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Posts
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Joined
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well we cant really add to something that seems to have design flaws. i like that your thinking of new ideas but it doesnt seem to work.
I agree with MomentoMori. -
you pretty much hit the nail on the head.
although the lethal resistance isnt THAT bad really. sure its resisted alot but its not like 50% lethal resistance or even 33%.
My take on bots is that there are so many little things that get to me that it all adds up into 1. I like to play with the sound on, thus i here the freaking stomping of 6 robots ALL the time! also the PEW PEW is rather annoying once you get the second upgrade (the battle drones have that stupid full auto laser..ugh). The Bigbot as i call it is the only real damage dealing pet. sure the protecters deal some damage but are probably the lowest second tier pet when it comes to damage.
The worst thing is the Incindiary rounds on the Bigbot. It causes a mag 50 Fear that makes enemies run. ussually this isnt a problem but when your on relentless you dont want a purple boss running away because your bots will start chasing it and yada yada yada. Also i was Robot/Traps so keeping the enemy near my Acid mortar and Poison Trap is very important (poison trap for AVs only really). All the knockback and Fear makes the enemies move around too much for your poison trap to go off and ocassionally move them out of the acid mortar.
But this is all with Robots/Traps. Other than that its almost unstoppable. I never had to resummon my robots during an AV fight, it was just extremely frustrating when the AV moves away from your poison trap or when the Mag 50 Fear makes the enemies run far far away closer to another group.
Thugs though is much more fun for me so far. no clankity-clank-clank. No PEW PEW. Sure i get a suicidal Pyromaniac but its a fair trade for the Bruiser and the Enforcers. Also the Enforcer's leadership powers stack so you get a very hefty defense bonus.
So for my personal taste and take: Thugs > Robots -
Generic Genitals is by far the best one. thats freaking amazing
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im going to learn Hex just so i can read that without actually using the hero builder and act all cool and talk in Hex....sweet
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Hey! when i was your age we didnt have these fancy "Keeel day-uns" or that nifty Mission Architect. you know what we had? The Shadow Shard! Yup. If you couldn't fly or teleport you were called uncool and your frinds had to teleport your sorry butt to whereever you were going all the time... oh and we had this thing called "Moment of Glory" that completely stunk but the rest of Regeneration was hip! yeah... those were the days... hip...
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awesome!!
hey do Dr. Quarterfield 5 times in 1 day! thats like the CoH Marathon or something -
First Firnandes i am sorry i was so harsh earlier, please forgive me as I must not forget that there are people that want their hero to be the best that it can be just as you said that you cannot forget the average player.
Second as for playing a fire/kin it is as strong outside a farm as it is inside. The way you present them at the end of your statement suggests that you feel that they are inferior to other controllers outside farm missions. That is simply untrue. Infact due to their better-than-average damage and the ability to buff others makes them prime candidates for teams (farms or not). They have a reputation for being a "controller-that-buffs-and-deals-damage." while there is nothing wrong with being unique and having a unique roll in a group. It creates a state of mind that all other controllers need to be held to this standard.
Due to the huge population of fire/kin controllers, other controllers have to live by the fire/kin standard which isnt always possible, and is unfair to the lowly ice/TA controller (which is amazing at doing invincible solo, although ive only seen one hehe)or other controller combinations that don't do the amount of damage the Fire/Kin can do but offer their own unique buffs and styles to a team.
Another point is that fire/kin controllers make kin/-- defenders and --/kin corruptors (during the times they can team with fire/kin controllers) almost obsolete in some player's eyes. While it isn't spoken, kin defenders cant compete with a fire/kin controller in a team. If you had the option to choose a fire/kin controller or a kin/-- defender, who would you pick? Don't beat around the bush saying things like "factor in skill, etc, etc". We're assuming this is a PuG in a vacuum. Fire/Kin controllers have created a void in the amount of kins you see in defenders and corruptors (though, not as much due to corruptors being villains).
Yes, the second best would come in line if fire/kin was some how reduced in power (or whatever scenario we use to quell the numbers). Yes, there will always be a "better combination" but other ATs don't seem to have this poblem of 1 specific combination completely dominating the census. Yes Willpower and Stone tanks are generally better at soaking damage than other sets but they don't seem to have a problem with huge numbers of them. Spines/Dark (or fire) scrappers are popular but agian they dont seem to be raising the standards for other scrapper combinations. -
well psi has -recharge as a debuff so cold/psi would be neat to stack -recharge but thematically it's ackward to make a story out of that.
Dark/Psi would be neat. then agian dark/anything is neat.
Go with what you feel sounds neat. Kinetic/Psi is what i would do.. because I'm a kinetic freak -
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This also means that most Kin defenders are wasting benefit from FS on themselves because they've already got 95% +dam from their slotting, which all goes to waste (or 4 of the FS buffs go to waste).
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Good kin defenders (and controllers and corruptors) don't slot for damage.
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why so serious?
anyway, i wont now that i know this. I always thought that enhancement damage didn't count towards the damage cap. (jeese and ive been playing how long?) well im not a number crunching elitist so..
P.S. I'm one of the best, i assure you. -
Ah, I see. thanks guys. Just thought i was going crazy.
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IF YOU ONLY WANT TO READ THE IDEA SKIP DOWN TO THE NEXT ALL CAPS PART!
So, Positron pretty much gave it away that we're getting dual pistols. And you know, even if we aren't getting Dual Pistols; this is a neat idea for any new sets coming out. specifically damage sets:
lets take dual pistols as an example for now and let us think of the obvious points that it will have:
1. mostly lethal damage, and a possiblity of getting the Gunslinger incindiary and liquid nitrogen rounds.
2. similar to AR. face it, another gun set.
3. typical attack like up. it will most likely look like this:
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1. weak attack, fast recharge
2. moderate attack, moderate recharge
3. moderate cone, moderately high recharge
4. Aim
5. Snipe or unique attack only for the Set
6. High Damage Attack, Long recharge
7. Most likely an PBAoE attack. (spinning pistol attack?)
8. Another unique attack only for the set
9. Nuke attack or Crashless nuke
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Do we really want this set up? I've heard many suggestions already. My favorite coming from another person was:
"make it like dual blades with a combo system!"
I like the idea! but once agian its not unique to the set.
HERE IS MY SUGGESTION:
Why not replace the snipe and another typical ability with 2 toggles. Yes, toggles. These toggles would be "ammunition" for the dual pistolist.
Lets say you toggle "Incindiary Rounds." while this is toggled, all of the pistol attacks deal extra fire damage (on top of it's lethal damage) and perhaps a small debuff. Or perhaps you toggle "Liquid Nitrogen Rounds." this would give you a small Cold damage boost and a chance to hold. (NOTE: these are simply examples and are not the idea. the idea is the Toggle itself)
We already have a lethal damage set: Assault Rifle. Heck, Archery even. While I don't want the entire set comprised of toggles, I do believe this would make Dual Pistols (or other new attack sets in the future) more unique to the person playing them and force players to consider what abilities they are using more often.
This would also get rid of the idea that Dual Psitols is a pure lethal damage set. It could now be Part Lethal part Fire. Or part Cold. Possibly Toxic even.(if you use poison-tip bullets.. I'd personally love a toxic damage set)
Please consider this idea and brainstorm. If you don't like the idea then please suggest your own idea. Not just for Dual Pistols but for power sets in general. New ways of playing power sets need to be expanded and who better to do it than the people who play them: You and Me.
Edit: Grammar makes people want to read your posts moar. -
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1. Pistols
2. Dual Wield
3. Empty Clips
4. Aim
These are a given.
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Gunslinger has an ice hold (Freezing Shot?) and a fire shot?
I am hoping Dual Pistol can have combos too like Dual Blade. Not every set needs Aim.
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i ike the combo concept for dual pistols but i like the gunslinger's ammunition better.
why not have toggle effects for pistols. like toggle "incindiary rounds" for +fire damage or "Liquid Nitro gen Rounds" for "cold damage and chance to hold? that why we arent getting ranged dual blades and not another "lethal damage" set?
use da imagination ye git! -
i have a sad sinking feeling that this ouroboros "coming storm" question will never be answered and that ouroboros will never be looked at agian; just like the Shadow Shard.
although i'd like for there to be a link in the two -
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In before someone says "What a unique idea!"
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What a unique... awww -
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post Fernandez said about stuff not concerning dominators... stupid
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look princess, before you start becoming a smarty-pants mabye you need to consider that mabye soloing invincible isnt normal for the average player.
yes, im angry, dont up standards for the average player saying that they solo invincible.
something is wrong, you know it. Don't pretend your logic and your brainstorm from the controller boards is 100% accurate -
ED is dead.. and will stay dead. its 9 issues later and your still crying. Grow up.
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So i made a Thugs/Poison MM last night and jsut wanted to know some people's take on Poison Trap. I know that "Poison Trap" from "traps" is quite nice with -regen but ""Poison's" "Poison trap" seems lack luster for PvE.
I'm not asking if i should take or skip it (as im sure i could find some use for it) but what is the general idea when using it?
Do i pop it down after the double debuffs or is it simply too much endurance and too much a hastle to even bother with solo. also for groups. -
yes, slotting with 2 accuracy enhancements is pretty safe when it comes to accuracy, although some powers have an inheritant worse or superior accuracy but those are rare.
just like Dombegone_ said, when an enemy is higher level than you it also reduces your accuracy by a small amount per level higher.
and No, dominators do not have any accuracy problems so don't worry about it. -
lol Psy is still using my quote! thanks Psy!!
(im Solar_Lunata)
I feel have that warm fuzzy feeling inside now. -
this is a petition to get rid of repel that is completely COUNTER-PRODUCTIVE to kinetics and replace with a power than knocks enemies closer to you instead like an implosion.
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I'm sorry, but what was the point of this thread?
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Powerleveling is bad, mmkay? -
hmm.. get rid of the level 1 auto powers and replace them with the first shield and then replace the first shield's old spot with a +max HP auto power for Peacebringers (as there seems to be alot of human-form only PBs) and im not ure about Warshades, mabye a toggle that gives +resistance to the entire team or something i dunno.. im tired so my ideas are lame..
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play how you want to play, dont listen to any "experts" as bad are completely based on how you play.
fire blapping is very strong but very risky. if your dieing alot on a team mabye you should back it up and play at range. Don't expect to be healed every time as blasters typically suppose to play at range even though most blasters deal more damage close up believe it or not. -
so.. in my mind i see putting the "chance for build up" into a toggle as a chance to proc every 10 seconds sounds better than chance every 120 seconds (assuming you have 3 Recharge Redux)
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Rol of da Brut on da teem: SMASH!
seriously, thats the only thing you do as a Brute... DESTROY EVERYTHING