-
Posts
1726 -
Joined
-
Rather than carry on fruitless arguments with people who I'm not going to be able to convince, I'm just gonna say this: if Force Field gets buffed, even if my suggestions aren't what happens (incredibly unlikely, I know
) there's going to be changes to some of its powers that will change their use and functionality. There's only so much you can do with knockback and repel, and Force Field as-is is proof of that.
-
Oh I've played FF. You know my forum handle? The one that no one who knows me in game ever sees me play a character named? That's the name of my level 50 FF defender who I haven't played more than 10 minutes at a time in 4 years because FF is so boring.
Quote:If I had my way, I'd turn Repulsion Field into what Repulsion Bomb used to be - fast-animation click AoE knockback on almost no recharge and very little cost. That way, you could time your own pulses for when you needed them to conserve energy, because that's what people do now anyway.
Quote:As far as Force Bolt goes, I'd prefer to see it get the Power Push treatment, i.e. little damage, lots of knockback and a very short recharge. It works for Power Push, it ought to work for Force Bolt.
Quote:I have no problem with Repulsion Bomb as such, but I wouldn't mind seeing its animation (and that of Neutron Bomb while we're at it) sped up at least by half. It really is too slow, but its actual effect isn't half bad, and I prefer to see it remain ranged. -
Dropping the radius reduces its current usefulness for its only use now, when as I said the point of my suggested change is to change the current use to a better one.
-
Quote:I've never seen any evidence in my 5 years of playing that either is more desirable than the suggested debuff.Repulsion field = Knockback, which plenty of mobs are resistant to. Force bubble = Repel, different mechanic.
And 20 feet - I've had mobs push 1/3 to halfway into my Force Bubble. 20 feet? I might as well not even be using it.
Edit: Let me explain that I adore knockback, and even I HATE Force Bubble as-is. It's all of the scattering people loathe about knockback, over a huge area, with none of the not fighting back that people love about it. And it's not even 100% effective, like Memphis says! When someone toggles on this power, 9 times out of 10 I want to kill them myself. -
Quote:I suggested the range be 20 feet, not 15.Think about that for a second. Many melee powers have a range of 7 feet. If the range of force bubble is a mere 15 feet, it will be mostly useless aside from your proposed 25% damage debuff which is quite massive in itself...
Quote:Not to mention it would completely change the very purpose of force bubble. Instead of keeping people out of melee you'd be running around trying to debuff everyone's damage.
I'm not sure what you think doubling the current effects would do. Its effects are either so strong that increasing it would just be overkill (the repel) or so low that even doubling it won't do a whole lot (the knockback). -
Quote:The powers system is entirely capable of having powers affect otherwise untouchable targets. For example, Hamidon can easily kill Phantom Army or Hibernating players with reckless abandon.Detention field can't become a toggle. How are you going to maintain a toggle on something untouchable? It's easy enough to notice, just leave it be.
Quote:Repulsion bomb, leave as it is. It's perfectly usable and useful - ranged AOE damage and knockdown, chance to stun? Yes, thanks.
Having the radius smaller than Dispersion Bubble's means teammates can stay in Dispersion Bubble while still fighting affected enemies without trouble. -
I suggested some, take a look and let me know what you think.
-
Force Field is a good set, but it's being almost entirely carried by 3 powers. Its other powers need some buffs to be more desirable.
Force Bolt: Becomes a real ranged attack. Damage increased from scale 0.2 to scale 1, add 20% chance for Mag 3 stun.
Detention Field: Becomes a toggle. 1.04% end/s, can only be active for 30 seconds. Recharge time reduced from 60s to 30s.
Repulsion Bomb: Animation changed to Hand Clap animation. Animation time reduced from 3.07s to 1.23s. Projectile effect removed; now affects targets instantly after activation time.
Force Bubble: Radius reduced from 50ft to 20ft. Non-stackable 10s 25% damage debuff to target effect added. -
This is my second attempt to make Hamidon enhancements more desirable. There'd be a new kind of HO, only earned from Hamidon raids; there'd be no Synthetic version. Let's call it the Recombinant Hamidon enhancement.
A Recombinant enhancement doesn't do anything by itself. However, when you combine it with another HO, that HO becomes a Recombinant version of itself. For example: slotted Centriole Exposure + Recombinant Hamidon Enhancement = Recombinant Centriole Exposure. A RHO becomes Unique and can't be traded, so once you use it, you're stuck with it unless you delete it.
What are RHOs good for? They're basically Wild Card IOs. Slot them in a power with other set IOs and it will count towards that set's set bonuses.
Now, obviously that's quite powerful, so Recombinant Hamidon Enhancements would be rare like Ribosomes or Microfilaments, and not common like Centrioles. -
Super speed doesn't make sense as a melee set. Why would someone with super speed stand in the thick of it where they could get punched when they could be far away doing hit & run tactics? It'd make much more sense as a Blast set for Defenders, Blasters, and Corruptors.
-
You'll probably want to skip one or both of the immobilizes since they'll nullify the knockback from your energy blasts, which will be one of your primary sources of mitigation.
-
This thread has an awful lot of views for one with no responses. What's THAT about?
-
Quote:No, your first instinct was right. */Poison is weaksauce.Armed N' Hammered-Merc/Poison Mastermind, deleted at lvl 45
This was at a point when /poison just didn't appeal to me. I found myself turning towards AE to get him up in levels because he couldn't get through a paper misson to save his life (literally). After a while the character slot was needed and he suddenly was expendable. A couple of months later, after reading guides on /Poison and brainstorming over it a bit, I found that /Poison isn't that bad, in fact it's pretty killer, and I'm going to try it again, maybe with a different pet set, but with some proper slotting he could have been awesome. -
I was playing my Bane Spider, when I noticed an odd message in my combat log:
Basically what you're looking for is the message in the Healing Delivered channel about Pulverize critting for 2 points of Smashing damage. I have no idea what that's about. I've never heard of Pulverize having a random chance to do more damage, and 2 points of damage is nothing at 50. Plus the healing delivered channel is a weird place to report damage. So what the heck is that? -
That would have the exact opposite effect that the useful salvage warning is meant for and that this suggestion would help achieve.
-
Instead of having the salvage interface include every recipe on you in the list of reasons for you to keep salvage, a better idea is to have a checkbox for each recipe in the Recipe window for "Intend to Craft." Then, if you try to delete or sell salvage, only salvage used for recipes marked as such would trigger the Useful Salvage window. The window would also have a new button: "Save what I need." This button would then delete, sell, or store all the salvage in that stack except what you'd need to craft your recipes. It would make the system a lot easier to use, I think.
-
No more booster packs, and instead have the artists work on stuff that everyone gets to enjoy!
-
I always liked how getting that villain badge on a hero by killing Longbow while confused handily explained itself in-game: you were mind-controlled!
-
You wanna give them passive mez protection?
-
-
I'm only posting here as a matter of course, because I'm sure you already know I'm in.
-
Nah, I kept the set bonuses and just took the 50% reduction in damage enhancement.
-
Ah, I guess the Bruiser doesn't taker Recharge-Intensive Pet sets. Which means the damage from Gang War's gonna have to take a hit, but at least I get to keep the control.
-
Which do you think would be better on my Thugs/Pain MM? Two Stun IOs in the Bruiser for his Hand Clap, or the two Recharge Intensive Pet Aura globals? (I already have the two Pet Damage aura globals.)