Nalrok_AthZim

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  1. Quote:
    Originally Posted by Johnny_Butane View Post
    SR/MA Tanker.
    Uh, no. Read more Spiderman.


    Quote:
    Originally Posted by Johnny_Butane View Post
    SR/Speed Melee Tanker
    Flash is most definitely not a Tanker.
  2. Quote:
    Originally Posted by dugfromthearth View Post
    I am surprised no one has posted about how big of a nerf to Scrappers i24 is.

    first they made brutes do more damage than scrappers
    then stalkers did more damage than scrappers
    now blasters will do more damage than scrappers

    if they do not fix scrappers in i24 I foresee massive numbers of people quitting in crit
    You heard it here first folks! It's not Defenders, it's not Tankers, it's not Corruptors, it's not Masterminds, it's SCRAPPERS who need fixing. Yep, that's the nail on the head! The most-played AT with the highest melee damage modifier in the game, the AT that keeps crying for more powersets despite having a diverse assortment, the AT that does THE most melee burst damage is the one AT that really needs a fix.

    By the way:
    Quote:
    Originally Posted by dugfromthearth View Post
    the scrapper AT is basically useless now. And it is the AT that pretty much defines comics - wolverine, spiderman, superman, iron fist, bat man, flash, wonder woman, etc.
    Wolverine: Brute
    Superman: Tanker
    Batman: Stalker
  3. Quote:
    Originally Posted by Cheetatron View Post
    There are already massive nerfs. all pre i24 ppm get a massive nerf in the form of proc chace cap and having slotted recharge count against proc chance, all io procs slotted for maximum proccing will also be hit
    I don't consider this a 'massive nerf', sorry.

    A 'massive nerf' would be subtracting values from the damage modifier of an entire AT.
  4. Quote:
    Originally Posted by Olantern View Post
    I wish the devs wouldn't (presumably accidentally) use terms that have come to have their own meanings in forum-speak. A "fix everything" issue is a case in point. From what I've read, the devs mean, "Tweak lots of underappreciated powers and mechanics." But in forum-speak, judging from the past four years of posts, a "fix everything" issue means "go through and fix all the typos and bugs in the entire game, as well as whatever additions or changes I, the poster, want." I see a lot of disappointed forumites in the future once people realize the devs are doing their own thing, not borrowing someone's forum post idea. But then, disappointment is pretty much the theme of the fora, anyway, so I suppose it's to be expected regardless.

    Oh, and what I've read of the changes look pretty good.
    Or people could be positive about it and not assume a group of people working hard to better the game are actually out to make us all hate them.

    C'mon son.
  5. Quote:
    Originally Posted by Ultimus View Post
    Just hearing that today got me thinking, what if I24 is another big balancing act like ED or GDN? Some powers could get gutted like Rage or Drain Psyche.

    Thoughts?
    Cry doom much?


    Quote:
    Originally Posted by JayboH View Post
    It already has included nerfs. There are minor DPA nerfs to all the old crash nukes.
    With MAJOR buffs to recharge and damage constants.

    Golly Gosh Darn with Rainbow Sprinkles and a Side of Jam, why are we already complaining and crying doom and whining about nerfs?

    EDIT: Mod09 is quickly becoming my favorite mod. XD His edits = best edits.
  6. Quote:
    Originally Posted by newchemicals View Post
    Last time I checked Challenge takes Taunt IOs and Sets
    Just drop it. The change for the better and it's not our game to edit. Do you really want to keep Challenge?
  7. Quote:
    Originally Posted by Rangle M. Down View Post
    Before someone like Arcanaville shows up, there isn't "A cottage rule" per say.
    Look, I hate to be that guy, but...

    per se
    'through itself'

    Also "by itself" or "in itself". Without referring to anything else, intrinsically, taken without qualifications, etc. A common example is negligence per se.
  8. Quote:
    Originally Posted by Agent White View Post
    Mmm no, adding functionality to a power while not removing any of its original functionality isn't even close.

    Plus, who really cares? The devs are allowed to do as they please. They follow the cottage rule as they like but there's no set in stone rules that if they violate it they will be struck down and the seas will run red. it's simply a reason why they don't change a lot of powers willy nilly but in the case of something that's truly bad and no one takes it, it's completely warranted.
    Quote:
    Originally Posted by Roderick View Post
    Nope.
    Okay. I get it, thanks, appreciate it.

    Challenge was garbage. The change should be made and will offer far more to players than a low-grade single target taunt. That's my point. Who gives a crap what the rule is if no one's using the power to begin with?
  9. Yet another thing Paragon Marketing does that baffles the **** out of me.
  10. Quote:
    Originally Posted by Kyriani View Post
    Actually I think he was more saying that changing the single target taunt into a placate is the violation... as in it's changing one power into something that does something totally different. And while THAT would be a violation, there's a broader way to look at it that I posted above that explains why it might not be.

    With that said, at the end of the day if the devs want to violate the cottage rule they can do so with impunity and a lot of lube.
    Ah. My bad. Brain fart

    But the power was trash anyway. *shrug* The new Blaster secondaries are already half-violating the cottage rule anyway. I don't see any reason why this change shouldn't be made.
  11. Quote:
    Originally Posted by dugfromthearth View Post
    is the OP asking for the max number of enemies to be reduced in poison?

    8 foot radius, maybe max 4 targets?
    .... o_O

    Uh, no. Asking for a larger radius.
  12. Quote:
    Originally Posted by Siolfir View Post
    It is an aggro dump that is replacing an aggro magnet. That seems like a fairly significant change in function of the power.
    But it's not a cottage rule violation.
  13. Quote:
    Originally Posted by newchemicals View Post
    *Tosses flag in air*

    Cottage rule violation!!
    Not quite. Pacify has no hide/critical/defense component. All it is is an aggro dump.
  14. Quote:
    Originally Posted by Snowzone View Post
    With melee damage being good already and ranged damage getting a lot better, where does that leave support and control sets? Particularly when the nukes recharge faster and have more impact than a lot of hard controls. It already happens with Judgement powers but at least they're level 50 only and the only content at that point is stuff where control is useless anyway.
    Honestly I find Control sets to be pretty monstrous in their own element.
  15. Quote:
    Originally Posted by SilentSpy View Post
    The mentality isn't neccesarily "I just want to sit back" but as the newer power sets have more and more focus-requiring mechanics, being too clicky could be a bad thing. Take a Beam Rifle/Time Manipulation Corruptor, for instance.

    Beam Rifle's big schtick is Disintegration, so you're using Disintegrate whenever its up and then your single-target powers to spread Disintegration, usually ending the chain with your AOEs once it has been spread.

    Meanwhile, you're also using your Time powers which can also be clicky - especially if you go the route of Power Boost + perma-Farsight = godly defense buff, which normally involves perma-Hasten and perma-Chrono Shift that you all want to click back up as soon as they drop. Then also factor in that there is weapon redraw each time you switch from Time to Beam.

    It gets complicated and frustrating! In the case of Water Blast, you don't want too intensive of a secondary that you'd be too busy using that to effectively build Tidal Power.
    Funny enough, I absolutely love Beam Time, my Beam/Time. I very much enjoy more 'active' blasting sets; older blast sets feel very... slow to throw, if that makes sense. I feel like I throw my AoEs and then that's it, ST damage is just for picking off stragglers and the AoE's take forever to recharge. Beam and Water are fast, fun, and have nice mechanics.
  16. Quote:
    Originally Posted by Seldom View Post
    .....This issue has me more excited than all the taskforces, trials, and storyarcs they've done for years ever has. O_o

    ...and it makes me realize that all the comments about melee damage superiority may have come from the fact that the biggest hitting single target and AoE attacks in many older ranged sets were held back from consistent combat use. It should be interesting how legacy blast set damage in practice goes up with this.
    Hopefully this will shut the folks up who keep saying 'Melee Power Creep' over and over and over and over and over until I want to barf every time I see it.
  17. Quote:
    Originally Posted by Siolfir View Post
    Yes, and then it's really really clicky.
    I never understood this mentality.

    Everything in this game is clicky. If you don't like clicky, roll a /WP Brute or use a keyboard. :P
  18. Quote:
    Originally Posted by Haetron View Post
    While I think Jump Kick could use a look, its actually in a pool of five powers currently, so it might not be touched.
    They did say they were looking at powers deemed "less than great" by the playerbase. So who knows?
  19. Quote:
    Originally Posted by Roderick View Post
    To be specific, it will change from a 100% chance for KB every 2s to a 40% chance for KD/60% chance for nothing* every 2s.

    *Written this way because the last time I said "40% chance for KD", it was assumed to mean 40% KD/60% KD.
    Adding this to OP.
  20. Quote:
    Originally Posted by Roderick View Post
    That is NOT all.

    1- The crash is being removed.
    2- The base end cost is being normalized at 27 End.
    3- The recharge is being reduced and normalized at about 2m25s.
    4- The damage is being reduced by a VERY small amount. However, you can use the power far more often, AND any "Chance of damage" ticks in the nuke are being removed, and added to the base damage.
    Check the linked thread, Rod; I got your back.
  21. Quote:
    Originally Posted by dugfromthearth View Post
    that lack any control. I can see this for Blasters - if Pacify dumps aggro from everyone, or even just that one boss trying to kill you. Might help blasters a lot on teams.
    It's a self-aggro dump.
  22. Quote:
    Originally Posted by Lightslinger View Post
    No mention of power pool customization?
    I didn't have time to write down that they can't talk about it. Edited.
  23. Sorry if some of this is unclear, I wrote fast.

    Power pools being revised

    Fifth Power to all pools without one
    'Bad' pool powers reworked


    Fighting:
    Boxing: 15% DMG increase, Stun Chance mag 3 at 35% if Kick owned
    Kick: 40% KD chance if Boxing owned
    Tough/Weave not changed
    New Power:
    Cross Punch: cone melee, 15% DMG increase with recov buff if Boxing owned, 15% damage with recov bu, rech/acc buff if kick owned
    "Fighting will be a Mini Street Justice"

    Presence: Acknowledged by devs as crappy

    Challenge: Removed, turned into Pacify, self-placate. No hide no crit, pure self aggro dump. "Oh PANCAKE Button" (Zwill: Maybe Scrappers will want. *SNERK*)
    Provoke: No Change
    Intimidate: End cost reduced, increased to Mag3, 30% chance for Mag4
    Invoke Panic: Acc increased, reduced end cost, radius up to 20ft, bump up to Mag3
    New Power:
    Unrelenting: +DMG, +Rech, +Recovery, Self HoT, Self-Resurrect if in defeated state. Clarion animation.
    (Note: Long Help says that Unrelenting grants a buff called "Crash Protection")

    New "Other Ranged Blast Set Change": NO CRASH NUKES! Normalized recharge:damage ratio for all 'crash' Tier 9 blast powers. "Slight decrease on max potential damage, but good amount of consistent damage increase. No more chance-for-damage, all nukes are now a consistent number. 50% faster recharge for PBAoE nukes, 75% faster recharge for Targeted AoE Nukes."

    Original Nova: 6m Cooldown
    New Nova: 2m25s Cooldown, damage increase, no crash, 27.72 endurance

    Standardized: More damage, 27.72 end, 2m25s cooldown across the board for all 'crash' nukes. THIS WILL CHANGE FOR KHELDIANS LATER APPARENTLY?
    "Khelds do NOT get the change to their crashing nukes currently, but that's the next logical step." -Synapse (Thanks Roderick)

    Current crashless nuke recharge time is going down as well:

    Original Geyser: 205s
    New Geyser: 120s

    Overcharge: 180s
    New Overcharge: 120s

    Synapse: We're not done yet. There's way more to I24 than just pools and blasters/blast sets.

    DUAL PISTOLS:

    'Pistols' power getting secondary effects
    Cast time reduced on Exec Shot, Empty Clips, Bullet Rain, all three down to 1.67s cast time

    SPINES:

    Barb Swipe will be an under-one-second attack power
    Lunge is having its everything increased

    Freespec will be available.

    QUESTIONS THAT I CARED ABOUT

    What about other crashes? Synapse says they need to be addressed too, but this change is made for offensive crashes

    Base changes?
    "No, because the Base system is like trying to play Jenga; one wrong removal and the whole system breaks." -Zwill
    "It's more like playing Jenga on fire." -Synapse

    When does I24 drop? "Before 25, but definitely after 23." -Zwill

    Coloring Power Pools? "We can't talk about it." -Synapse

    Bonfire/Tornado will have a chance of knockdown on each tick rather than 100% chance with the Overwhelming Force proc. (Thanks Snowzone)
    To be specific, it will change from a 100% chance for KB every 2s to a 40% chance for KD/60% chance for nothing* every 2s. (Thanks Roderick)

    Issue 24 secret codename is "Issue Fix All The Things"

    Synapse: So instead of posting patch notes for I24 we're going to ship you a book.

    ADDED: Mods, if there is any misinformation in this post due to my fast jotting down of stuff, PLEASE EDIT IT OUT.

    Also please feel free to correct me.
  24. Quote:
    Originally Posted by Reverand_Clint View Post

    Vanguard with Praetorian Guard boots?
    Those are still Vanguard boots, just without the plate at the top.