Quixotik

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  1. Quixotik

    Changes to Rage

    Some people have said that Rage does less DPS than Hasten does and that Hasten also Boosts all other non-attack Recharging as well. Though Hasten grants no Endurance-Free Damage, this can be balanced with Endurance Reduction of a few Powers.

    If Rage's use penalty becomes extremely dangerous, I think most players will just drop Rage and add Hasten. Rage does too little anyway and when you play a Tanker time is definately on your side or you are dead.
  2. yeah I agree, they are silly. I had an orange Underboss Tommy Gun my Defender through a 6 SO Defense Slotted Dispersion Bubble and 4 slotted Manuevers and never miss. Naturally my Accuracy enhanced Detention Field misses him and then he one shots me with his 450 Damage Point Haymaker. Funny, but my level 32 Tanker only gets 90 points out of a 3 slotted Haymaker.

    I don't think raising Boss HP's and Damage makes Gameplay better because they mostly just do the same predictable AI routines only now thay make you suffer through a ridiculously long battle while they repeat their AI routines. It forces you to boringly break down the AI Routine rather than just play your hero's powers against them and that cheapens the gameplay. It makes the gameplay silly.

    The worst part of the change to Bosses is that affects each AT differently. It's harder for everyone, but for some Heroes it is impossible or not worth the XP Debt incurred to tackle Bosses and that is what makes it wrong.

    What I continue to support is that the Boss Upgrades get rolled back quite a bit and that a new type of Boss gets introduced instead. An Elite Boss, maybe it has a random name, and they spawn in a lesser density than regular Bosses. They also could have special attacks to make them unpredictable.
  3. Briefly, in an earlier post I pointed out Electric Blast's secondary effect of Target Endurance Drain has little or no effect on battles unless it is paired with the Electric Manipulation power set which also utilizes Target Endurance Drain. The reason it has little or no effect on battles is that the Mob's Endurance must be completely drained off before any attacks are stopped and this is rarely if ever possible with Electric Blast alone. All the other Blaster Powers have secondary effects that Slow, Knockdown, or do additional DoT Damage and these do stop or delay many attacks from the very beginning of the battle. Something should be done to enable a working secondary effect for Electric Blast alone and it can be done without changing it's current attributes.

    In the same way that the Tanker Super Strength Power was made player moddable from Knockdown (default) to Knockback by the addition of one Knockback Enhancement, Electric Blast could be made player moddable to a secondary effect of Stun by adding one Disorient Enhancement. This would solve the problems of Electric Blast used by itself without making it too powerful when paired with Electric Manipulation. Or at least it is worth testing.

    In this way Electric Blast is unchanged for players who like it as it is, while players who have a Second Power Set other than Electric Manipulation will now have a working secondary effect from their Primary Power.

    A Blaster's only defensive power is the secondary effects granted by the Primary Blast Power and Electric Blast has none.

    -PJ
  4. [ QUOTE ]
    I am happy with Rage as its stands but the rest gets my vote.

    EDIT: Therefore I'd vote for the 1Mag disorient option.



    [/ QUOTE ]

    What he said.
  5. In the guide book (Prima Official Game Guide) Aim is always listed as 30 seconds recharge, and Build Up at 45 seconds recharge. In the game both recharge at 75 seconds or more (guessing since I have 3 DO enhancements on each now= recharge in 60 seconds).

    Well 75 seconds is far too long for Effect Powers that could have been used for Attack Powers. I really don't think my Blaster character with these two gimped effect powers is very good on a team as he only has three ranged attacks and without the Aim and Build Up his attack is somewhere between Scrapper and Tanker with Lightning Bolt, Balled Lightning, and Zapp at level 12.

    If it is a typo (well 10 typo's!!!!) in the Guide Book you might want to mention that somewhere since I doubt it will be reprinted anytime soon, printing costs being what they are. If it has been changed on purpose, you should still note the error in the book. Maybe an add-on to the Updates section.

    Hopefully, it is a bug or oversight that will be adjusted in the next patch as this would allow me to use my character on a team again. Till then he will Solo mostly since it takes him 75 seconds per attack. Granted the boosted attack is great, but in those huge team mission melees it is useless and so is my character.

    -PJ
  6. Hospital/Enhancement Bug

    If you are defeated and select go to Hospital about 50% of the time your power enhancements will be ignored by the game. Just like you had all empty enhancement slots. The way to fix it is to log off and then back on to the server.

    At least this is what happens to me.

    -PJ