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I am so frikkin' happy that my threads got linked here. :P
For AoE resistance debuffs that can constantly be maintained, you're looking at storm or trick arrow. Storm's area -res power is 35%, which is higher than any of the others. Trick arrow can hit 40% with two of its powers combined, but it's harder to get that on a full group of enemies because of small areas and target caps. -
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Hey guys. Few weeks back Diellan PMed Synapse and Black Scorpion with this thread. Synapse gave a pretty positive sounding PM back at the time. I talked with Synapse a bit more yesterday and got some feedback from him about how future posts can be more useful to him as a developer (Diellan and I are thinking that we'll do blast sets next).
So this thread is mostly done. Obviously we don't expect every suggestion here to go through, but we're hoping the major things like poison's strength and sonic's end usage are addressed.
Thanks to the people who contributed ideas to the thread, and even those who just contributed to the discussion. Hope to see you all when the next balance suggestion post goes up. -
Quote:Wow, steep fee. I'm interested. 3-5 EST on sunday is a time I don't think I can do though.Entry fee. To enter the tournament, you must pay with a purple recipe or enhancement. This must be any Ragnarok, any Hecatomb, or any Armageddon. No other purples will be allowed. The recipe can be crafted or uncrafted. The winner of the tournament will receive all 8 or 16 of the purples, depending on the size of the tournament.
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Reactive is just that good. My storm/energy has more than enough damage to solo AVs now.
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I think that a 30% chance to stun minions borders on unnoticable. It'll take a lot more than that for a power to give significant damage mitigation.
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Quote:There's no such theme. Among blasters, defenders, and corruptors, energy blasts have the same chance for knockback, archery has the same accuracy bonus, and dual pistols fire ammo has the same percentage of extra damage in its DoT. The only reason defenders tend to have greater secondary effects is because they have larger modifiers to debuff effects, and the secondary effects for blasts tend to be debuffs./Fire Defenders should get the same DOT numbers as Blasters (or at least Corruptors), in keeping with the "increased secondary effect" theme. Initial damage would use Defender numbers.
Whether or not there SHOULD be such a theme is something else entirely. -
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Corruptors have the exact same 1.848 cast time on ice blast as defenders and blasters do.
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It's not. There's mumbling of a 3v3 thing starting soon though.
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Quote:A level 50 AV regenerates 95 hp per second.it is NOT possible with Kinetics and Dark Blast (and take your pick of APP/EPP) alone.
Defender dark blast can put out more damage than that without interface before even factoring in their primary if they take electric fence.
source: http://boards.cityofheroes.com/showp...14&postcount=4 -
Corruptor all the way. I prefer defenders in most situations, but fire and ice blast are just amazing with scourge.
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Mastermind popped gang war. I shielded them all with a couple clicks.
I was all like
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I'd love it if tornado was knockup. But I don't think I can convince developers that such a buff is necessary and wouldn't increase the set's performance noticably.
Quote:We did steal the tier 9 being usable on allies suggestion though.Somebody else already linked that. It has a lot of good ideas, but a lot of it falls out of the scope of the rules we put for ourselves. Honestly, I'd rather Poison gets revamped in the way it says in that thread, more than it getting some basic buffs like we're suggesting. -
My own experience says that tornado simply switches targets regularly. I don't use it on mobs often though, and I'd be seeing similar behavior if it were attacking whatever is nearest at the time or was attacking things that haven't been knocked back recently.
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Kinetics is -significantly- better in a league setting than it is on teams. Transfusion is probably the best healing power available for leagues. Other multi-target buff sets perform better too, on paper.
I wouldn't say there's anyone that performs -worse- on incarnate trials than on normal teams. Not among defenders at least. -
I've heard this before, though never seen it myself. Supposedly, Tornado stays on an enemy until it is disoriented, then moves on to another enemy.
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Updated again with more transparent methodology and goals.
Would still love feedback from people on stuff that hasn't been covered already. -
You can teleport teammates out of serious debuff/damage patches such as quicksand or caltrops. It's not exactly something you can do every mission, but it's something
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I know that's what they were referring to. My point is that corruptors are going to be available blueside because archetypes will stop being side specific. There won't be such a thing as a "hero archetype" any more.