Vitality

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  1. If not taking it doesn't hurt your fun...then you don't need it.

    However, that being said...it's Dark Melee's level 32 power for a reason.
  2. Vitality

    Regen...?

    I don't know.

    The way I look at it...toggle IH or even inherent IH...would make the set actual Regeneration. (I say even inherent IH because I think Regen should offer the best recovery/sec)

    You would still be reliant on your three clicks for the tough battles and taking alphas.

    Therefore, it would still be more click intensive than all the other sets.

    It would be the same attentive playstyle...just smoothed over.

    This is just my opinion.

    PBs get Reconstruction and Dull Pain to go along with good resists and a permable 85% resistance power.

    Willpower gets Fast Healing along with Integration or Instant Healing (depending on the number of enemies) to go along with good resistance and good defense.

    I really don't think perma IH would make this set outperform others at high levels...I think it would just smooth over the playing of the set.
  3. I think it will be sweet.

    I just wish Thor wasn't playing in it.
  4. Quote:
    Originally Posted by Nalrok_AthZim View Post
    I love thread necro. Please check last post date.
    It's not that bad of a necro.

    I personally feel it would be worse to create a whole new thread for something that was just discussed 1 month and two weeks ago.
  5. I like Afterburner...I've always wanted a faster flight...and it's a conceptually great.

    However...it requires you to select another power instead of Fly...and I hate that with a passion.
  6. Vitality

    Regen...?

    Quote:
    Originally Posted by Moonlighter View Post
    Here's my problem with Regen.

    Because it requires so much relative time activating defenses it is the only secondary that actively reduces my damage output.

    Every other set has at least one power that boosts offensive capability, or a taunt aura to prevent you from chasing runners which I consider an offensive boost. Even SR has Quickness. Meanwhile the only offensive advantage Regen used to have, extra Stamina, has been watered down by inherit fitness, IO and Alpha endurance management tools, and even the sewer trial Endurance buff.

    While most soft sets have increased DPS as the reward for exceptional builds and playstyle, Regen still forces lowered damage with no real benefit.
    It also has the inherent weakness of Lag.

    Then again...that is also the players fault...sometimes.
  7. Vitality

    Regen...?

    Quote:
    Originally Posted by Vauluur View Post
    IF Regen were to receive another buff beyond what it already has received, it would probably be more resistance. Possibly by having Resilience scale with your current hitpoints in a way similar to the passive resistance in SR. But I would say that's far from needed.
    I was thinking of that as well. Adding that to Integration or Resilience.

    I commented on IH because I knew that it used to be a toggle.
  8. Vitality

    Regen...?

    Quote:
    Originally Posted by UberGuy View Post
    I bet that horse is really tender by now.

    Now, having said that, let me explain that I have close to 6000 logged-in hours across four Regens, and play three of them regularly. Don't think I'm not interested in Regen's performance, or that I don't agree it has some issues. I think the public perceptions of those issues are rooted deeply in Regen's lack of in-set +defense powers, which limits how close it can get to 45% defense. The ability to get defenses in the 35% and higher range makes what I consider the largest, most immediately noticeable difference in survivability on any character.

    I think to a less-noticed extent, but more fundamentally, Regen is the only powerset that relies heavily on survival tools that behave linearly instead of proportionally and are reactvie to boot. By that I mean that defense and resistance both remove a fixed (average) percentage of incoming damage, while Regen mostly repairs/replaces a fixed (average) amount of it per time. Finding a balance between those two that behaves the same across all incoming DPS levels is just not going to be possible.

    Bear in mind that Regen just got some buffs. Personally I think they were nice to have, but not game-changing. But I think the conservative nature of those buffs may indicate that the devs don't feel that Regen needs a survival tool change on the scale of making IH (at its current strength, certainly) able to be always-on.
    Don't get me wrong...I'm simply trying to be informed. As I don't have a regen past level 24.

    I'm only going by what I've read in these forums.

    Basically just trying to find out if all these "claims" were justified or not.
  9. Quote:
    Originally Posted by UberGuy View Post
    Wow, dude, that's a big tinfoil hat there.

    This is a dead horse so old it has been beaten and revived by whole generations of necromancers. There have been so many other times there were big threads on this and nothing happened, it's nonsensical to correlate the current one with this event.
    I'm sure you're right...and "guarantee" may be the wrong word to use...but I still have my suspicions.

    Then again...does it really matter whether I believe this was done on purpose or not? No.

    Either way. It needs to be fixed.
  10. Vitality

    Regen...?

    I've been wondering.

    There has been a lot said of how Regen underperforms when compared to other sets.

    What about changing IH back to a toggle?

    Or at least reducing it's recharge so with enough +recharge it can become Perma? (like the most recent change Light Form from PB's)


    ...or, are people just overreacting when they talk about how Regen underperforms?
  11. Quote:
    Originally Posted by Socorro View Post
    Holy Carp! Can't wait to give my PBs a go this evening.

    Devs Please don't fix this bug! Give KBers an option to make it higher if they want, but leave this, Pweeeeeeaase!
    NO...

    Change it back and give those WHO DON"T LIKE KB an option to turn it off.
  12. Vitality

    KB bug

    Quote:
    Originally Posted by Socorro View Post
    wait! When did KB get reduced?
    It's a bit too coincidental of a bug if you ask me.

    It better get changed back ASAP.

    If they want to make players who hate knockback happy...either add the option to turn it off or add the -KB IO.

    DO NOT force this onto everybody.
  13. Wait...so instead of giving us the option to turn off KB...or a -KB IO...they just went ahead and completely turned it off?

    That's BS.

    I can understand why some people do not like knockback...but I happen to really like it.

    I even slot KB enhancers to some of my attacks so that they actually do Knockback instead of Knockdown.

    Also...they may say this is a bug...but I can guarantee they did this on purpose to gauge our reaction...as there has been an ongoing thread discussing this very issue for some time now.
  14. Crazy.

    Absolutely crazy.

    Simple as that.
  15. I have a DM/Regen concept build that is fun to play...but it's purely conceptual.

    I figured I would take advantage of the dual builds and use the second for an AV soloing build.

    Can anyone help me out with a build built for soloing AVs...if it's possible...?

    Thanks in advance.
  16. Quote:
    Originally Posted by Warkupo View Post
    Yes, but to me, it is. The point I'm trying to make is that I do not care about Jab, thus I do not care what Jab does aesthetically. My *reason* for not caring about Jab happens to be based around it's mechanical applications, but the point still stands; I don't care about Jab. Until it is turned into a power that is worth using, I'll continue not to care about it.

    In order for me to add my support for wanting additional animations for Jab, I'd actually have to want to *use* Jab first.
    If you don’t care about what happens aesthetically to Jab…then why come here and openly object to something I…and hopefully others may want…if you “don’t care”…?

    ...and again...Tankers have use for it.
  17. Quote:
    Originally Posted by Warkupo View Post
    Without meaning to sound snarky, it's hard for me to care what they do with Jab aesthetically while it remains such a terrible power to use mechanically. I mean, I wouldn't be opposed to it getting different animations, but I still wouldn't take it.
    Well Tankers have to take it...

    Anyways...this thread isn't about it's use mechanically...

    It's about giving Jab and Punch alternate animations.
  18. I can't believe that I'm the only one who wants the best punch animation in game (in my opinion) for Jab.

    I also want to suggest giving us the Smite animation from Dark Melee for a Punch alternate animation.


    Yes...I know that both the Brawl and Smite animation activate quicker than the current Jab and Punch animation, respectively...but I absolutely would not mind a slight pause after the animation...because I think having the options for these animations...with the Super Strength FX and sound FX...would be absolutely awesome.

    Just imagine...Punch using the Smite animation...and knocking your foe off their feet. Need I say more?
  19. Stop giving them excuses.

    They need to spend the time to create this under the options UI.

    If you like the Gull...awesome...good for you.

    They don't need to remove him from the game...but they NEED to add his options to the option UI.
  20. Quote:
    Originally Posted by Vauluur View Post
    Well, not to nitpick but I'd imagine it really is overkill. You would have diminishing returns from it with high Fury levels and probably find yourself over the damage cap from time to time.

    SS/FA, on the other hand, avoids that problem by having Fiery Embrace which just adds more damage from a seperate source rather than a +Damage buff.
    You're right...I forgot...being constantly at or the near the damage cap is a big turn off.
    Defnitely not worth it.
  21. Quote:
    Originally Posted by Mint View Post
    Anyone make a SS/shield brute, curious how well against all odds and rage work together. I was thinking that your fury bar + against all odds + rage would make your character do some pretty good damage, anyone know from experience?
    They don't. As crazy as it is...Against All Odds and Rage cancel each other out...thus granting you no bonus damage. The real kicker is...these two powers together also make Fury give you -damage instead of +damage. I know...crazy right.

    Seriously...obviously they work well together...more damage on top of more damage on top of more damage. How couldn't that work well together?
  22. Vitality

    Fast XP

    Quote:
    Originally Posted by Mint View Post
    yeah I know, im VIP so I might try the beta thing out and I wont need a whole lot of influence for this build either. Really want to just try an idea out that I think will devastate the enemy mobs
    Just ask around here. Post your build. I guarantee someone has already tried or is playing with that same build right now. They could inform you.
  23. Quote:
    Originally Posted by rsclark View Post
    And a lower damage base and no rage.
    Footstomp level 50 base damage: 63.17

    Solar Flare level 50 base damage: 67.12


    Anyways...let's leave that for another thread.

    Back on topic...sorry for the derail.
  24. Quote:
    Originally Posted by Dispari View Post
    No. Not all powers work that way. And some are counterintuitive (Hand Clap would work that way but you need to land every time you want to use Foot Stomp). And not all powers can be used while flying.

    What I'm saying is that "powers would be too good if they were KD" is already provably false for most powers, including the ones cited (like Shockwave and Solar Flare).
    I guess so...crazy...since everyone is so against Super Strength getting any more AoE because of how strong Footstomp is.

    What you're describing is PBs basically have Footstomp with a whole lot more AoE to go with it...as long as you're hovering.
  25. Quote:
    Originally Posted by Dispari View Post
    Enemies you knock back are knocked back away from you. If you're above them they're knocked "back," downward. Which is into the ground. Meaning they don't go anywhere.

    People have been using this trick since the game began to turn KB effects into KD. I use it on my Energy Blaster to prevent annoying teams.
    I did not know that...since I do not use Hover or Fly while in combat.


    So...basically...you're saying that using Hover or Fly while in combat...will take care of this whole KB issue that this whole entire thread is about?