EugeneStyles

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  1. [ QUOTE ]
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    OK gang, we'll throw at least 2 of your wants into Issue 4.

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    In that case.

    Swimming under water (with villians under water, or missions where you have to swim under water, including sharks or something, etc.)

    Crouching animation (this would add a lot of cool things to map design, or having to sneak into a hide-away, etc.)

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    Oh man... if we actually had 2 wishes (rather than him just saying that 2 of the things you guys want are already included), I would be sooooo pissed if we wasted them on that stuff.
  2. [ QUOTE ]
    ROUSs? (oh wait wrong movie) SSOCS?? they don't exist....

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    Lol, I was thinking the same thing... ROUSes? I don't think they exist.
  3. Resurrecting this thread...

    My take on Subdue is that Psychic gets 2 versions of the first attack. Comparing Subdue to everyone else's first power (other than Neutrino Bolt):

    Subdue does the same damage and has the same activation time. Bonuses: adds Immobilize (which I personally greatly prefer over knockback), and has 20 ft longer range. Penalties: costs a little bit more endurance and has a longer recharge.

    It seems like a fair tradeoff to me. But Mental Blast is the real stinker here. Its secondary effect is terrible, and 3 second activation is too long to wait for any power. It's just too bad we don't have a choice of which version of power 1 we get to pick.

    Once I get to 24, it's possible I'll respec out of Subdue, but since the other choices for me are Force Bolt (crap damage with knockback or moderate damage with immob? I'll take the second...) or PFF (nice, but is it necessary?), I may just as soon keep it, and just strip the one extra slot off of Mental Blast that I put there (and possibly add it to Subdue).

    Fighting against a single enemy, I can Psychic Lance, then Subdue, and if necessary finish off with Mental Blast, all with 100 range or more, which outranges most enemy attacks. Or, sometimes I will Subdue, then back up even further and fire off a Psychic Lange. A long-range immob definitely has its uses.

    What I'd like to see them do is make the Immob 100% effective, at least versus minions. Spines has Impale that is better than any of their other single target attacks plus does immob 100%. Subdue is worse than most of Psychic's other single-target attacks, so why can't it immob 100%?
  4. [ QUOTE ]
    Something that's kind of funny, is that inexperianced players have a habit of running away when they're injured. Which means you either need to chase them down to heal them (thus risking the rest of the team), or let them fend for themselves.

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    It's funny. My highest character is only lvl 11, but I've already developed the instinct to, when injured into the red, run backwards toward the healer (direction interpolated based on the circular Heal Other radius that I can usually see near my feet). Maybe it has something to do with being a Scrapper, so the tank tends to quickly pick up the aggro.

    Honestly, as far as empaths go... I always appreciate the healing, but I feel bad because it doesn't seem like all that much fun to constantly watch health bars. Half the time I want to tell them, "go ahead and blast if you want, I'll try to keep aggro off you... and if I die, no biggie, I'll run back from the hospital"