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Posts
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Joined
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Quote:The best ideas I have seen to fix MA yet. It never made sense that my Storm Kick was traveling through the bodies of 5 people, but only damaging one.As i've said a million times on the subject a while ago, what they need to do, is turn Storm Kick into a melee cone, and turn Crane Kick, into a mini cone like that of headsplitter/golden dragonfly, which makes far too much sense that it shocks me it doesn't work this way already. For such a powerful kick, it makes complete sense that the force of the kick would travel through multiple opponents and knock them back as well. As does the melee cone on storm kick make sense too.
Quote:The solution, as I see it, is to simply reduce the animation time on EC. Shave off half of a second by skipping some frames (especially during the "I'm hovering in midair, getting ready to kick you!" phase), and you'll bring the DPA from 59.2 to 73.1 (164/2.244). It would still be the "worst damage" of the tier 9s within its group, but it gets a pass on that by having a ridiculously awesome tier 2 power. -
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It fairs pretty well in single target DPS with high recharge builds (skipping Eagle's Claw, of course, and assuming none of the very common S/L resistance), but it would indeed be very nice to do some minor tweaks/buffs as mentioned.
Upping Eagle's Claw DPS a bit would be nice.
You 'can' avoid the knockback from Crane Kick usually if you first use Dragon's Tail and immediately follow with Crane Kick (while they are still under KB supression), but alas.
I'd love to see some more 'utility' added to make up for it's lesser AoE. -
Well, you used to hover for only about a second, and it let my Scrapper fix his placement pretty quickly for Invincibility bonuses and aggro control. Now...it's a little less useful.
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I would love that, and that would likely be easier to make (I'm guessing.)
I just worry that their might not be enough interest in the playerbase for them to consider it. It would please me to no end, but I might be the only one (or one of the few).
Alas, I've respec'd out of Teleport on a lot of characters, and I'm thinking my first main might do the same. I miss how he used to play. *sniff* -
Add a Reduced Fly Duration IO slottable in the Teleport power. Why? Because as a Scrapper I really miss the days when the 'hang time' wasn't so long, as I could teleport into a mob and almost immediately start running. In fact, every character I have that uses it wishes the hang time wasn't so long (like it used to be). Now, I hang there for 2-3 seconds as I watch the mobs move around with my character unable to react 'hanging in the air.'
I understand the hang time was increased for lower performance machines (which makes total sense). I just think it would be awesome it we could reproduce the original teleport experience with a simple IO.
I think there would be an avid fanbase of such an IO, and I know it would quite simply make my day.
(I know it will likely not happen and I just have to live with the 'new' (read new as 2-3 years old) teleport, but hey, one can suggest. :P) -
Quote:That was my first level 50 DM/Inv. It is a nicely effective build. One addition I used was Teleport to hop into the center of a mob for fully saturated Invincibility from the onset of combat.For scrappers, my personal choice would be dark melee/invul. Tohit buffs in invincibility and the long-lasting, accurate soul drain offset lower accuracy, and dark melee's incredible bag of tricks makes up for having no survivability-oriented set bonuses. Even dark consumption, maligned as it is, could help with endurance issues. Only real problem is that it'll be a very tight build - you may have to forgo a travel power.
As for the original question, most of the buff/debuff sets are very, very strong with SOs only. Cold, Rad, Kinetics, Dark, etc.. All of these are behemoths without any set bonuses. -
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Quote:Maybe I overstated it a bit. Moderately useful, maybe?Sorry but I think "extremely useful" is a gross overstatement for aid self.
It's nice to have, but in high end play, taking 4.33 seconds to heal back 40% of your health, you might be better off having cast another mitigation power in that time and simply converted an insp to a green. My blasters absolutely love Aid Self. Never have taken it on a Controller though, they have plenty of tools in their arsenal already.
I might consider it in a second build or if I didn't have any other powers I wanted to take, however. It does help, and I could see it useful on a build focusing of self-survival. It's not that hard to use in combat, from my experience. And with Power Boost, you could heal something like 63% of your health back in one shot. I like it, but it wouldn't be my first choice.
Earth's Embrace would indeed be a much better choice for most all occasions. As would Hibernate, in a lot of situations, as Local stated. -
Useful? Most definetly.
You best choice? Well, that's debatable. Earth/Storm will have powerful mitigation such that you might be better off just popping a green inspiration in the event you actually get hit, rather than wasting a power pick for a 4 second animation self-heal. Still, Aid Self is extremely useful. -
All I'm going to add is, Yay!
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That, or your last quantity. It's quite frustrating when you never know if it will save it or not. Especially when you're trying to buy 3 of a bunch of salvage and halfway through it forgets the 'quantity: 3' and you end up with only 1 of some of them.
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Quote:Fully endorse this. I've been wanting this since they started messing with the XP percentages of custom mobs.I think the author should say in the description of the arc what the XP percentage is.
I would actually prefer that the AE would include the average XP percentage of critters in the arc in the summary info, or some other indicator of difficulty, along with the AV and custom power warnings. -
Quote:I was never into the whole AV required team-up thing either, that's why I usually fight things as EBs unless I'm being socialable and teaming. I dunno, it's just game mechanics, so fighting them as EBs doesn't really feel like watering them down to me, it feels more the pace of what I'd hope for from an epic AV battle (rather than the 10 minute slugfest and lightshow of whacking on a bag of HP). Thankfully, that's now possible, and I don't have to feel 'subpar' to all these 'lesser' signature characters.She pretty much sums up my gripes about mission design, the AV mechanic and teaming in this game.
Superheroes don't group up to curbstomp Rainbow Raider.
But at 50 we're expected to group up and fight C-listers like Abriter Sands.
In the high levels it does cheapen heores to have to team up to take on the likes of Bobcat or Silver Mantis. They're sidekicks for crying out loud.
They're not giant meteors. They're not 'world ender' beings like Galactus, Thanos or even Magneto.
The reverse holds true for villains.
I agree with her. It's embarrassing that aside from a few outlier builds, player heroes and villains at the level cap aren't even equal to the game's C-listers at their true power levels without them being watered down to EBs.
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True, but the can and do often fill the same role very well. Almost all of my Brutes tank.
Punchvoke on Tankers works quite well, my Brutes and Tanks will often favor a punch to get the attention of a single target over Taunting them.
Still, Taunt is extremely useful for the -Range compenent, pulling things in close, and the ability to very quickly grab aggro of those not near you, 5 at a time. -
Quote:Eh, I haven't been participating in the debate. Just thought maybe my quick rehash would help, since it seemed people were a little offtrack talking about 'all buffs' when these have legitimate differences from other buffs, and precedent for having a prompt to exist until a better solution than just 'remove it' can be made. I guess that's old news now.Well yes we heard your version of the issue...that's not the only view or only side worth talking about.
Thanks for reminding us though, I'm sure someone must have forgot that part.
I'm totally in favor myself of 'no prompt at all', as I find it annoying, but I didn't find that really relevant to the debate. -
The drop rate is also set extremely low, that is the reason for the insane prices on this recipes.
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Quote:Nice! Thanks for the info.It seems to work by granting an enemy a temp power that imposes the -20% res on itself, since the enemy can only have one copy of this power - it doesn't stack, even from different players.
The small upside to this convoluted mechanic is the enemy gets the full -20% res regardless of the level difference (e.g. normally -20% res would be reduced to -15ish against a +3 foe) -
Can this proc stack when cast from the same power?
Can it stack when cast from another power?
Can it ever stack?
Inquiring minds want to know! -
They stated they had put off the permanent fixes to the XP system especially regarding ally reductions to XP until Going Rogue.
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I thought we hashed out this arguement completely already.
Players who want the prompt have a legitimate reason for not wanting a Mystic Fortune. It's pervasive (lasts after death) and potentially debuffs (minor, but still has potential to debuff damage resistance or accuracy). Those are the differences from other buffs in the game. Discussing buffs without permission in general isn't really the point. It's these unavoidable consequences that make it different.
Yes, most people don't want the prompt, but those reasons make it seem prudent to allow it to remain until a better solution can be created (e.g. an option in the menu). -
Quote:They stated they have a fix for that slotted for Going Rogue. Yes, it's frustrating to wait so long for certain fixes, heck, TF difficulty changes made several members of our coalition leave for months till they were repaired. If it's a determinant enough of a factor on players' enjoyment of the game, they can simply leave. If AE was what I wanted to do everyday, I would have left like those who left over easy TFs. Luckily, it's not, it's just a 'feature' I'd like to have, but mostly ignore exists at the moment.How long are we going to have to wait for Rescue Captives and Non-Combat Allies from leeching XP? Even on Devs' Choice arcs? Why isn't that fix fast-tracked? Isn't that at least as reward-distorting as the big zombie farms?
Exploit fixes are priority I suspect because A) they destroy the leveling curve (which destroys the time to level model of MMoGs, thus potentially decreasing revenue as players complete their 'projects' faster and get bored and leave) and B) they put a negative connotation on the AE in general. Also, most of the exploit fixes have been 'easy' fixes to create, whereas the repair fixes seem to require more 'back end' changes.
That's actually a good idea. Risk/time versus reward seems kinda outta wack on those. -
Quote:If will come, ...eventually. They've promised as much. It's just one of those things they unfortunetly can't/haven't been able to get published yet, and we have to wait.Assuming anyone still wants to write arcs when those fixes finally do arrive, assuming that they ever do.
Winning back players' interest in the AE will definetly be an uphill battle for many. Months and months of changes, fixes, and generally unpleasant experiences of overpowered mobs, bad arcs, invalid arcs, low reward arcs have polarized a large percentage of the playerbase against it. Still, it remains usable for telling good stories, as for providing 'fair' rewards always (or almost always) while doing so, that's coming. -
Totally understand why. Sounds in theory that dropping lower than normal level AVs to EBs would possibly work better, assuming that tech can be put into place, to avoid yet again invalidating genuine arcs of non-exploiting players.
Still waiting patiently on other XP/AE fixes, would like to use it again without fear of drastically reduced rewards.