-
Posts
4231 -
Joined
-
Zombies are overdone. What we need is a mummy pack. Or wraiths/spectres.
-
If it's working like that, it's a bug. Procs on ST attacks should not be affecting the AoE part of the attacks, only the ST part.
-
No worries, it happens. I figured you knew what you were talking about, I just wanted to make sure it was clear to other readers.
-
Quote:Pssstt...Peacebringers also get combat flight.Lots of good suggestions but these would be the big two for me. Particularly the travel powers. Flight is just too fast and hard to control to be used on most indoor maps, so being able to take Hover would be great, and Teleport without Hover is twitchy and awkward.
-
Quote:Yes, it will cut RESISTANCE by 20%, just to clarify from Defense. It will make your attacks do more damage for the next 10 seconds, but will do nothing to your chances to hit.Sounds cool, so, if you are in a fight and say as above you have super strength.
If you hit somebody with your first attack, which on SS is jab, it cuts the enemy defences by 20% for 10 seconds!?
I assume this is immaterial of how many enhancement slots, or indeed what enhancements you have in it? -
-
Except that technically, Gauntlet is ONLY a property of attacks, and not anything to do with Tankers. "Gauntlet" doesn't exist, it's just a general property. In reality, it's coded into each power individually, and this is what you're seeing in the power descriptions. Granted, the description is confusing, but if a power takes melee damage sets, it's only single target. If it takes PBAoE sets, it's an AoE.
But Tankers have no true inherent power, just like Scrappers don't, or Controllers. Their "inherent" power is just coded into each attack. -
Yes. HOWEVER, there are some enemies that are weak against knockback effects. Clockwork are a famous example of this (at least the low-level primal Clockwork King ones, not the Praetorian ones). Also, if you're fighting enemies that are lower-level than you, the KD can turn into KB if the Mag goes over 0.75 or something. So it'll be KD against even-con enemies and up, for the most part, and KB against lower level enemies.
-
-
Quote:Mmmmm...cupcakesSupposedly. Given the ma-hoosive holes in canon relating to Kheldians, it could be the fusion of two minds into a cupcake for all we know
But yeah, two consciences becoming one, or just sharing the same space but remaining somewhat independent, the result is the same: there is more that would need to be shut down. -
Kheldians are supposed to be the joining of two minds and bodies, right? So why not give Khelds enough Mag Mez protection to keep going through one mez. Mag 3 protection would allow them to roll through one Mez for the most part, but a second of the same type from any source would mez them. You could even explain it as one mind being shut down, but the other one can take over.
If you still wanted to make it a hassle, spread them out among the shields. The S/L Shield gets stuns, the E/NE shield gets holds, and the F/C shield gets sleeps. Leave the KB and Immob holes, because if you want to, you can cover those.
Do that, turn the KB into KD on Peacebringer melee attacks, lessen the crash a bit on Light Form, let us take the other locked out travel pool (why can't Warshades fly, again?), and tweak the animations and pets a bit, and they'd be a great AT, I think. Fixing the inherent to do something while solo would be fantastic, too. Maybe make it so that when solo, you have better regen and recovery.
Khelds and the VEATs were designed, IMO, as teaming ATs. However, while the VEATs enhance a team, Khelds seem more dependent on the team. I think that's what gets a decent amount of people upset with them. They don't seem to be able to reach their potential unless they're on a team (MFWarshades aside). -
Yes, you can. They will each roll their chance to fire independently, though. So you might have one fire, none fire, or all fire randomly.
-
Quote:If they did that, I'm still kind of against it, but not nearly as much. I mean, my Tanker is a magical being, summoned by magic, and who uses magic. However, if he gets a better bonus to what he is supposed to do by respecing into the Technology origin, then I've got an RP problem on my hands that doesn't need to be there.My opinion on new unique Origin powers/bonuses is the same as it's always been: If the Devs are going to start letting us respec our characters' Origins then I wouldn't have any problem with this idea. If we can't respec our Origins in response to this then HECK NO!
It's as simple as that. -
1) Welcome back!
2) I like the Praetorian content for it's flow and storylines. However, the enemies are a little bit harder, but not overly so. If you're running a duo, a Scrapper or Brute paired with a support character is tough to beat.
3) All of the servers have decent populations. However, that being said, Freedom and Virtue are the two servers with the highest population. The servers will be listed in order when you sign in, with the top server being the last one you were on, then the server with the lowest activity, with the bottom server being the one with the highest activity on it.
However, keep in mind that this game is heavily instanced. Just because you don't see a lot of people running around doesn't mean that there aren't a lot of people on the server. -
And make sure that you're also checking any really old contacts for them, including any from the other side, if you've switched from villain to hero, or vice versa.
-
Quote:Also, you'd need to make sure that the high end enhancements were the same for every origin. Otherwise you'd still have all of the problems that come up every time something like this gets mentioned. Things like "Well, if I had known that Natural Tankers would be able to get 5% more resistance, while my Magic Tanker only gets 2% more recharge speed, I would have made him Natural 7 years ago."This is remarkably similar to something I came up with for a project I've been working on... However, in this case, it's too similar to set bonuses, and doesn't really validate origins. Origin doesn't seem to really do anything here other than presumably force you to jump through an extra hoop when crafting these boosts.
Unless they're equivalent, you'll get complaints. And if they are equivalent, then why tie them to origin? -
Okay, now you're just getting ridiculous.
Move along, folks, move along. Nothing to see here. Certainly no talk about the Forum Cartel. Such things are only in your imagination. The Forum Cartel doesn't exist. What was that? What did you say? I'm late for a Forum Cartel meeting? Well why didn't you tell me earlier?! Bah! -
Quote:Power Customization was never shot down. It was always said that the Devs wanted to do it, it was just to much work for them to do with a short staff like they had for a long time. Almost everyone agreed that they wanted it, just that it was too tough to do.I wonder if it's as broached and shot down a topic as inherent fitness and customizable powers were for years?
Still, I'd say that powerset respecs fall in between the calls for power customization and inherent stamina. If I had to guess, I'd say that it would be right in between those two in terms of frequency. -
-
Quote:Even as a Tank in a group, you should be constantly attacking, especially with AoEs. You want the enemy attention on you, and attacks are a great way to get and hold it. Your aggro aura is good if you've taken it, and so is Taunt, but against massive amounts of enemies, your AoE attacks are going to be key to holding aggro. And they take up a lot of endurance. As such, on my Elec Armor Tanker, I've found that I use Power Sink MORE on teams, since I'm constantly using AoEs to keep aggro.Thanks very much for that information. Much appreciated!
I generally don't have much of an endurance issue when I am in a group even as small as two. As said tank grows the endurance back rather well and is not doing 100% of the fighting. However, when I am soloing (I prefer to group so don't solo much), I find that I can't keep up the momentum and have to pause 2 or 3 times in each mish. I know a tank doesn't need that "constant momentum" a brute does, but admitedly, I do like to keep moving.
I have to admit, being as I've only been playing regularly for 6 months, there is still much I don't know, or consider. I never considered the tactical benefits of having it for instance. But that's great. I'll have to pick it up, thanks again. -
Quote:Bill did much more than /jranger his suggestions, though. He gave very specific reasons why he didn't want a lot of this, or at least pointed out that the OP's ideas were horribly vague.I find it slightly hilarious that you were considerate enough to take the time to fix his post, then disagreed with everything he proposed.
Sums up the Suggestions forum in a nutshell - Help with one hand, /jranger with the other.
I mean, there's not much we can do with "rework the powers." I mean, I can't agree, disagree, or offer my own thoughts on that until I know what the OP is even talking about. -
1) Please learn to use punctuation. Your post is very difficult to read considering that all of your thoughts blur together.
2) Environmental interaction is very tough to do with the current game's engine. If there is a CoH2, maybe it can happen there, but it is highly unlikely in the current game.
3) No to costumes having an effect on powers.
4) What kind of "total makeover" do you want with the powers? There's nothing specific or even actionable there.
5) New plants in the wider world? Sure, whenever they redesign a zone. But if they're not already redoing a zone, then I'd rather they not spend time doing that. -
Quote:The more I think about it, the more I'm leaning towards DB. River tends to be very AoE focused in her fights, and DB has more of those.That's my take. I'm currently working on my first MA scrapper who happens to be SR and it feels right. I know the DB set well too, and that would feel right as well.
I'd also like to pat myself on the back for guessing correctly what this thread was about from the title alone - go me!
Edit -> We'd also need a new pistols mastery for Scrappers. Just so that she can pull out a gun, shoot 3 guys dead with one shot each, and then proudly state that no force in the 'verse that can stop her. -
Hmmmm...this got me thinking...
Malcolm Reynolds: Dual Pistols/ something and either a Blaster/Corrupter
Inara: Trick Arrow/Archery Defender
Jayne: Huntsman (it's got guns, grenades, and some toughness)
Zoe: Assault Rifle/Devices Blaster
River: I'd say either MA/SR or DB/SR. Her first fight in the movie is all MA, the second was DB.
Dr. Simon Tam: Empathy/Dual Pistols Defender, with a focus on Empathy.
Shepard Book: Martial Arts/Willpower Scrapper, with the Leadership pool.
Kaylee and Wash didn't have many combat skills, but maybe make Kaylee a Traps Defender or Corrupter, and Wash a Peacebringer, returned from the dead.
Did I forget anyone? -
Quote:Yeah, I like those, actually. Sure, they might not looks like Ice, and look more like Energy fields, but I'd still use them, maybe just for that effect.
When I was shown what they looked like I thought they were kinda cool myself.
And I'd be fine if they gave us other forms of Ice that would get more colors (and had the effects changed more to Stone's effects, where they only cover portions of the body), if it meant we got to make it different colors.
And the Blasts and Swords becoming those colors makes them look more energy-ish, too, which means that they could be used to create something akin to Jubilee in addition to the ice effects. I'd be all for it.
Edit -> Actually, even if we didn't get those colors for Ice, I'd say that it would also be nice if we could get those as additional animations for Energy Armor.