ToxicDevil

Recruit
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  1. [ QUOTE ]
    Positron, please rethink taking the "easy" route of increasing recharge times to prevent stacking of powers.

    This was done with Tar Patch, and the only thing it did was make the power less useful for those who weren't self-stacking the resistance debuffs. It's still possible to self-stack with slotting and Hasten, so the goal wasn't even accomplished.

    Instead, consider leaving the recharges as they are and making subsequent uses of these powers remove any previous applications (not dissimilar to the new pet rules). That way the powers can still be used as originally intended, and no combination of slotting, Hasten, Speed Boost, Accelerate Metabolism, and Adrenaline Boost will allow self-stacking. Problem solved, and players are happy.

    Regards,
    GP

    [/ QUOTE ]

    Totally agree. Every time they raise the recharge of a power to prevent stacking, they probably should have done that instead. The only exception is when they raise the recharge because they dont want a power "perma".
  2. [ QUOTE ]
    I know our SG's Elec/Elec blaster uses his end drain abilities to solo. I've watched him make Rikti do neat things like pull out their big swords, stand there a second or two, and put them away. So it does work. I guess it doesn't work well enough for those complaining here, but it does have an effect on the game.

    On the matter of AV/Monster Endurance bars, I know that Adamastor, the Envoy of Shadows and Terra all have 800 Endurance. All you have to do is hover your mouse over their end bar and it will tell you.

    Neither our Blaster nor our Kinetic/Electric Defender can drain an AV reliably - it's more useful for them to spam damage or buffs/heals, respectively.

    [/ QUOTE ]

    It might be true that it can be useful. I've never played an electric blaster but i can tell you that ive never seen electric secondary useful in a game situation. Ive watched high and low lvl electric blasters solo, ive never notice any difference. I also grouped with low and mid lvl electrics and again, no effect noticable. And i was looking for a difference...

    What does that tell me? Not that the end drain CANT be useful, just that its not useful and not noticed even when watched closely to MOST players i know.

    Now electric blasters are not terrible, just not particularly attractive (but some visuals are nice to watch). The more i advance in lvls, the less electric blasters i see, just like some other defenders/tankers/controlers power set. And when i grouped with some, i found their dmg pretty medium (i do look for things like atck rating, animation times, etc.)

    Medium dmg + a secondary that most people dont like... Might want to look at the power a bit. As much as Statesman likes the idea on paper, in game to most players i know its not wanted or used as it is supposed to be...
  3. I agree with the original poster, AoE fix is needed only for 1 thing: preventing mob stacking... I grouped with a lvl 31 fire/device friend who Sked my defender last night. In Brickstown the only thing he would be able to fight relatively safely were grps of even lvl or +1 minions and lieutenant without any form of status effect. Put only 1 boss in the grp and hes dead (saw this). Put any mobs with status power in the grp and its also an almost garanteed death. I really think this is working as intended. Hes able to take minions with relative ease but he has problem with lieutenants and bosses.

    Honestly the only problem i could see with AE powers is if you stack lot of mobs. And there are already some great suggestions to fix it in this threads. Scaling AoE dmg with the number of mobs affected is a pretty good idea. Doing high dmg on 3-10 mobs isn't that bad, the problem comes when theres like 20+ mobs under the AoE....

    Aaron: The examples you give to support your point are not very strong... Holding a complete grp wont make the game boring because you still have to kill the mobs. A tanker holding lots of agro wont make the game boring. A defender debuffing a pack of mobs wont make the game boring... But a blaster alpha striking a grp of mob "might" make the game boring since everyone else who is not blaster wont have anything to do... To scale dmg with the number of mob affected might be a good solution because:

    1) Blasters will still be able to solo, this wont affect normal sized grp of mobs.

    2) Blasters will be able to use their AE when grouped since they will draw less agro (a lot of dmg per mob on 30 mob, if they are not dead, you are.)