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Posts
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Joined
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Anything with Betty White is awesome.
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Quote:Can I be your sidekick? I'd follow you on bloody stumps through the snow in the pursuit of justice.I in no way disagree that institutionalized brute squads are a bad idea. However, that has nothing whatsoever to do with killing the guy you catch attacking a woman in a dark alley. That has nothing to do with eviscerating the woman attempting to drown her two year old in the tub. That has nothing to do with smashing in the skull of some corrupt politician.
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Quote:AAAAAAAAH-HAHAHAHAHAHAHA!its not whinning, and i took the post right from the official, the brute nerf was not needed, i would regularly fill my meter full on my brutes, keep it going from mob to mob, that was the whole idea-sacrificing life for the fury of the battle-not trying to be a tank just a brute! The sary part for the devs was that scrappers would goto the scrap-heap....you would have no way for playing one other than "hey this is a scrapper, remember them"...they took more damage and dished out plenty more. So not whinning, its called voicing your opinion on the nerfing strategy, because we all know what a nerf is right and this was a nerf :d
*Wipes away the tears and catches his breath*
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THE DEVS HATE SERVERS!!!!!
Am I doing it right? -
For the record: the only overly-long power animation in KM is for Concentrated Strike, the tier 9 attack. And Tankers have the highest damage debuff value out of all the ATs that can use KM. Goes nicely with the 20% resistance debuff from Bruising.
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I'm not going to suggest anything in particular, but rather something that could be a long-term project.
Go back and look through the earliest powersets. Notice how, overall, there isn't much diversity in the animations. Most blast attacks, for example, share the same handful of animations. And compared to the newer sets, those animations are very simplistic and kinda dull. Instead of just making new animations for powers X, Y, and Z, why not go through and gradually give every powerset a couple of alternate animations? Not necessarily like Super Strength, where most of the powers have alternates, but stuff like making sure that each Blaster Nova-style attack has a unique and thematically-appropriate animation. Little bits here and there to help give the oldest powersets a tiny shred of individuality. -
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Yeah, you can go KM/SD. Not sure if the standard KM animations are used, or if there are different animations. But the combo is a go.
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I'd like to point out that in the detailed info pictures posted above, the -dmg component listed underneath the Power siphon mode listing is NOT tied to Power Siphon, and is a separate secondary effect. All KM attacks (barring Repulsing Torrent) debuff enemy damage upon hitting regardless of whether or not Power Siphon is active.
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I'll repeat this, because it bears repeating: THE ANIMATIONS ARE NOT LONG. OVERALL, IT'S ON THE FASTER END OF MELEE ATTACK SETS.
That said, I do agree that KM is better suited for Scrappers, Tankers, and even Stalkers. The -Dmg component of the attacks, while nice, doesn't really matter once Fury get to a decent level and you're taking out most enemies before they can inflict a lot of damage on you. Furthermore, Power Siphon does feel a bit superfluous when you already have Fury. Sure, I've seen my total damage bonus go well over 500% when PS and Fury are both going full-bore. But PS still just feels like ... extra baggage on Brutes. That's the best way I can describe it.
KM is still a solid set, though, all things considered. It's visually stunning; has a few of tricks up its sleeve (two ranged attacks, stun, knockdown, damage debuff); and performs reasonably well for Brutes. It's just that Brutes already get a better, permanent version of KM's gimmick power in the form of Fury. I was part of the closed beta since the beginning of May, and after all that time testing KM across the melee ATs, I still might be making a KM Brute. My choice is more a matter of concept for me than anything to do with the powerset itself. -
Quote:I've found that Fury is actually easier to build up to around 50% as long as I can attack, and the .75/sec degradation during battle means that, assuming I don't have to go searching for spawns on a map, I usually go into a fight with a nice little chunk of Fury already in place.In my experience, it has always been difficult to build fury in larger teams, especially teaming with tanks and scrappers. This seems like it will just make fury building more difficult and encourage brutes to solo more and team less.
Now, teaming IS a different dynamic because you won't necessarily have all the aggro for yourself. With these changes, I can still hit 70% or higher fairly quickly off just 2 or 3 enemies. But if enemies are getting dropped so fast that you can't build up a lot of Fury, then you really shouldn't worry about building Fury. You're still in there slugging away and it's not your fault that the team is steamrolling through the mission. Enjoy your XP and loot. -
For what it's worth, Castle was using a battle axe Brute to playtest these changes.
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The Issue 18 NDA was lifted today, so here's a new inherent ability that will be possessed by all Tankers: Bruising
The Bruising effect is added to all Tanker secondary tier-1 powers. When a tier-1 power hits an enemy, a 20% resistable damage resistance debuff is applied to that enemy for 10 seconds. Only one debuff as the result of this effect can be active on a target at any given time, even if multiple Tankers are attacking them. However, the durations of separate applications are allowed to overlap. So it's possible for even a single Tanker to keep the debuff going as long as they hit the enemy with their tier-1 power at least once every 10 seconds.
As an added bonus, the Tanker maximum health multiplier has been increased from 2 to 2.2. This means that at level 50, a Tanker's maximum health when buffed increases from 3213 to 3534. -
Since the Going Rogue NDA was lifted today, I figured I'd swing in and post the changes to Fury that have been made:
- Brute Damage Cap has been decreased from 750% bonus damage over base to 675%
- There is a more gradual degradation of Fury build up while attacking/being attacked instead of a sharp fall off at 80%. The fall off begins at 30%
- While actively attacking or being attacked, Fury decays at 0.75 pts per second. After 5 seconds of no attacking or being attacked, Fury decay increases to 2.0 pts per second (which is the current Fury decay rate on the live servers).
- Fixed a bug which prevented bonus Fury generation when attacking other players or very difficult targets such as Archvillains. The bonus is a flat 5 points per qualifying target hit by the attack, up to 70% Fury. Note that unlike standard Fury generation, this bonus only applies if the attack hits the target.
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CRAP! US PlayNC site won't open for me!!!!
In fact, NONE of the NCSoft sites will open for me! -
I will be watching The Expendables because I AM A MAN!
You ladies and effeminate 20-something boys can go watch the crappy hipster nerd-pandering movie where everyone talks like they're in Juno. I, on the other hand, will be enjoying watching the biggest collection of badasses in 30 years kill hordes of nameless lackeys, blow things up, exchange highly quotable one-liners with each other, and generally celebrate the existence of the Y chromosome. -
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Wow, such a timely decision to go ahead with a movie, too! Way to strike while the iron's hot!
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Same as it ever was ... Same as it ever was ...
Same as it ever was ... Same as it ever was ...
Same as it ever was ... Same as it ever was ...
Same as it ever was ... Same as it ever was ...
Time isn't holding us
Time isn't after us
Time isn't holding us
Time doesn't hold you back
Time isn't holding us
Time isn't after us
Time isn't holding us -
Well, since I've finished all the functionality I need in my new private base and have moved onto form, I know one thing that we really do need more of:
Computer terminals that are not connected to large platforms, and that are purely decorative in nature instead of primarily being control units.