JDub

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  1. JDub

    Claws 4 Brutes

    If they remove anything.....PLEASE let it be eviscerate!

    I've actually always wondered if a Brutes version of claws would have a ranged Focus and Shockwave. A few sets like Stone and SS have a long ranged attack, so Focus might stay...but Shockwave might be deemed to much control for a Brute to have. Hopefully we'll find out soon.
  2. Ya...I honestly don't know which I would play first. I've been waiting and asking for both for so long. I just hope It's easy to have an evil blaster, cause I'm really not interested in a DP corruptor due to all the redraw from healing and such.
  3. I'm sure there will be plenty of 8 man DP teams. I know it'll be the first thing I do....unless brutes get claws proliferated in the same issue.
  4. JDub

    Claws 4 Brutes

    Because it just fits Brutes so well. Other than Eviscerate the set looks great and has a real straight foward rough and tough feel to it. It's also full of quick to the point animations which is great for building fury. Claws is just bees knees and brutes need it. If you prefer redside, your stuck playing stalkers....which is nothing like a brute.

    When you just want to brutalize a big mob of baddies, you can't beat claws. It's just a savage set that brutes should have always had and folks are tired of waiting. Atleast I am.
  5. JDub

    Claws 4 Brutes

    In all seriousness, can we please get some claws for Brutes? You know it is the most common proliferation asked for. Just do it. Do it now.
  6. Radial KB on melee ATs. Lol.
  7. I wouldn't say it's easy, but I don't think it's THAT time consuming. They could proliferate one or two sets every single issue, but choose not to. Perhaps they rather wait untill they can do 5-10 at a time.

    Just give claws to Brutes and call it a day.
  8. No feedback at all? Come on guys...too hard? too easy? ....sumtin
  9. Dual Blades / Willpower is a great combo. Heraclea has no idea what she is talking about. Role a DB/WP brute or scrapper and love it. There is a video in my signiture that shows you my DB/WP. Keep in mind the baddies are all +4. I'll give you one pointer about DB...don't try to use every attack and every combo.
  10. I think a combo sysytem for Dual Pistols should only have two attacks per combo. This would accomplish many things. For one, it would make it very easy to give the set at least 8 different combos. With eight combos and eight different effects, you could really customize your playstyle just by controlling the order of your attack chain. At the same time, players who don't want to be bothered by a combo system could just fire away randomly and still get plenty of combo effects.

    I'd say make a combo for fire damage, toxic damage, chance for double lethal damage, -def, slow, stun, KB, and build up. With all these options you could really do whatever you want. Consentrate on control, or max damage, or a mix of both.

    I listed eight effects because I think the best wat to do this would be to have eight attacks, each one equals an effect, no matter what the following attack is. For example...


    Attacks A = KB
    Attack B = Slow effect
    Attack C = Toxic DoT
    Attack D = Build Up
    Attack E = Defense Debuff
    Attack F = Fire DoT
    Attack G = Stun
    Attack H = Chance for Critical Hit

    This way, you can always lead with the attacks that have the combo effects you want while using the attacks with unwanted effects as your second filler attack. Your attack chain doesn't have to be the same cookie cutter chain everytime to get the effects you want. You would also be able to choose a second attack based on what you want to do. If you want to slow an entire mob you'd lead with Attack B followed by whatever attack is a cone or AOE. If your fighting a boss you might lead with attack D or G followed by a quick animating single target attack.
  11. Castle JUST made adjustments to Rage like 2 issues ago. I really doubt he already wants to revisit super strength. If it wasn't over powered two issues ago when he tweaked it, I doubt it is over powered now. Only thing wrong with SS is that punch is not a punch and haymaker is not a haymaker. Other than that it is fine. People just like to farm with it cause of footstomp.
  12. If somehow claws for Brutes got thrown into issue 15 at the last minute....issue 15 would go from being the biggest joke of an issue ever, to one of my favorites. Just sayin.
  13. I think a combo sysytem for Dual Pistols should only have two attacks per combo. This would accomplish many things. For one, it would make it very easy to give the set at least 8 different combos. With eight combos and eight different effects, you could really customize your playstyle just by controlling the order of your attack chain. At the same time, players who don't want to be bothered by a combo system could just fire away randomly and still get plenty of combo effects.

    I'd say make a combo for fire damage, toxic damage, chance for double lethal damage, -def, slow, stun, KB, and build up. With all these options you could really do whatever you want. Consentrate on control, or max damage, or a mix of both.

    I listed eight effects because I think the best wat to do this would be to have eight attacks, each one equals an effect, no matter what the following attack is. For example...


    Attacks A = KB
    Attack B = Slow effect
    Attack C = Toxic DoT
    Attack D = Build Up
    Attack E = Defense Debuff
    Attack F = Fire DoT
    Attack G = Stun
    Attack H = Chance for Critical Hit

    This way, you can always lead with the attacks that have the combo effects you want while using the attacks with unwanted effects as your second filler attack. Your attack chain doesn't have to be the same cookie cutter chain everytime to get the effects you want. You would also be able to choose a second attack based on what you want to do. If you want to slow an entire mob you'd lead with Attack B followed by whatever attack is a cone or AOE. If your fighting a boss you might lead with attack D or G followed by a quick animating single target attack.
  14. I think a combo sysytem for Dual Pistols should only have two attacks per combo. This would accomplish many things. For one, it would make it very easy to give the set at least 8 different combos. With eight combos and eight different effects, you could really customize your playstyle just by controlling the order of your attack chain. At the same time, players who don't want to be bothered by a combo system could just fire away randomly and still get plenty of combo effects.

    I'd say make a combo for fire damage, toxic damage, chance for double lethal damage, -def, slow, stun, KB, and build up. With all these options you could really do whatever you want. Consentrate on control, or max damage, or a mix of both.

    I listed eight effects because I think the best wat to do this would be to have eight attacks, each one equals an effect, no matter what the following attack is. For example...


    Attacks A = KB
    Attack B = Slow effect
    Attack C = Toxic DoT
    Attack D = Build Up
    Attack E = Defense Debuff
    Attack F = Fire DoT
    Attack G = Stun
    Attack H = Chance for Critical Hit

    This way, you can always lead with the attacks that have the combo effects you want while using the attacks with unwanted effects as your second filler attack. Your attack chain doesn't have to be the same cookie cutter chain everytime to get the effects you want. You would also be able to choose a second attack based on what you want to do. If you want to slow an entire mob you'd lead with Attack B followed by whatever attack is a cone or AOE. If your fighting a boss you might lead with attack D or G followed by a quick animating single target attack.

    Just my thoughts. It's probably more feasible with a Corruptor/Blaster set than for the EAT I'm suggesting, but it could probably be tweeaked to work for either.
  15. I think a combo sysytem for Dual Pistols should only have two attacks per combo. This would accomplish many things. For one, it would make it very easy to give the set at least 8 different combos. With eight combos and eight different effects, you could really customize your playstyle just by controlling the order of your attack chain. At the same time, players who don't want to be bothered by a combo system could just fire away randomly and still get plenty of combo effects.

    I'd say make a combo for fire damage, toxic damage, chance for double lethal damage, -def, slow, stun, KB, and build up. With all these options you could really do whatever you want. Consentrate on control, or max damage, or a mix of both.

    I listed eight effects because I think the best wat to do this would be to have eight attacks, each one equals an effect, no matter what the following attack is. For example...


    Attacks A = KB
    Attack B = Slow effect
    Attack C = Toxic DoT
    Attack D = Build Up
    Attack E = Defense Debuff
    Attack F = Fire DoT
    Attack G = Stun
    Attack H = Chance for Critical Hit

    This way, you can always lead with the attacks that have the combo effects you want while using the attacks with unwanted effects as your second filler attack. Your attack chain doesn't have to be the same cookie cutter chain everytime to get the effects you want. You would also be able to choose a second attack based on what you want to do. If you want to slow an entire mob you'd lead with Attack B followed by whatever attack is a cone or AOE. If your fighting a boss you might lead with attack D or G followed by a quick animating single target attack.

    Just my thoughts. Done.
  16. I'm afraid that the Devs will stop proliferating powers now that we will be able to switch sides. Hope I am wrong.
  17. Other than claws for brutes, I'd like to see....

    Katana for Brutes

    Martial Arts as a Blaster secondary

    Fire/Earth/Ice Mastermind
  18. I'm just about the biggest Dual Blades fan there is, and personally I wouldn't see Dual Pistols having Combos as belittling Dual Blades in anyway. Dual Blades would still be the only melee combo set, Dual Pistols would just become it's sister set of sorts by becoming the Ranged combo set. I would actually prefer Dual Pistols use Combos rather than this toggle system. I just think the entire concept of using toggles to change your ammo type is a really neat idea, so I've been following it.
  19. Brutes perform best with sets that have fast cast times and fast recharge times so you can form a good attack chain. The problem with Mace and Ax is that they do alot of big damage, but are slow. The cast times are all a bit long and the recharge times are really long. To top it off they are very endrueance heavy to compenstae for the big damage they do.

    I put about a billion Inf into an Ax/Wp and Mace/WP brute on test server to get a bunch of endurance help and globle recharge. Even all IO'd out it just seemd slow and sluggish and used too much endurance for my liking.

    I'm not sure if this is why other people aren't crazy about them, but that was my persoanl experience.
  20. [ QUOTE ]
    [ QUOTE ]
    I have read this thread Umbral, and I get that you and Sam don't think it's possible. You guys seem to know alot about programming and codes, so maybe your right However your not a redname, so I don't take your opinion as law. I think a toggle is fully capable of putting your character into a mode that does minor fire damage whenever you attack, or has a chance for KB whenever you attack, or do minor toxic damage whenever you attack, ect. We can agree to disagree.

    [/ QUOTE ]

    The problem with saying "You're not a dev, thusly everything you say about having to change the engine isn't law" (please notice the correct spelling of "you're") is that it could be used to explain any problem. There are already powers in game that are supposed to act in the way you want, but they don't. The devs could have done the code work to make it work that way, but they didn't. This shows us that it's either too hard to add it and thusly not worth the coding effort or (as I'm pretty sure) completely impossible (because the powers can only alter global attributes, not power specific attributes is what would be needed to be applied in order to do it like you want). You can't just brush it off and say, "It's still possible unless the devs say 'no'", especially when there is a lot of evidence of in-game attempts at similar systems that were forced to operate exactly as we describe.

    [/ QUOTE ]

    Thanks for the grammar lesson. Like I said, we can agree to disagree.
  21. Hope Castle happens to read this thread. Maybe he'll notice that CLAWS FOR BRUTES is in like 90% of the responses.
  22. I list just about everything I get, recipes and salvage alike, for 5 inf before 50. Even at 5 inf alot of stuff will sit there for weels or months.
  23. I have read this thread Umbral, and I get that you and Sam don't think it's possible. You guys seem to know alot about programming and codes, so maybe your right However your not a redname, so I don't take your opinion as law. I think a toggle is fully capable of putting your character into a mode that does minor fire damage whenever you attack, or has a chance for KB whenever you attack, or do minor toxic damage whenever you attack, ect. We can agree to disagree.


    *only problem I see is the toggle would effect all attacks, not just attacks from the dual pistols set. So if you use brawl or Air Superiority....you'd still do xtra typed damaged with an effect. THAT wcould be a problem. I don't think that it's possible to code it so the toggles only effect certain attacks.
  24. JDub

    A Spines Brute?

    [ QUOTE ]


    i bet real money if they ever give brutes spines and claws, they would lose one or more aoe powers.

    [/ QUOTE ]

    Please let it be Eviscerate! Such a ridiculous and ugly animation. I thought for awhile now that if/when brutes get claws, shockwave and/or Focus will not be ranged attcks...which sucks, but I think it is a more likely change then losing eviscerate. Hope I'm wrong.

    As far as spines, I honestly don't ever see Brutes getting them. Spines set has too much range and AoE, long animations, and side effect of slowing enemies attack rate. The whole set would need so much changing it would really be an entirely new set if it was ever proliferated.

  25. I think my idea would work. I don't really see a technical issue with it. Being able to choose what ammo to use at anytime is kinda the whole point, so having one botton that clicks thru the different types randomly wouldn't work IMO. Just because there is currently no toggle that adds damage/effects to your attacks, doesn't mean it would work. It's not like power customization or something where the way the game is built just won't allow it.

    I do like the Armor Peircing ammo idea though. I think a defense debuff effect with a chance for double lethal damage would fit well.