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Posts
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I tried searching... and I KNOW I've seen it mentioned before but now of course I can't find it. But what is the limit of decorative items you can have in your base before you risk corruption?
I'm starting to get more detailed in my base design and I am concerned about hitting that limit in the not to distant future. -
Quote:See this is what I am trying to say.I know what a Nova is.
When I fail to get the ability to mitigate damage by making everything immediately dead, I will move on to other tools.
I understand blasters are meant to be primary damage dealers.
I understand that right now blasters don't do the top damage.
Buffing blaster damage is an acceptable buff... in ADDITION to other things
Blaster damage will NEVER be buffed to the point I think many people want it to be
Because of that... buffs in OTHER areas are what we should be asking for in ADDITION to more damage.
Blasters are not entirely strangers to mez effects. We have powers like Freeze Ray, Bitter Freeze Ray, Tesla Cage, Stunning Shot, Dark Pit, Ice Patch, The various immobilizes, and so on. IF a nuke has a mez effect already... there's no logical reason to object to upping its mag to mag 4 just to improve the chances of survival when bosses are in the spawn. It's not going to turn them into doms or controllers. It's taking what the power does already and just making it a little stronger.
Blasters are not entirely strangers to survival/buff/utility powers. We have powers like, Cloaking Device which provides stealth and defense, Power Sink which drains/restores endurance, Power Boost which buffs secondary effects like defense, mez effects, etc., Drain Psyche which debuffs/buffs regen and recovery, and other powers I could name. The point is letting blasters dip into a bit more things like this will NOT fundamentally change how blasters play or their intended role. It will however bring them up to par with the versatility that all the other AT's seem to have IN ADDITION to an ample helping of "damage pie". -
I see the origins like this:
Mutant: Powers come from naturally occurring quirks in DNA from evolution (Jean Grey, Wolverine, etc)
Science: An experiment or accident has granted abilities of a superhuman nature to the individual (fantastic four, the hulk, spiderman, captain america)
Magic: The character is a spellcaster, magically attuned being or someone whose powers are derived solely from a magical artifact (Dr. Strange, Classic Vampire/Werewolf type characters, The Juggernaut)
Tech: Powers come from highly technical devices that require little innate ability on the user's part or possibly the being is itself an advanced piece of technology such as an artificially intelligent android or an organic being with inorganic parts such as a cyborg. (Iron Man, Steel, Vision, Data from TNG, The Bionic 6)
Natural: Natural character have innate strengths that are sometimes bolstered with other things from the tech, science and magic origins. Aliens can also qualify as Natural characters because any innate abilities they have are considered "natural" for their species. (Hawkeye, The Punisher, Batman, Superman... yes Superman is NATURAL... for a Kryptonian)
The key thing to realize about natural origin heroes is that if you strip away any external devices or talismans they still have innate gifts that are still extraordinary. Take away batman's utility belt and gadgets and he's still an incredibly intelligent man who has worked hard to get his body into tip top fighting shape, learned unarmed combat and has honed agility and marksmanship. Take away Hawkeye's Bow and fancy Arrows and he's still an incredible marksman. Sure he needs a bow to capitalize on that but that doesn't mean all his extraordinary ability comes from his bow. Aliens as I said have innate abilities perfectly normal for their race.
At least that's how I perceive it.
Also consider there is some mix and match between origins. Wolverine is a mutant but his claws for example while technically part of him are enhanced via science by being laced with adamantium. The Scarlet Witch and Magik are mutants but also use magic as well. -
Not for nothing but it's really only useful if it lets you kill the mobs before they kill you... outside of that no its actually not useful at all.
Being mezzed means being unable to move and avoid the worst attacks mobs tend to have: Melee. If you can't kill those mobs with your early tier attacks before they kill you then being able to attack while held didn't really help now did it? -
Quote:Fair enoughMaybe. Aim and BU are already really strong already especially on a Blaster which has very high damage mods, it worked for pbs because they have low damage mods.
Why not? The whole point I was trying to make is that EVERY OTHER AT has gotten to take some slices from the "damage" pie. It's about time Blasters were allowed a few pieces of the mez/survival pies.
Quote:I don't think the crash of nukes should be completely removed because that would upset the balance between nukes with crashes and nukes without crashes, but the crashes should definitely be reduced in some form or another.
So what? Again EVERY OTHER AT has gotten to take some slices from the "damage" pie. It's about time Blasters were allowed a few pieces of the mez/survival pies. It's also not like you can use your nuke all the time.
Quote:Fire definitely doesnt need mez effects, it's already the strongest primary blasters have by a long shot, if fire got a stun in blaze the damage would be gutted. Taser is fine. Giving Burn stun and sleep protection would be overpowered.
Quote:I'm a strong believe that blasters should still have low base survivability, the problem I see is that other ATs can do as much damage as blasters with significantly better base survivability. Basically Blasters trade their survivability for damage, but the damage they get in comparison to other ATs isn't where it should be. Giving them more mezzing capabilities won't fix blasters, they need more damage, if you want a high damage AT with good mezzing a dom is what you want. -
Can I mix crafted pieces of a set with store bought attuned versions of the same set and still get the set bonuses?
For example... lets say I have 3 pieces of numina's crafted... and the other 3 pieces of the set are the attuned versions from the store... will I still be able to get the 6pc bonus? -
Overall I think its about time to let Blasters have some treats from outside the damage jar. Every other AT has gotten a taste of the damage jar yumminess to some degree or another but Blasters have been woefully denied tastes from the other AT's jars. This is primarily why I only have 1 blaster who I almost never play.
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Reading another topic gave me reason to consider buffs for blasters. Most At's have seen some serious QoL changes but posters like Arcanaville have made a strong case that Blasters were left behind a bit and could use a little more love. Not everything that follows is an original idea of mine but I figured it wouldn't hurt to collect them here so the devs have a more comprehensive list of ideas to look at.
Here's a few quick ideas:
Buildup/Aim Ideas: Give them the Inner Light treatment that Peacebringers got OR for the 10 seconds they are active have Aim give a small unenhanceable defense buff and Buildup give a small unenhanceable resistance buff. A power like Targeting Drone could give a damage buff tacked on (like say a personal leadership: assault power)
Tier 9 Nukes: For blasters only, simply remove the crash from their Nukes and increase the mag of any mez effect associated with them to mag 4. Let those nukes grant survival through mez that's guaranteed to affect most (not all! and not elite!) bosses.
Secondary Effects: Add more soft mez secondary effects to some blaster primary and/or secondary abilities. The Fire Blast set could get a stun added to Blaze (much like radiation's cosmic burst), Devices Taser could have its range significantly increased, Burn from Fire Manipulation could give more than immob protection but also stun and sleep protection as well... nothing says "wake the f--- up!" like standing in fire :P Little ideas like this which don't fundamentall change the basic functions of the powers but let blasters take a little bit from the survivability/mez plate since everyone else seems to be nipping cookies from the damage plate. -
Another thing to keep in mind is the lvl 10 socketing only applies to non-catalyzed ATIO's if you catalyze them into purples they will forever REQUIRE you to be lvl 50 to equip them (in case you wanted to yank a set out of one toon and give to another)
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While I have no problem with alignment change tokens... I know I'd be all for getting those instead of server change tokens... far more useful to me >.>
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I won't deny that the recharge aspect is valuable.
All of the procs have a recharge component though. I am not complaining about that. I am simply underwhelmed with the plain old damage procs vs some of the really innovative AT/role based procs that seem far far more interesting than just a chance for some extra damage. -
Quote:So you're saying mechanically it IS possible >.>It can be added but then ALL of the animations in the game would have to be redone or fixed ^_^
So if we all throw enough money at you to do all that reanimating/fixing it's POSSIBLE we could have long skirts/robes....
I need a winning lottery ticket and my checkbook... -
Quote:Just out of curiosity... is the "skin to bone" limitation something that is impossible to change/upgrade in the game engine? Or is it one of those "just too much manpower and money required to commit to" kind of things?That could have been done but then there would not have been any depth to the plates, it would be just a flat plane.
The lack of having being able to skin to more than one bone is also the reason why we don't have long skirts in our
I'm just wondering if at some point revenue should rise high enough, if we might not someday see real long skirts/robes. -
You are correct I have not yet played with it on my Tanker. I was waiting till I had the full set (only have 3 pieces so far) to try it out.
That said... however good or bad the performance might be... I think the CONCEPT of how it should work is great. Certainly more interesting than a simple and boring damage proc.
I'm sorry... and I am not saying the damage procs we get with the ATIO's are bad, but I just find them less interesting than the ones I highlighted in my post. The really interesting ones work based on the AT mechanics or role whereas a damage proc is... well... just more dmg... woo-freakin-hoo =\ -
Quote:You might be right but like I said its just a collection of ideas. For all I know Penelope Yin is the precursor to whatever the devs already have planned for psychic melee/psychic armorWhile it's pretty balanced it's also feels like it would play out far too similar to willpower to warrant an entire new set of it's own. It needs something that sets it apart from willpower other than getting it's regen buff far later and not as good as RTTC until you get IOs.
I haven't done the 6th SSA yet so I haven't seen penny's powers yet so I can't comment on the melee set. -
While not an original idea, after running around with a now grown Penelope Yin I thought it would be a good time to refresh this suggestion. This idea is mainly just to kind of put together sets using existing powers and filling the gaps with some new ideas and ideas inspired by Miss Yin. Please bear in mind This was a quick put together of ideas and I am sure more creative ideas could be developed for some of the "fill in" clone powers I suggested.
Mind Probe - per the dominator power in psionic assault
Telekinetic Thrust - per the dominator power in psionic assault
Psychic Blades - NEW - Inspired by Penelope's "psychic claw-like" attacks using a non-redraw "weapon of light" in style of the demon summoning whip attacks.
Telekinetic Deconstruction - NEW - Another power inspired by Penelope Yin. This would be a targeted aoe DoT that ticks its damage pretty quickly over a short duration... would also be a nice place to apply a debuff!
Concentration - Basically the renamed Build Up from the blaster Mental Manipulation powerset.
Confront/Taunt - fairly standard for the melee classes to have. Could be swapped out for Hide and moved to the first pick for stalkers
Telepathic Blast - NEW - inspired by what seemed to be a short range hold/dmg attack used by Penelpe, its basically a clone of the Claws power Focus using the Scramble Thoughts animation and adding a "chance to hold".
Psychic Shockwave - per the dominator power in psionic assault
Telekinetic Grasp - NEW - Basically a midnight grasp clone doing psi damage and having a different animation
Mind Over Body - per the willpower set
World of Confusion - per the Blaster Mental Manipulation powerset.
Telekinetic Armor - NEW - a new second armor that provides resistance to energy,negative energy, fire, cold and psionic damage (I figured the devs like holes so I left out toxic resistance)
Indomitable Will - per the fortunata power
Foresight - per the fortunata power
Mask Presence - per the fortunata power
Psychic Awareness - NEW - Basically a Heightend Senses clone
Drain Psyche - per the dominator power in psionic assault
Psychic Overload - NEW - Basically a Strength of Will clone
As I mentioned before its just a quick collection of ideas to give the powersets some kind of shape and I am sure the devs could come up with more original powers in places where I filled in gaps with clone powers. Just figured I'd get the idea out of my head and into the forums for discussion! -
Honestly I was disappointed with all of the ATIO basic damage procs. Not because they are bad or anything but simply because some AT's got some interesting mechanic with theirs while others got... woohoo a damage proc like any other in the game.
There's also some weirdness with some of them... like controller and doms having a set that goes into a control power... but provides a damage proc or a +dmg buff... I mean... i cant realistically put these sets into an AOE control because I wont get the proc effect often (long recharge times) and even if I did I'd get so little out of the proc from that it hardly seems worth it. And some doms and most controllers use their single target hold as part of their attack chain where the proc WOULD be good but you cant get the 6pc bonus if you want to actually enhance the power for damage. Honestly for those two AT's it seems like the procs should be control related not damage.
AT's that got it right with ATIO procs imo are Kheldians, Stalkers, Brutes, Scrappers and Tankers. I would have included dom's here as well if their set was designed for a damage power.
AT's whose procs are more interesting than a plain dmg proc but might not be as interesting as I'd hope would be Defenders, Soldiers of Arachnos, Masterminds
AT's whose procs are just unimaginative and in some cases borderline useless? Controllers, Blasters, Corruptors, with Dominators only being here because of the what type of powers their set is designed to go in.
I would have liked to have seen the last group of procs be more AT centric like say Controllers having an improved chance to critical with their mez powers, Corruptors having their scourge damage increased, Dom's simply having their set be designed for their damage powers instead of mez powers... and Blasters... well I'm a bit head scratchy there... More dmg seems silly... but shoring up areas they don't excel at seems like a nice idea... like adding a debuff or a self buff to the blast the power is slotted in. -
a Tuesday reset on SSA rewards would be most welcome =\
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My biggest pet peeve with PI is that virtually every method of getting there (ouro, base portal, long range teleport) puts you in the same place... the south end of the island... and the place you nine times out of ten want to get to is portal corp... the opposite end of the island... I often just start an ouro tf to use the crystal port to Tina Macintyre and then abandon it. Even the RWZ port isn't much closer to Portal Corp...
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Today I was doing part 5 of the SSA and was reminded of Minx's unique belt piece shaped like an M. While it would be kinda cool to have belt pieces like that I thought an even simpler idea would be a nice simple belt with a buckle whose texture could be changed to any/most of the chest emblems!
It's a simple concept... a nice belt with a drop down that changes the buckle. It would let people get their SG symbol on more than just their chest or jacket... it would also let people do things like say have their character's first initial on their belt. It's a small idea but it seems like it wouldn't be too difficult to do since the bulk of the assets are already there. All we'd need is a nice new belt with a chunky buckle to show off that emblem! -
I've found that the best uses for the boosters for me was to +5 any sets I like to use that cap out before level 50. (Decimation, Kinetic Combat, etc.) There are also cases where I only use 2 generic IO's of the same type (like say in hasten). If I +5 those two generic recharge IO's they ED cap the power without any additional slots. I've done the same with endurance IO's in stamina when endurance isn't an issue for the character or they already have quick recovery for example.
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defense bonus will be 5% ranged
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Put me down for giving primal earth paragon city the praetoria treatment and tear down the war walls. I like the fact that moving past a certain point in one section of praetoria zones me into the adjacent part. I'd love to get that kind of fluidity in paragon city.
I'd love to see more buildings we can enter (non instanced) that are actually to scale (like the AE buildings) and let us see outside. On a related note more neat features like that building with the rooftop garden we can enter from the street level doors and more shops like Yin's market would be great.
I'd also like to see lighting fixed. All these years its annoyed the hell out of me that if I go into the tram at night... the well lit tram station... I am still "blue" as if I am standing outside in the night sky with no light sources around. The same thing happens in wentworths. If lightning can be "true" inside the AE building at night then it stands to reason a similar lightning mechanic could be added to other building interiors like wentworths and the tram stations.
Someone else mentioned previously that we could use more "landmarks"... as in buildings that aren't just generic filler but have an actual purpose as far as the city is concerned. A good example of this would be Praetoria's TPN building. We need more locations like that in paragon even if they aren't enter-able buildings.