Tidbit Jr.

Legend
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  1. They are pretty similar, though Axe and Mace get a couple more heavy-hitters than Broad Sword and Katana. At least, for their archetype. Parry/Divine Avalanche (man, aren't we tired of talking about THAT power yet?) is the biggest difference between the two pairs.

    Other than that though, Axe and Mace just have more attacks labeled "superior" damage than Sword and Katana. Well, that and the recurring control effects instead of debuffs.

    Man I love knockdown.
  2. Quote:
    The ONLY Standout powers that I could find were Alkaloid (Poison) and PFF (Forcefields).
    Moving any powers into the forced slot is going to ruin it for somebody. Might as well not touch them at all at that point.
  3. Tidbit Jr.

    VEATs and APPs

    The thing is, the Patron powers are explained during the Patron arc itself. You gained the power to summon sharks by taking the power of the Leviathan.

    The heroside pools assume you are mastering powers you already have.

    EDIT: I'm not against the idea of VEATs having access to the ancillary pools, especially the awesome mini-Health-Stamina that is Body/Energy Mastery, but the others in this thread have already supplied the reason that the VEATs do not have it.
  4. Tidbit Jr.

    VEATs and APPs

    The only ancillary power pool that would even fit them would be Body Mastery, though, right? Whatwith Physical Perfection and Superior Conditioning, ignoring the still-out-of-place Laser Beam Eyes and Energy Torrent.

    And even then, Body is the name for the Scrapper one, whereas Brutes (which Arachnos archetypes share their Patrons with) get the Tanker version Energy Mastery, right?

    Personally, I wouldn't mind another +Regen/+Recov power, since their inherent would make it even more awesome. But then the whole Laser Beam Eyes thing kind of gets weird storyline-wise...
  5. Err, what exactly are you trying to do to Parry? The only really inherent problem with it is that its defense buff is too good on a Tanker for a direct port.

    Changing it to a point-blank and giving it buffs to both resistance and defense, and having it buff damage, and having it do not only good damage, but HIGH damage, is really far out there.
  6. The event badges if you count those, but they are usually available the next year.

    Other than that, you can go back and grab just about anything by doing task forces exemplared and using Ouroboros.
  7. Quote:
    Does parry somehow push you above 95% avoidance rule?
    Well, it still softcaps there, but you can push it higher as far as total goes. The annoying part is that it needs to be reapplied often enough that it becomes part of your main attack chain.

    And I meant it as a joke that Parry is so good, and somenoe would be so bored, that they would parry foes to death because there would be no more risk with the softcapped melee/lethal defense.
  8. Quote:
    I have five Broadsword users, two axe users, two Dual Blades users and three Shield users.
    Dude... replaying powersets much? ಠ_ಠ

    On a more serious note: yeah, unlocks not being global is annoying, especially with such a generic piece as epaullets.
  9. Can see a tanker only ever using parry that way nothing ever hits him. Kind of funny, kind of sad.
  10. Tidbit Jr.

    Car Chases.

    Wouldn't people just try to pull a Rikti Bomber maneuver and slow the car or stack immobilizes until it comes to a halt?

    That or put a stone tanker in the way and complain when they remember that NPCs push you, not vice-versa.
  11. Shared melee sets generally ... don't have different powers, do they? At least, other than Stalkers, but then that's a requirement of the archetype.

    Fiery Melee differs on Tankers, but don't most of the other ones just have the same attacks, swapping of course build up and confront/taunt's level?

    Eh, either way, it would be nice to see the broad sword on a tanker.
  12. Quote:
    So lets see out of 85 choices of "forced" picks, I found 11 that I would definitely call "out-of-order" : Fast Healing, Alkaloid, Resist Phy Damage, High Pain Tolerance, PFF (controllers).
    Which powers are unwanted is all completely based on opinion. For instance, I find gale and entangling arrow utterly useless late game, yet find Personal Force Field and Power Thrust to be god-sends.

    As far as melee defensive secondaries go (Scrapper, Brute, Stalker), you generally want all of their powers anyways, so the toggle-vs-auto is again opinion, and I doubt anyone would skip any of the powers by the end of their career.

    Quote:
    So lets see out of 85 choices of "forced" picks, I found 11 that I would definitely call "out-of-order" : Fast Healing, Alkaloid, Resist Phy Damage, High Pain Tolerance, PFF (controllers).
    Touch the Personal Force Field and you die...

  13. Quote:
    Make it an inherent power, and give stalkers the same choices open to Scrappers/Stalkers.
    My thoughts on Stalkers EXACTLY! Although it may be something better discussed in a new thread.
  14. Not only that, but more pieces would be added to the costume creator. Win-win.
  15. Quote:
    So there's no real justification for including costume pieces as part of the rewards.
    And yet those costume pieces are part of the achievement under the current system. I'm not saying it's the best system - a global unlock would serve the same purpose, showing that that player themself (not just that character) beat the challenge - but that's kind of how it goes thus far.
  16. For some of us (won't say all; don't say all) it's not that we want more options or for the same availability as a primary set; we want to be able to skip that first power.

    And in half of the cases of powers being skippable, people would take them later anyways. For instance, a toggle armor early game without Stamina - or, even after the change, pre-SO Stamina - isn't going to be as useful as an auto power to some, which doesn't chew the precious endurance up.

    In other instances, it's powers that some players can use and others see as a power choice arbitrarily gone: Gale, Force Bolt (Mastermind version of Force Field), Sonic Siphon, Blaster immobilizes, etc.

    Hide and Bruising are the only thing this really breaks, but the former may have multiple solutions and the latter isn't exactly the job of the archetype. You can give Tankers taunt for free, and some people probably won't use it because they find their aura to be enough.
  17. Quote:
    Or look at Dominators and Brutes. Dominators have higher base damage on similar attacks.
    Fury, remember?
  18. Quote:
    I'm against having to achieve it over and over and over again.
    That's probably a given even among the people who don't mention it.
  19. Tidbit Jr.

    ss is weak!

    As said, your one-word answer lies two levels away:

    RAGE




    Yes, Rage is that good.
  20. Quote:
    And yet so many ignore Taunt completely.
    The job of a [main] tanker on the team is to hold the aggro. Whether or not they take a tool available to them to do that is their choice, but it doesn't quite change their role (as per the intent of the archetype). No inherent on an archetype relies so heavily on taking the secondary tier 1 that allowing them to skip it would be so detrimental to the job of the archetype.

    You still see people play Masterminds with no pets, for instance, so why not let people choose the second power they want?

    What my opinion itself boils down to, if you care, is this: the only differences that an archetype needs between primary-secondary should be that a powerset should be weaker as a secondary than a primary, and the powers other than the out-of-the-gate tiers 1 and 2 should come later.
    (EDIT: So don't put words into my mouth about my opinion besides that.)
  21. Quote:
    The best compromise would be to make costume unlocks global. That way I have to unlock them just like everybody else, I just don't have to unlock them twelve times over. Then you can make unlock requirements even more stringent and I wouldn't complain, because I'd only have to do it once.

    After all, I don't need a 50 hero for each Kheldian I make, do I?
    That, too. The capes thing is the biggest foot we have in the door of "let's make something account-wide because the costume pieces are so widely used that it's bull to have to do it every time."

    At least that's what I call the door. 'cause it's true. u_u
  22. tl;dr

    I completely disagree on the OP's suggestion on slotting the first power and Boxing/Kick.

    However, taking the second tier power from the secondary set would only really pose a problem for Stalkers, whose inherent power relies on Hide. No other archetype seems to have a power in its secondary set that is so required for the archetype. Even Tankers didn't have bruise until very recently, and their main inherent effect is still Gauntlet.

    The only place I can see the argument of it breaking builds otherwise is when you ask the question of whether some powers were meant to be forced or not: Force Bolt, Gale, the first Sonic Resonance power, etc. A lot of people could live without them.