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Posts
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Increase xp gain for street hunting!
Right now you get double debt for dying outdoors, maybe it would be a good idea if you got double xp too.
If street hunting was good xp maybe people would do that instead of farming ae, also it would fit in the game thematically, would be cool to see teams of heroes cleaning the streets/villains taking over the streets.
Hazard zones wouldn't be so barren anymore either.
When the game first came out I really enjoyed finding a team in the hollows or boomtown and just exploring and hunting and getting great xp.
Anyone else thing this would be a good idea? -
Thats what I thought, another question, do all the pet IOs work in it, like the def bonus and the chance to build up, do the def bonus and def aura ios give you defence or just the pet?
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Is it possible to have multiple votaic sentinels like the ws pets or when you summon a new one does it replace the old one?
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I think it would be awesome on a scrapper or stalker, with enough recharge and a secondary with no damage aura you can destroy huge mobs solo very very easily. Frozen aura does as much damage as foot stomp without
rage, and its cold damage so not easily resisted, it has the same recharge and a 13 second sleep, so get its recharge down and you can perma sleep entire spawns while you pick em off one by one with your single target attacks.
Come to think of it, it would be incredibly overpowered on a stalker, imagine: assassin strike, frozen aura, placate, assassin strike, frozen aura, etc. -
so it does nothing, I was actually hoping to increase my recharge not the pets.
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Does this work? does it give me +recharge or the pet? Does it only proc when summoning the pet or every time they use a kb or have chance every 10 secs?
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what I would like to see is some kind of timer. Maybe a reverse of fury were the longer you wait before throwing a punch the more damage it would do. Something like..I am warning you..don't push it..okey dokey Bulk <SMASH> !
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Not to pintpoint your post here, but this is a perfect example of what I think the major problem is with combining game balance, with game concept.
Conceptually this is a fantastic idea that would help give more of a comic book feel to the game.
Balance/Game wise this is a horrible idea. How fun would it be in game to have to do nothing for an extended period of time just to be able to do additional damage. People don't like having breaks in their attack chain as is because it feels like you are just sitting there, imagine if that was enforced by a mechanic like this.
As I said I don't mean to rain on your idea, conceptually I like it a lot, I think it's just a great example of how we can't go to far towards concept and to far away from the actual game.
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It could work, the timer would only reset when you use an attack, so basically a tank wouldnt lose dps for taunting, or using his secondary powers. -
I like gauntlet too, but I had an idea for a second inherent, It would work like old defiance but buff res and/or def. So basically when a tank is low on health he starts to become very hard to kill.
I think it fits the AT and would differentiate tanks more from brutes.
Be kinda like trying to kill a Paragon Protector after they pop MoG, but maybe not as extreme. -
Yeah thats what I was thinking, but on some you can still see it, would be nice to turn them off completely.
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Well since power customization is pretty much confirmed now, I have one small request, probably has been said before:
Allow us to turn off fx on some powers!
Obviously this won't be allowed for everything, like blasts and stuff, but it would be nice if we could do this for armors and melee attacks, so if you want to just punch a guy and not have glowing hands as nrg melee, or if you don't like the graphics for something, or if you choose an epic power set that isn't thematic but like the powers. -
I have one, he is lvl 41, he is awesome, I did a ITF sked at 50 and at once point he did over 1600 damage on a guy with headsplitter crit. Most damage I have ever seen in the game with a single hit, 816 damage, 816 crit damage. And parry more than makes up for /fires defensive holes.
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I think it would be cool if they added 1 more epic at to each side to balance. For heroes it could be PPD which would be like SoA but with branches into hard suit and psi cops, in a way it is like merging both SoA ats into one.
For villains it could be nictus which would be pretty similar to warshades but some power differences, lore wise, warshades hold back with their powers where a nictus wouldn't, things like summoning pets from live bodies and using stygian circle on live bodies and the like. -
Well I actually ended up going psi/dev, and its pretty fun so far, at level 10 I have metal blast, tk blast and will domination and he does nice damage and all the -recharge, sleep and kb helps keep him safe, add that to hover, caltrops and web grenade to keep him at range and I have only died twice.
I like elec, but I really wanted to focus on range and elec doesn't help too much with that. -
I wanted to try psi blast and it looked good with all the status effects and extra range. I don't really like archery, and I had a fire/elec before.
Plus I wanted a hover based ranged blaster and conceptually that goes very well with psi blast.
Psi blast is already decided, I just wanted opinions on the secondaries, mostly how well they synergize with psi, and please no /energy manip suggestions either, I found that set boring to play.
Also doing mostly pve maybe a little pvp later. -
I can't decide which one, the concept is a mostly ranged fighter, and punishes anyone who enters melee range, either with elecs melee attacks or with caltrops + trip mines.
Elec gets build up and nice melee attacks, /dev gets cloaking device and smoke bombs for stealth + def/tohit debuff.
For elec I would take Elec mastery for extra survivability and double stacking holds.
For dev I would take munitions for the damage boost from surveilence and LRM.
It would also be alot easier to softcap ranged def with /dev. -
I think regular ma missions should have xp taken away and have the ticket rewards increased. This would still allow farming for IOs but not for xp.
Maybe add the ability to buy specific IOs like you can with merits or have a chance to get a purple recipe from the lvl 50 gold roll.
I think this would be enough reward to play MA.
The "Dev's choice" reward will add xp to your mission. -
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Isn't the reason Fire has higher dps that damage is all it does? Fire doesn't slow the target like ice, it doesn't drain endurance like electricity, and it doesn't debuff the target like sonic, radiation or dark.
It's my understanding that the "soft control" (not sure if I'm using that term correctly) of fire is the ability to defeat foes faster instead of slowing their attacks or making their attacks less damaging to you.
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Yes I understand that but does the fact that rad blast does -def justify that it does less than half the damage of fire? -
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What you're seeing in Fire the most is Blaze, and Castle has already admitted he doesn't like the activation time of the power being as low as it is, though he specifically dismissed the rumours that it's getting slowed down.
You also have to remember that it's not just raw DPS that matters, but also DPE, because the faster you cycle, the more endurance you burn.
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I don't really see that as balancing, there are lots of ways to deal with heavy end use, end redux enhancements, IO sets, stamina. But there is very little ways to increase dps, especially with slow activation times. -
I have been calculating dps on the ranged sets for corruptors and have noticed that most of them have really low dps.
Fire is has more dps than the others by far, I know it is supposed to but it seems a little much, ice is pretty close, but all the others are very far.
The biggest factor I see to this is activation time, the reason fire does so much dps and not only do its attacks hit for more but they also activate incredibly fast, for example the attack chain of flares, fire blast, blaze, does almost double the dps than radiation, sonic, and energy if you somehow had an attack chain of just cosmic burst/shout/power burst.
This is mostly because of activation time, I propose that the activation times get rebalanced on these sets, all single target attacks should be no more than 1.5s activation. Fire will still be on top for damage, but the other sets will at least have a chance. -
Well after doing some number crunching of my own, with these attack chains:
Fire:
Blaze
Flares
Fire Blast
Repeat
Radiation:
Cosmic burst
Neutrino Bolt
Neutrino Bolt
Repeat
Fire does approximately 2.2x more dps.
But at the same time, this short chain does -50% def and a mag3 stun every round for radiation.
You can also have 3 different damage procs in neutrino as well as -20% res proc IO. If the res IO procs and 1 damage proc procs, fire only does 1.6x more damage, if the res IO procs twice in its 10s duration fire only does 1.4x more damage. With 1 purple damage proc and 2 normal ones there is apporximately a 73.3% chance for one to proc. -
With IO's how does rad compare to fire, I know fire is better, but how much? Would it rad have enough dps to solo an av?
What about the other sets, anyone have a list of highest dps to lowest of all the blast sets, one based on numbers not opinoons. -
What about dark/shield, soul drain, dark consumption, shadow maul, shield charge, less resisted damage type, no crash from rage, it does some pretty crazy damage, and has a whole lot more survivability to boot! At least deserves a mention.
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I am going to have to say Kheldians, Warshades for Quasar http://www.youtube.com/watch?v=6ezKEwBNu_s
And pbs for Incandescent Strike.(cant find video, but it basically looks like total focus or thunderstrike but with a giant ball of energy in your hands and a giant eruption of energy from the ground when you hit.
I also really like rad blast because of Neutron Bomb(you hold your hands above your head, create a giant ball of radiation and chuck it at your target, when it hits it explodes in a mushroom cloud.) Neutrino bolt is cool too, just a really quick energy beam, and Proton volley because it has the best sound effect in the game, pew pew pew pew!
Old fulcrum shift was even better though, the giant SNAP! was the perfect sound. PLEASE BRING BACK THE OLD FULCRUM SHIFT!!!! -
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Except, what's the point in this feature if it's identical to creating a new character?
I suppose if you already had 396 characters, but I doubt that's common.
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It's mostly for thematic reasons, probably why it will never get done, don't you have any characters that you really loved and would like to develop another side to?
Or a character who will switch sides and have power changes to represent their change in mentality? -
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If you remained the same AT and just leveled to 50 like before, I don't see how this would unbalance anything.
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I don't see the AT really mattering either, as long as your base stats change as well, whats the difference between me logging out of my tank and logging in my defender, and me going to the trainer and switching builds.