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Another complaint: Why does consume drain so much less endrurance than it's Energy and Ice counterparts? You gain enough back, but it takes very little from the enemys.
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Don't they recharge faster?
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Yes, the end drains from Ice and Energy armor have a recharge of 60 sec. to Fire 180 sec. I'm not sure how that's fair.
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Even IF they fix healing flames fire tankers will still be left out in the cold. Their resistances are still very weak. I have posted this before but this change alone would make the set much more in line with other tankers:
sugestion to the air) and posted it on another thread. This is it:
This is what i'd do to boost fire without breaking concept:
Consume:
<ul type="square">[*]Add 5 resistance to all but psionics for the first enemy hit[*]Add 1.5 resistance to all but psionics for every enemy hit up to 10 enemies[*]This buff lasts 90 seconds[/list]
With 3 SOs the power recharges every 92.3 seconds so its never truly permable but darn close.
All these changes brings the fire tanker 79% as durable as an ice tanker against one even level enemy and 84% as durable as the ice tanker against 10 even level enemies. Im even leaving the to hit check in Consume, leaving a degree of randomness to the ability of getting the best out of the power (sloting for accuracy would force you to choose between making it slower recharge or yield a lesser resistance buff) -
Will wait and see how this ends up like, but 100% of the hype i had on it just faded away.
On top of it now im fearing the invention system will be filled with single use click powers that require you to spend days and days farming to craft. -
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Trust me on this one, having craftable temp powers would be great IMHO, but they would be either exploitable or basically useless.
I'm an advocate of pushing the envelope, and you have to look at the synergies involved.
Work out what would be worth crafting as a holdable temp power, then consider it at the damage cap fighting a foe weakend by a chemical burn.
There has to be a constraint or limit to these, else they can become too good.
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You mean like inspirations are now?
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Arguabley- yes. on the inspirations.
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I meant on the constrains. There not being any constraints other than inventory space as to how you can use inspirations is rather overpowered and one of the main reasons everything else in game looks so weak. Every other MMO I played that had potions (the equivalent of inspirations) had the comon sense of limiting usage by preventing stacking and adding reuse timers, sometimes adding multiple potions in the same timer. -
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Trust me on this one, having craftable temp powers would be great IMHO, but they would be either exploitable or basically useless.
I'm an advocate of pushing the envelope, and you have to look at the synergies involved.
Work out what would be worth crafting as a holdable temp power, then consider it at the damage cap fighting a foe weakend by a chemical burn.
There has to be a constraint or limit to these, else they can become too good.
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You mean like inspirations are now? -
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I'd say they'd be annoying to the point of being semi to mostly useless.
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Well, yes, that's the other potential concern.
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Empowerment station buffs are currently set at 15 minute durations (far longer than any other non-toggle buff in the game). They are bestowed on you as soon as you craft them, and last 15 minutes from there. The idea is to have enough time to get you past that sticky part of a mission that was giving you trouble.
15 minutes is the time we are going to the Training Room with. If it turns out that that's not enough time for you to Empowerment Buff, get to the mission, and get you through the tough fight, then it will be increased.
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How about making them temp powers that last 5 hours, you can only have one of them at once, are one "charge" only, and make the buff last 15 minutes (or however you think is balanced once the moment of use comes).
That would allow for people to be more strategical about their use, and less "Oh noes! its an AV, now go to the base, craft something, and return in 5 minutes or less so we can fight the guy!, and if some one goes AFK we will kick you out and set U 2 /gignore 4ev3r!1!!" -
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It means when a Player is hit with any attack, if they would go from 100% to 0% in that one hit, they are instead brought to 1%.
Stalker in PvP Zone? The lowest in one shot from 100% would be 1%.
That Arch-Villain / Hero in PvE? Same thing. No more having Luminary Nova and take out all the squishies standing too close.
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As long as they were 100% before she did nova. If any was 99.9% hp, he will die.
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No more Dreck doing the same. No more stray blast from Hami taking out the Controller section of the raid in one blast.
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I can see Hami being tweaked though, its rather easy as it is now once you have all the needed trollers aboard. -
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2. We'll be putting in a check that prevents "one shotting"; if anything occurs within a fraction of second that brings a player from 100% Hit Points down to 0, we instead give the player 1% Hit Points.
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Just to make sure, PvE and PvP?
edit: and is this to be expected at I7 or a patch before then?
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He syas to players on the post. I hpe ot does not extends further than that. -
I had this bug, and altough i now have the shivan temp power i had never had it before in any character. This happened BEFORE i got the temp power.
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As for repulsion, if there is a supression it is so short lived that i hever been able to get to a hurricane or other repulsion field user to hit them with my scrappers. So i dont mean that there is actually no supression, but if it is there it is so short i sometimes doubt it even exsists.
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Repulsion doesn't suppress. Knockback suppresses for 10 seconds. Hold/Sleep/Disorient suppress for 15 seconds. Okay?
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Most likely the reason it does not matter at all is because every one with status effects have more than one they can and will chain to keep you permadisabled.
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_Castle_ has stated that knockback magnitude is the same as knockback distance. Geko has stated that Intangibility Enhancements enhance magnitude - and that they do so because Intangibility powers can never stack...
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Yet sloting knockback only seems to push things further, not manage to knock back anythign that is strong against knockback in PvE. -
Within a second is not the same time.
Unfortunately, it may be almost imposible for players to do this, once you get hit by knockback attacks, only very few of them actually do a "knockback debuf".
NPCs however are all managed by the same clock in cycles (or at least that is the way most programs handle AI) so it is very very likely for a full spawn to do the same attack at the exact same time and therefore you get to see a knockback happen.
As for repulsion, if there is a supression it is so short lived that i hever been able to get to a hurricane or other repulsion field user to hit them with my scrappers. So i dont mean that there is actually no supression, but if it is there it is so short i sometimes doubt it even exsists.
All in all, I personaly have NEVER been knocked back on my regen scrapper or my invuln tanker during PvE. I do have been knocked back rarely with my fire tanker's Acrobatic. There are no special status protection bonuses at all in PvP, no band aid, just you hoping you can knockback some one because maybe once you saw a huge herd, or way higher level enemies, knock a regen back.
As for the "any enhancement" part, there are no knockback magnitude enhancements, only knockback distance enhancements. There have never been ways to enhance status effects. Only way to overcome status protection has always been multiple applications of status effects, and since knockback does not really leave any "debuf" there is no real way to overcome it reliably. -
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I've seen scrappers get knocked back through Integration if they're hit by enough knockback powers at the same time.
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The key is there, at the same time. It would take quiet a few players with a darn good sych to be able to land as many simulaneous knockbacks on him at once. On pve this is rare but posible because the sheer numbers of enemies usualy attacking you.
There is no imunity in PvP, only the extreme unlikelyness of you having enough knockbacks land at the same time on some one there.
As for suppression, i ponder if it even exists... i been perma feared more times than i can count. Never have i seen any supression kick in. -
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Fine with me, as soon as melee characters lose that cheap band-aid complete immunity to knockback despite a lightning bolt, a gale, a hurricane, and a tornado.
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Ghem... thats... part of the AT since ever, not band-aid.
Toggle dropping on it's entirety IS band-aid though. The single worst thing this game ever seen too, followed unresistable damage, to further gut all resist based sets out there. -
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Also, if all these monsters were meant to be taken down by more than one team, why should only one team get the badge? Forgive me if I'm mistaken, it's been a while since I've tackled a giant monster, but last I checked the badge was only given to the team that does the most damage. This was to prevent, I guess, people from coming in, swatting the thing once and sitting at a safe distance for the badge. And it works nicely for that scenario, but consider this scenario:
Team A: Deals a total of 2000 damage
Team B: Deals a total of 1999 damage
Team A: "WooooO! Badge earned!"
Team B: "@#$%... well, that was a big fat waste. But at least we kept team A's scrappers alive with our defenders."
So I ask in general, but especially if you go around buffing monsters up, let the badge go to all who help to defeat the monster, not just the team with the highest level damage dealers.
Again, strike this completely from the record if I don't have my facts straight. I do know that this does not apply to Lusca, but I'm pretty sure it still goes for Adamaster, Krakens, etc...
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Currently the badge is given to ANY team or player-not-on-a-team that does 25% or more damage to the Giant Monster.
When Giant Monsters get tougher (Issue 7), this number will drop to 10%(or more), encouraging more teams to fight them. The rewards will be increasing as well.
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I fear this buff mainly due to the consequences.
Buffing Giant Monsters also means that you are forced to buff the reward you gain from them, be that XP gained or special enhancement drops, or even temporary powers.
The thing is, if the reward is buffed people will be even more interested in fighting them (good thing). Unfortunately it may be to the point of farming the monsters and making the end result be that only the largest super groups will ever get to kill these monsters by constant camping (bad thing).
Making them more common may in the same line make the reward a bit trivial since it can be camped way to often.
So, as i note, im not against the change, but i do fear the consequences. -
What if the trainer was outside of the common area? Heck what if the trainer was the woman that is in front of the elevators on your way in?
If the worry is villains accessing hero trainers and viseversa, this would solve it.
If the issue is something else, then i have no clue. -
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But I posted initially more just to gripe about how useless it was to me at 45, with no way to get rid of it, when I'd have preferred to replace it with any other L1 tanker power or a pool power
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But this is the thing you are missing, Barrage is as useful to you at lvl 45 as Jab is to me at lvl 45.
At those levels we got acces to a lot of better attacks, that if sloted properly for recharge make the first attacks in the chain entirely useless for us.
The issue is not that barrage sucks, but that you have no use for it. Barrage can even still be used as a great filler for a constant attack chain at lvl 45 if you are the type that rather not slot for recharge.
Now, i think yougot the wrong campaign on your hands. Think a lot about asking for damage changes on this set, for you may regret it.
Instead, why not join the already running campaign of switching the first two powers order? The reason is exactly as you noted now, at higher levels the weakest attack in your power is rarely useful, but on the other hand, the second one is almost always useful. So, why not force us to take the one that will always be useful instead? THAT is what you should be asking for, not for them to change the numbers on the attack you think is useless. -
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Let me get this straight.
You're saying that the simple truth that you can do more damage with barrage over time than three other level one tanker powers is irrelevant?
That I'm 'ignorant' for pointing out these little things like 'facts' and 'numbers' that disagree with your point of view?
You will make an excellent politician some day. If you can't handle anyone disagreeing with you, much less proving you wrong, why do you post?
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I don't mind disagreement, but you haven't proved anything. Your post acts like Barrage is in some sort of vacuum where it is the only attack you have. If that were the case, it might not be the worst. However, when you are at higher levels and have several attack powers, Barrage is part of an attack chain. As part of such an attack chain, it's end cost and recharge time are far less important than they would be in a vacuum where you had only one power. But the BI and activation time remain just as relevent, because the damage it does determines its usefulness, and the activation time affects all the other powers in the chain.
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You are the one ignoring what does not support your point of view. But then again, i doubt you WANT to listen.
I do hope the devs look at the set however and nerf the hell out of ET and TF only so the entire comunity can thank you for the small boost to Barrage (and the endless chain of Energy Melee nerfs that will acompany such change). -
Ups sorry i tought you meant Ninjitsu against SR...
Energy against SR is 27.3 against all, so it's just slightly superior to Energy in all but Energy Damage -
I consider it to be better than Super Reflexes thanks to it's self heal. Def numbers are bit lower than SR but the self heal is GOOD. Enhanced is about 50% heal every 30 seconds. Its just like Regen's Reconstruction. That alone beats the small diference the set may have at the side of SR
Actually, if my numbers are right (and i do note they have a rather big chance to be wrong since im taking them from a hero planner), once you account for the self heal and the def, a Ninjitsu Scrapper would perform darn close to Regen -
And a stealth aura that grants def (5.85 if 3 sloted)
Energy Stalkers dont get that. -
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Well that sucks.. I don't think I want energy aura anymore.
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Why do you think i been advocating for Ninjitsu instead
Only reason i want tankers to get Energy Aura is to fill their lack of synergy with Energy Melee. I already went ahead and "buffed" all the numbers in a spread sheet to Tanker Level numbers and the set looks almost as bad as Fire Aura (even accounting Fire Aura's Self heal) -
Im also accounting for Hide toggle that if it was removed to switch for something else would surely be changed also for a def power.
Additionaly there is a self heal on the set that adds a lot of survivability. -
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Def numbers are lower than Ninjitsu's
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I have the distinct feeling I am being lied to..
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These numbers may be wrong, but so far these are the numbers that i seen posted for Energy Aura for Brutes once 3 sloted for def:
Smash/Lethal/Cold/Fire/N.Energy = 25.6
Energy 31.5
There is a 8.9 resist to Smash/Lethal/Energy
Ninjitsu gets 31.5 def against Melee/Range/AoE, plus their self heal.
Off course, ninjitsu does not get 2 endurance gain powers or repulsion protection. -
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Well, ideally, I'd like to see a new defense secondary for scrappers that I actually want to play. I'd rather not see a second powerset that demands I take leaping.
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Ah well thats another topic. Altough you may say the Fear protection balnces that out. Some tankers may wish they had a pool to grant them that protection.
I personaly would do a Ninjitsu scrapper if there were any, and i would go for Super Jump simply because I think it would do synergy with the set. But i do can understand not wanting to play a set due to that, not a reason for it not to be available, but I can understand the feeling.
As for before, you may had confused my opinion that Tankers are in more dire need of a primary than scrapper, just wnat to clear i dont think that means scrappers dont need anything, i just mean that tankers are in more need of options to variate their primary selection. -
Def numbers are lower than Ninjitsu's and no self heal, to start it off. Only thing Energy has over Ninjitsu is Energy.
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I think placate is a very stalker ONLY tool. Nin gets an AOE placate for one. I think that is scrapper no no land.
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It may be TOO good for scrappers, but in no way make them useless. Besides, Energy had a repulsion shield that got switched with a stealth one once they made it a brute set back in beta. There is no reason they cant do a small tweak here too.
Edit:
I am going to post about this on another thread, but I may over done it a bit, Energy Aura is only the second worst set in the game, it falls just after Fire Aura (unless you going against fire damage)
Ironicaly, Energy is not as good against energy as Fire is against Fire, not even close. -
Ironicaly is:
Ninjitsu is BETTER than Super Reflexes due to it's Self heal and the capability of making the enemy stop attacking. Can you point to the huge horrible "stalker only tool that would make it suck as a scrapper set"?
And Energy Aura is one of the weakest sets in the game.
Oh and i think Scrappers MUST get the Shield Armor set (i say this because states noted he was still thinking if they would have it or not, they MUST have it)