Vitality

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  1. Quote:
    Originally Posted by Dispari View Post
    Solar Flare was just made so you can use it while flying. You can already hover over a spawn and use it so it's KD.
    Solar Flare is absolutely Knockback.

    Maybe I'm reading this wrong...

    You're saying that if you use this while hovering...it turns it into a KD instead of a KB?
  2. Quote:
    Originally Posted by Dispari View Post
    What I find strange about this argument is that it implies that all (or most) powers that do KB would be overpowered if they instead did KD.

    Though for every post you can make saying not to take X power because it does KB, you can find someone pointing out how you can just jump/fly/hover/use a wall/position yourself in such a way that it does KD instead.

    So... is that the balancing factor? That it's okay if the powers do KD as long as you have to think about it some? Because other sets aren't really balanced that way. You don't have to think about where or when to use Fireball. It works the same however you use it. But are you saying Explosive Blast is potentially overpowered if you turn it into KD instead? My Blaster certainly doesn't feel overpowered when she hoverblasts.

    Now there are a couple powers where it might matter. Repel powers and maybe Bonfire. But that's about it. And honestly I doubt even those; repel powers drain end per foe hit so you'd just run out of endurance if they weren't going anywhere. The devs would only have to look at a couple powers tops. It's not like Energy Blast would be topping the charts on performance if it did KD.
    Solar Flare would be tremendously more "powerful" if it were KD instead of KB. It would be the equivalent of Footstomp in a set that is already increadibly AoE oriented.


    Anyways...as much as I would want Knockback to be changed so that it actually values teams...
    ...I would definitely prefer there being a -KB IO...so that you have to give something up for it.

    I also believe that it should take two -KB IO...since most people 5 slot their powers anyways. That way...you definitely have to give something up to change a power into the more "powerful" KD.
  3. I want to suggest needing only to take the travel power as a prerequisite for these powers.
  4. I'm wondering if it's possible to cap S/L defense and get 40% to E/N/F/C...?

    I'm able to cap S/L at 45.1% but I can only get 33.2% E/N and 33.8% F/C.
  5. Vitality

    SG Deletion?

    If you're the only character in your SG...and you delete that character...

    Does your SG get deleted as well?

    So that you can re-create that SG...
  6. Vitality

    Bruising?

    Quote:
    Originally Posted by Necrotech_Master View Post
    resistance debuffs are resisted by resistance, so how much the -resist does is based on the enemies resistances

    it is not affected by the purple patch or lvl differences since it is granting the target a power

    it helps a bit, but since its limited to 1 application it can only do so much at -20% resist, on teams though it helps because since its applying a powr to the enemies everyone does more dmg
    Explain this to me please.

    Against someone with no resistance...bruising will apply -20% resistance...

    ...but against someone with 30% resistance...bruising will apply less than the -20%...?
  7. Vitality

    Bruising?

    Quote:
    Originally Posted by Necrotech_Master View Post
    it helps a decent amount, nothing super effective, but there is a noticeable difference

    on my lvl 50 ice/stone tank without bruising seismic smash hits for about 192 dmg, with bruising i hit for around 232, which is 40 dmg difference
    Does it help with AVs at all...or do they resist it?
  8. Vitality

    Bruising?

    Do you feel that this makes soloing tolerable?

    How much does it "help"?
  9. Vitality

    WP and SoW...?

    I know that a WP Tanker does not need this power.

    What about top end Brutes?

    Your thoughts...?
  10. Definitely my main...SS/WP

    Started as the original WP/SS Tank back when WP was first introduced.

    Came back for free to play and remade as a SS/WP Brute since you could finally start as a Hero.

    Having the damage to actually make Super Strength hit like you have super strength is just awesome.
  11. Does this toggle heal you as well as your teammates?
  12. Quote:
    Originally Posted by Socorro View Post
    What Nihili touched on pretty much covers the whole issue.

    The KB True Believers insist that KB is awesome, gives much needed mitigation, and, by far, most players of non-KB ATs welcome KBers with open arms, or at least have no issues with them.

    If you Believers insist this to be true, the an option to turn off KB shouldn't be a problem for you. If true, teams you join should be begging you to turn your wonderful KB back on. Instead we hear laments that, if a non-KB option is provided, then teams will instead request/demand that your KB be turned off.

    Why do you pro-KBers fear that? If you really believe that KB is as awesome as you say and most of the players base welcomes it (or at least has no problem with it), then this fear shouldn't exist whatsoever.

    Maybe it's time for the dishonesty to stop and admit that. if most of the playerbase starts requesting a Power Property to be disabled (if the option is available), there really and truly is a problem with that Power Property.
    I don't believe that to be the case.

    For me...I just like knockback personally and conceptually.

    I don't believe it to be the be-all end-all mitigation tool and everyone should love it...as I know and understand the actual "drawbacks" of the power for teaming.

    I only believe that I like it personally...and others hate it personally.

    So by ONLY having the option to turn it off...will no doubt hurt those who like it.

    I would absolutely bet that people would only be teaming with certain players as long as they have the knockback turned off or the -KB IO slotted.
  13. This is the actual error message:

    •As a security measure we limit individual online serial code purchases. We apologize for the inconvenience. Please try again later. If you have further questions please visit this Support Center article Online Code Purchase Limits.



    Edit: This clearly has nothing to do with the $100 limit because I can check all my transactions through the billing history...and I'm not even close to $100.

    I cannot believe they don't want my money.
  14. Quote:
    Originally Posted by Vauluur View Post
    You don't need any of those things on either Kheldian. Warshades have the cheat mode that is Stygian Circle and Sunless Mire, Peacebringers have a conserve power clone and Inner Light.

    As others said, I don't see Khelds getting APPs as much as I wish they would. I think it is possible to make a case for PPPs, in which situation I'd expect them to look highly similar to what was posted up above.

    *Drools over thought of a Warshade with Spiderlings and 3 Essences...Warmind???*
    People often overlook the reason why I like Focused Accuracy so much...the debuff resistance.

    Also...at least for me...more endurance tools are always welcome. Powers like Superior Conditioning and Physical Perfection offer more than just extra end and extra end/sec...they offer a place to slot the Performance shifter proc.

    Having high end/sec is not saving you from end drain and recovery debuffs...and neither will Conserve Power...as you actually have to have endurance to benefit from that power.
  15. I don't understand why they can't get APP's...

    They have access to all the power pools...why not them?

    Focused Accuracy and Physical Perfection...and probably Superior Conditioning...yes please.
  16. Vitality

    Fear...?

    Quote:
    Originally Posted by ultrawatt View Post
    When u are afraid u get to attack at least every 3 secs, or if you are getting attacked it has almost not affect on you at all. I dont think it detoggles either.

    It's really one of the weakest forms of control.
    I see. So it doesn't hurt combat too much.

    The worst it does...is if you're hit with hit right before all the bad guys are killed...you have to sit there until it wears off.

    Would definitely rather it act as the other mez's though...but that's just for concept...as I find it very unherioc to be standing there cowering in fear when everyone is already defeated for 20s.
  17. Vitality

    Fear...?

    Why is fear so much more powerful than other mez?

    I get held...put to sleep...stunned...and it doesn't last long.

    However...fear...I stand there trembling like a fool for what feels like forever...
  18. There has to be some information somewhere...telling me what the limit is...and when I can get again.
  19. As a pure PUG team builder and leader...I have to wonder how everyone seems to have bad experiences with PuGs to the point of saying they're only for the "lulz". I've never had a bad experience.

    When there are less then 8 members on the team...I'm usually constantly sending out tells when I get the chance.

    I either get no reply at all..."no thanks"..."not atm"..."sure"..."what missions?"..."what level?"..."sure...let me exit"..."what level and missions?"

    Granted...I would never invite someone to team during a mission if I planned to leave right after that mission...however, by simply accepting his invite request without asking anything...that's on you.

    I have invited many people during the middle of missions because people leave during the middle of missions. Though I'm also inviting with intent on running more missions.
  20. Quote:
    Originally Posted by rsclark View Post
    If I'm on an Emp standing off to the side healing and buffing, I would still prefer the SS brute and the fire blaster to unload their AoEs over the PB. It's not selfish to want to use your power instead of another character's if yours is better. That benefits everyone, not just yourself. Selfishness only comes when you want to use your ability to the detriment of others.
    You're making my point for me.

    It comes down to egos, selfishness and team kill speed.

    That's why I keep stating that...in addition to the -KB IO...there needs to be some changes made so that KB is not so detrimental to the team.

    Having just the -KB IO solution is only going to keep those who like KB teamless.
  21. Quote:
    Originally Posted by Socorro View Post
    I dunno - when I play my Melee ATs, I roll my eyes when a teammate PB or other KBer blows mobs outside of my AoE and Stat-Fueling Radius. Nothing to do with bruised ego, or even selfishness - I'm just aware they are removing targets from my Footstomp AoE. How can that ever be good?

    But always I say nothing, because I sympathize greatly with them (mainly because I love PBs myself). Once or twice I've suggested some of the KB tricks people espouse, but I got the feeling they thought I was just nicely telling them they suck.
    "MY Footstomp AoE"

    While I understand that them allowing you to just keep unloading the AoE damage of footstomp would probably be better AoE damage...it's selfish in the sense that you don't want them using their AoE just so that you can use yours to it's full effectiveness.

    Anyways...like I said...I'm all for the -KB IO.

    I'm just saying that something else needs to be changed as well so that people can stop hating on those who like knockback.

    I can understand how knockback powers may reduce the time it takes to clear mobs...but a -KB IO is not going to solve all the knockback problems talked about here.

    I honestly think it's going to screw over the people who like knockback when it comes to finding teams.
  22. Quote:
    Originally Posted by Zem View Post
    I prefer the -KB IO idea myself. Null would turn off all KB and I just wouldn't want that. Powers whose primary purpose is to do KB are fantastic. I can count on them and use them only when I WANT the KB. Powers that have KB as a secondary effect to the damage? I'd usually prefer those to do KD. Well sometimes... Crane Kick without the knockback? I'm just not seeing it.

    Besides which the IO is an equitable solution. KB enhancement exists for those who want more. Why not KB reduction for those who want less? And because it consumes a slot, it really makes you think whether you absolutely need it or not.

    Frankly, I think some of the more rabid pro-KBers in this thread are overreacting. Why oppose optional -KB being available to those who want it? I don't see how this is bad for the game. You really think people will kick you for not turning off your KB (people that wouldn't already kick you today just for having it?) What do you care? You don't want to team with those people anyway.
    You're right...if I had to choose between the two...a -KB IO is the ONLY way to go.

    However, I also think there needs to be ways to keep knockback "useful" in the sense of people not getting pissed about players who like knockback.

    Therefore...if you personally do not like knockback in your powers...you have to slot the -KB IO.

    If you do like knockback...there should be things that make it ok in a team.

    You shouldn't have to only team with people who don't care about knockback if you like knockback. Something should be done so that everyone can team happily.
  23. Quote:
    Originally Posted by Socorro View Post
    If KBing ATs were bring more Smash to the table, maybe other ATs would get so irate seeing those mobs fly if they knew they were suffering extra because of it.
    I doubt that. I would bet that most of this complaining comes from bruised ego's and all around selfishness.
  24. I know about that limit...that's not it.

    It's something about the transactions off the Paragon Market itself.

    I have the list of how many transactions I've made to actually purchase paragon points with my real money. Not even close to $100.
  25. What about this...as a way to make knockback ok and even still desirable?


    Make the difference between enemy melee and range damage even more substantial.

    Taunt Auras...such as Rise to the Challenge and Invincible get their buffs from any enemy targetting them...no matter how far away they are. This would be in addition to the affected targets in melee range. Meaning that...they would work just as they do now...but if someone knocks away some of the targets surrounding them...they still get the buff from the ones they have taunted.