Almost every damage AT is taking Reactive. Unless it does damage even when someone already has a critter at a full stack, you won't get anything out of Reactive on a large team or trial. I suggest taking something other than Reactive so your team can cover all of the available debuffs, or at least getting two Interface procs. One can be for soloing and the other for teaming.
-
-
All seems reasonable without being overpowering
/signed -
I can tell you this - don't let your initial target be something that can cause you to 100% miss. I did a Tip last night full of Carnies. First spawn, I target an Illusionist and fire off Ion... well you know how they can avoid your attacks - when that happens, the Chain doesn't go to anyone else. Ion fired - none in the Spawn effected. Happened with one more spawn before I caught on haha.
Don't target Illusionists (or any other auto-misser) with Ion - it will fizzle -
Many have covered what I would hope for - one that hasn't been touched that I'd like to see...
Allow any Alignment to go anywhere. It's stupid that you can't even get in to the Rogue Isles if you're a Hero. Longbow goes there - why can't I? Yes, the Isles are looser when it comes to Laws and they are ruled by an evil Dictator, but that's exactly the kinds of place that needs Heroes. Let there be some Hero/Vigilante contacts and Mission Arcs in the Isles. Flip all this around for Villains and Paragon City...
I have no problem with an alternate mechanic letting you know if you are 'less than welcome' if you are a certain alignment. Example: a Villain in Paragon will get ambushed by PPD or Longbow if they are in a non-Instanced zone for say, longer than 5 Minutes. Some areas can be safe from this (ie. Markets, special new places: 'Underworld' areas for villains in PC, 'Partisan' areas for Heroes, etc) -
Not just TFs... Any lvl54, in any sort of mission, should drop Threads - at the same rate, and in addition to, Shards. That'd help some with the glaring disparity between 'the Solo route' and the 'End Game route'.
This would still be much slower that thread/component gathering via Trials, so the incentive to run those wouldn't disappear, but at least it does add an incentive to run regular content at +4... I know I would -
Which really would be mean if the league was formed the way you described. You counted on 12 and gathered them - but there's no way a 13th just randomly popping in there is a detriment.
-
I try to always have an Inspiration in effect when fighting. They just come so easy. On my Main Brute, I'll convert almost everything to Reds. When soloing, it's not uncommon for me to have 3,4, or 5 Red Insps in effect at one time (major Damage Bonuses). They drop so fast, it's like I have an extra Rage toggle or two up all the time... and of course I keep a few Purps and Blues (and always one BF) for emergencies, but the Reds are there to be Burned
-
I prefer Cool-Looking, as long as the Power Level is 'pretty good'. It's why, for my Brute, I'll likely get Ion Judgement instead of Void Judgement come I20, even though the latter seems better numerically for a Brute. But Ion looks way-cool, and it's 'good enough' so there you go.
If a power isn't all that good, though, I'll still skip it (or minimal slot), even if I think it looks Cool as Hail (talking to you, Handclap), and I'll skip on a power that's extremely good for my build if I don't think it cool looking (ie. Gloom) -
Hope you're speaking hyperbole - otherwise you're just being spiteful. Just quit playing if they do - why wish *zilch* on the players that're willing to go to a new model?
-
During WWII, the US allied with the Soviet Union to take out Nazi Germany. Without the USSR, there's some doubt Germany could have been defeated, at least prior to the A-Bomb (some estimates say that 80% of Germany's divisions were tied down at the Russian front - the other 20% fought the US, Britain, and everyone else...)
Stalin was a monster (the numbers he had killed/enslaved is unknown, but easily in the 10s of millions, and eventual world conquest for communism was his ultimate goal), yet the times necessitated using him as an ally. Of course, once the Nazis were defeated, Stalin and the USSR became enemy number 1.
Does this analogy work at all for the discussion at hand? -
Love KB as an idea and as a visual!!!
But hate that the game mechanics while teaming discourage it. Simply put, in the current game system, it's more efficient to lump baddies together and keep them lumped. I wish KB had something to encourage its use while teaming (maybe KBd opponents receive extra damage to simulate being thrown and smashing into walls/ground; maybe a pile-on factor, where if foes clumped around you too long, your defenses starts to suffer as they pounded on you, so it benefits you to push them off you every once in a while; anything...) -
Power comparison at different levels of the game is a just-plain sucky reason to not allow this. I remember old D&D games. The Wizard is weak a low levels, but this is balanced because at high levels the Wizard becomes the most powerful class in the game, usually much more powerful than a fighter of equal level. I detested that reasoning then and don't favor it here.
Why can't powersets Primaries/Secondaries within an AT just be roughly balanced against each other from start to finish? Shouldn't that be something that's sought after? For one AT, if one powerset is so much better than another at any stage of the game, that's a problem, and should be addressed period - regardless of whether powerset respecs are allowed or not.
Concerning powerset respecs - I don't have a problem with this idea. It's happens in comics ('Electric Blue Superman, anyone...'), provided that you do have to stay within the AT. I also think it should be something hard to attain ('how that is can be open to discussion').
Yes, the devs said no. Not the first time. They could change their minds - wouldn't be the first time... and this is something I don't think most of the players wouldn't want.
/signed -
Hoping a better power/number cruncher can help me then.
I'd like to have the Panacea Proc for my SS/WP Brute. Not that I really need it, but I've got a boatload of cash and I just want it... that's enough. If it'll boost my recovery/regen even a little bit, I'll get it, but I just won't confirmation that it will.
Currently my Brute has over 2500 HP and Regenerates 80-130 hp/s depending on nearby mobs. Looking over my slotting, I feel that Health is the only place that I'd want to put a Panacea.
Currently, Health is slotted with the Regenerative Tissue Unique, the Numina Unique and Numina/Heal. The Uniques stay, regardless. What I'm wondering is will replacing the Numina/Heal with the Panacea proc boost my overall Regen/Recovery. It seems, based on what everyone is saying, that it will, but I want double confirmation. I'd be losing 42.4% healing from Health, along with a global 12% regen bonus.
Will what I gain from the Panacea beat that? -
Quote:All those suggestions I suppose would still make it more appealing than the current tier-4, so maybe they will someday...I've often seen this suggestion given as an alternative for Group Flight. The only problem with it is that no one ever seems to realize that the Devs will never give us a version of Fly that's as fast a Super Speed without some significant limitations. If "Hyperflight" worked as you suggested here the fact that it'd be a tier 4 pool power would likely not be "enough" to balance it.
The only way they would make a version of Fly as fast as Super Speed is if they put some kind of timer on it (i.e. only works for 15 seconds) or if they made it so it was almost impossible to turn while Hyperflying. They would do something like this to make it not quite as cool as "Fly that's as fast as Super Speed".
Basically if they ever gave us "Flying Super Speed" without any limitations then almost no one would ever bother with "Grounded Super Speed" anymore. In fact that's pretty much why Fly is slower than Super Speed and Super Jump is right now. It keeps those powers from being completely pointless.
I wonder if you're over-rating how much people would give up slots that could be used on better powers just to 'go faster'. Heck, tons of people I know give up their current speediness (settling for Ninja Run) so they can have more slots for other stuff. Was on a STF to the other night. 6 out of 8 on the team were using Ninja Run as their travel power. Heck, I do it on most of my alts. -
For the last 6 weeks, I've played one character, and one only...
So yeah, even though I tend to stick with one character for a while anyway, it usually wasn't to this extreme, so the coming stuff has changed my playstyle some, but I'm not minding it at all...
I've got 5 50's total. 3 have Alpha slot - at least 2nd tier, and only one (current main) will I load up with as much Incarnate stuff as possible. My other 50s don't have alpha, or even a respec into inherent fitness. I suppose, when my main is loaded and Incarnate stuff has died down somewhat into normalcy, my other toons (incl below 50) will see some action. Till then, Destiny (slot) awaits -
Quote:While maybe a bit better (as in somewhat less annoying), it still suffers from the same problems. Most people just don't want to be made to hover/fly by somebody else. Even Hamidon raids - most non-flyers would rather just use a backpack.My proposal:
These changes address many of Group Fly's problems and make it a usable power. What this doesn't do is make it a practical travel power. Seeing as it isn't one right now and that there is no use for a group travel power, I don't think that's a problem.
Group Hover, as I'm calling it, would become a combat power, an excellent tool for support characters to keep their teams safe. The proposed defense bonus is less than Maneuvers. It's equal to that of Hover, but scales off of the ally buff modifier. The smaller radius is to allow use of this power without filling up a room, which means people who don't want to fly don't have to.
Thoughts?
The power itself is just badly conceived. Is there any precedence for a power that works like group flight in comics or movies? I suppose Jean Grey and Sue Storm kinda make people fly with their powers, but it's still quite different than granting someone the ability to move thru the air as they will (save for the annoying inability to land).
IMO: Tier 4 flight should be simply Hyperflight. Flying but moving as fast as SS (and with a distinct animation perhaps), balanced by the fact you have to get 2 other pool powers to get it. -
Having seen one of GG's Avatars in game, the top isn't like the one depicted in the comic (it's one of those longsleeved white sleek ones showing some cleavage). It's about as close as an aproximation as she could get (and looks good), but this top in her comic seems to be her own creation.
-
Nicely done. Your use of in-game mechanics ('lots of buildings around here are bigger on the inside than the outside') as tongue-in-cheek conversation was quite funny. Golden Girl is a little more....uhm..top heavy than I would have thought
-
-
Quote:I tend to play a single Main for long periods of time anyway, so I feel the Urge, not the Pressure, since I'm pretty much enjoying itThe heat is on to keep playing high level toons instead of rolling new ones or playing lowbies. Some folks only want to run strike/taskforces or only certain s/tfs...
Are you feeling pressured to play incarnate content or just tf content? If yes, are you more than okay with or does it frustrate the hell out of you? -
Well, it's nice to know I'm not too stubborn to take advice...
While I didn't want to switch fully to the build Deus_Otiosus provided (I really wanted to keep my relatively high recharge, not give up most of my Hecatombs, and maintain my theme), some of those Regen Numbers he and others provided were just too hard to ignore. So taking their advice, I tweaked my build (as seen a few posts up) slightly.
*I took 1 slot from Rage (but added to Recharge IOs, so it's recharge is higher than what I had)
*took 1 slot from HPT, and replaced all Reactive Armors with Numinas
*took 2 slots from RttC, replaced all Dark Watcher's with Numinas and Golgi
*took 1 slot from Indomitable Will (thus one LotG)
*Added those 5 slots to Taunt, and filled all 6-slots with Perfect Zingers
Final Result: S/L Defense sitting at 45.9%, most other defenses at 35%ish, Hitpoints nearly 200 higher (near 2600), and Regen in the 135ish hp/s range.
Very pleased. Yes, the numbers could be a bit better, but my theme still matters a bit (my Brute is basically just a superstrong brick), so stuff like Gloom is out. But with Footstomp available about every 5 secs (due to high recharge and recharge proc), I've got world-killer AoE already (and I keep grenades in my back pocket if xtra is needed). Plus, even though I don't hunt AVs, my Single Target ability mattered, and it remained unchanged from what I had, so I can still take down a Pylon should I get the notion.
So, just want to throw in a another thank you to those who showed me the numbers. -
/unsigned. I skip jab on my SS Brute and I have Brawl on auto. When I used Boxing as a rare filler, I like that it's a gut punch, different from all my other melee attacks, and 4-slotted with Kinetics, it's not an utter wasted.
Of course, I'm all for them eventually offering other animations for Boxing (and pretty much everything else) -
I can certainly believe Mids is showing you those numbers, and they may even be right. As for me, after playing around with RttC heal slotting and seeing my hp/s Regen with 1 foe in range vs 10 foes in ranges, I'm not fully trusting in all the numbers Mids is giving me...
-