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Posts
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Block of ice and other held foes suspended in the air, no big deal. I'm guessing the 600 self-identified level 50s in the Triumph forums have all contended with this situation somehow. meh...
Leaping on to tall buildings in a single bound as a level 6 Hellion, irritating but coped with somehow by everyone from day 1. meh...
Disorient allowing flight away at incredible speeds seems like more than that, so was VERY pleased to see Geko respond and identify that it is a bug.
This strikes me as an excellent opportunity to demonstrate their legitimate interest in diversifying enhancements. If disorient worked on foes in the same way being stunned after using an awaken worked on us, then disorient enhancements would become much more sought after.
I'm looking forward to reading "fixed disorient bug" in an upcoming patch update, maybe as a solstice/christmas/hannukah/kwanzaa present? -
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Buffs that only kick in when you about to go down, while increasingly evident in the game, are problematic. How about simply putting a constant ability to dodge part of damage in SR in the passives. Simply adding some level of resistance them?
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Damage mitigation expressed as partial dodging. Sounds like it has promise to me. Of course I'm not wearing my bifocals so I see fuzzily and I haven't had my morning coffee so my thinking is probably equally fuzzy. -
Here's a Cliff Notes response to some of the items that I've seen come up.
Regarding your opponents punching one of their mates rather than you: One of my mains is a mind controller. Have you ever seen the endless discussion threads on exp from confused enemies? There are ways to get exp from foes' damage being redirected to other foes. It's complex but can be done. Bottom line, however, is you can forget about the idea of getting full exp from foes that were defeated by damage that came in part from their cohorts, and you'd get none from foes defeated by solely redirected damage.
That said, I think the idea has merit from the perspective of SR's design. It would be like a bar-room fight.
I like the idea of moving the AoE defense powers into the ranged defense powers a lot. Great out of the box thinking. It also frees up space for two new secondry powers. Maybe a dull pain clone, or an interruptible Heal Self, or that wacky "so slippery they hit their buddy" defense, or maybe the "Elude lasts as long as I hit an AV or monster every 10 seconds." Kinda liking that last one.
I agree that this buff won't be useful very often, since when I go down it is often by a massive second hit that far exceeds my remaining hit points. However, I am very happy to see them looking at SR defenses.
Lastly, I agree on the serious issue of to-hit buffs in our foes. I find DE to be cake, until the quartz emanator comes out, then it is a race of kill the eminator (for no exp) before literally everything around me kills me. And from all reports, /SR is useless in PvP, though I never play in the arena, so couldn't comment there. -
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I find it shocking and offensive that Jack Emmert has time to post about this but does not have time to address the issue of ED which is obviously the most pressing thing on the playerbase colective mind now. Way to through up some more smokescreen, Mr. Emmert. Now care to explain how ED is going to improve our gameplay?
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oh please, shocking and offensive my reflexive behind.