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Posts
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Joined
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I'd love for Hasten to be nerfed but it will never happen. Making hasten a tier 1 power was a bad idea from the developers but its essentially too late to change it now. The player base has become so use to it being tier 1 that it would require a really brave soul to change it now.
I simply wanted it switched with Whirlwind.. but that will never happen either. -
This is Deductive reasoning:
Meteor Shower = Space
Coming Storm = Shivans
Shivans = Meteors
coming Storm = Space
This is Abductive reasoning:
Coming Storm = Space
New Zone soon
Paper gives mysterious warning of Meteors
Paper + knowledge of Coming Storm + Knowledge of New Zone = high probability of new Zone being in Space or pertaining to space.
You could also mention how 'Galaxy City' is littered with astrological terminology.
This is me being happy:
http://www.youtube.com/watch?v=ABWyXKT5qt4 -
Quote:You beat him only 3 seconds later due to Incarnate powers?States on a Peregrine Bank Mish. By the time his unstoppable crashed, he was able to fire it nearly instantly after coming out of the first once. There was only two people on our team able to do ANYTHING to him thanks to Psi damage. Take a wild guess how that one ended up ending...
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Quote:/comfort.God, yes, PLEASE! /Signed
And can we have the option to refuse contacts, too? I don't WANT the low level Hero contacts. They all suck. Their missions are horrible, their fed-exes are horrible, their dialogue is flat and bland and their personality is none existent.
I yearn for the day when Revamp > New shinies becomes a reality, I really do -
Quote:Quoting this for shear brilliance.Just a posted idea here:
'Bone Armor' or 'Ablative Armor': customizable as different particles like Spines (metal, bone, plant/bark and crystal). The theme of the set being 'Armor' that is built to 'break' and have varying strength by the health of the armor. Note: I'm not going to add numbers but someone else can if they like.
1. Composite Layer (passive +resist vs smashing/lethal/fire/cold, +Max HP) A layer of armor compressed to form an under-armor that reenforces the body.
2. Carapace (toggle +def vs smashing/lethal/energy/negative, def debuff resist) This hard layer of armor sits on top of the body, deflecting various physical blows and energies but is still susceptible to the elements. Customized as some bone/material sticking out of shoulders, back and legs.
3. Ossify (passive +resist vs energy/neg/fire/cold/toxic, +regen) Rapidly reform tissue into a material harder than steel. Its constant reforming repairs and insulates.
4. Marrow Transfusion (click +res vs hold, sleep, immobilize, stun, knockback, repel, slow, -movement) Replenish the reserves in your bone to make you more resilient to outside mez effects. Custom animation would be something like Healing Flames but rather than glowing fireballs around you, they'd be spinning bone/crystal/metal.
5. Hairline Fracture (click +regen/+res vs smashing/lethal/energy/neg/toxic, *Special*) Harden platelets to seal fractures in your armor quickly. It's easier to repair when the armor only slightly damaged, however. (Note: The regen portion is always in effect during the duration of this power, the +resist diminishes completely when one drops lower than 75% HP). Custom animation would basically be an added 'crumble' aura with pieces of bone/metal/crystal coming off of various parts of the body.
6. Shattered Armor (toggle, PBAoE lethal/toxic dmg, *Special*) Your armor breaks off into dangerous shrapnel as it rebuilds itself. The bigger the shrapnel, the more damaging. (Note: this toggle does no damage while at 100% HP and equals other dmg auras at 80%. As HP drops lower, it does more damage until doing maximum damage at 30%). Custom animation is like quills but not visible until it unsuppresses.
7. Ablative Armor (click +res All, +max HP, *Special*) Form a thick coarse armor over the body whose intent is to break away harmlessly. Its effects get weaker the lower your HP is (Note: the +resist is consistent but the +HP is only at full effect at 100% HP and diminishes slowly until it's completely gone at 60%) Custom animation would probably be like Stone armor but parts disappear as the effect suppresses (basically stacking visuals that disappear at different HP%)
8. Deadly Shrapnel (passive minor +resist vs energy/neg, PBAoE lethal dmg *Special*) As your armor sheds its broken pieces, they still provide a bit of protection, but in the instance of armor failure, the shrapnel is deadly, indeed. (Note: upon death, you automatically cast a PBAoE dmg attack. This suppresses for 30 sec upon a rez). Custom animation would be like quills when you die.
9. Bone Golem (PBAoE summon pet) Create 2/3 bone golems out of your armor that stay by your side and share your pain. (Note: these can be either invisible pets that follow you or actual visible pets, but they aren't target-able. They take an unresistable portion of your damage just like MM body guard does. (Note: not sure if this should be made a toggle or a click. As a toggle, it could have a really long recharge and endurance cost so, even if you have lots of +rech, you still have to *wait* until *after* you turn it off for it to start recharging) Still on the fence about the custom animation.
Unique in comparison to other armor types: yes
Fits thematically with multiple 'broad' terms: yes
Unique abilities that contribute to the overall feel of the set: yes
Fairly simple execution/animations etc: yes (Steals mostly from thorns)
Strong and Pretty: no, is still not War Mace/Energy Aura
No more +hp on powersets please? We have enough. -
A defender may not be a healer but the OP liked to play a healer more than a buffer. And even as a buffer, empathy is slowly being dragged down the totem poll by all the new ways to heal, be self-sufficient and other wise not-die. All Empathy really has to hand out now-a-days is Fort and Clear Mind. Regen Aura is also slightly useful but the rest of the powers increasingly become less useful as people level up.
Sorry OP, but your choices in powersets are becoming obsolete. -
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plainguy asked about DREADFUL wails... not SHADOW wails... jeese. :P
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I thought the title said:
'Imperious turned me on during the last itf i was on.'
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and just think some people actually COMPLAINED about it....
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Lol Cottage Rule. I will continue to point out that it is a lazy-man's attempt to justify not changing something that obviously needs changing. If something is completely unfixable with it's current stats, replace it with something that is. Of course, 99% of the time something is fixable though.
As for poison, I'd really really really like to not see another heal added to poison. It's called Poison for a reason. I'd personally like to see either a Chocking Cloud clone or some kind of toggle. I'd like to see poison be a more control-ish set but thats just my bias opinion; take it with a grain of salt.
Trick Arrow's numbers seem low for similar powers like you said in the original post Diellan. While Trick Arrow doesn't need an over-all buff, it's earlier powers certainly need some love. I like the idea of giving Acid Arrow an extremely minor energy component so that the set has a way to ignite Oil Slick without outside help.
Flash Arrow could use a chance of mag 2 disorient, say, 50%? That would make the power more spammable in the middle of a fight and give trick arrow slightly more mitigation on top of it's -damage Poison Gas Arrow.
Recharge on Ice Arrow I feel is fine considering how many other toys Trick Arrow needs to use. Ice Arrow needs significantly higher -Recharge. Mids is saying it only gives 12.5%
Kinetics. After playing kinetics for 5 years on my defender, the only major change i'd like to see is change Repel's Knockback to actual Repel... That will never happen due to lazy devs but it always seemed dumb to have 'Repel' not actually repel.
Siphon Power is greatly underpowered in comparison to Fulcrum Shift. Naturally you get it lower level and it still provides -25% dmg to your target. I'd like to see it give the +25% damage component to all allies near you AND your target. This should make it slightly more useful in the higher levels.
Traps: Can we just delete Timebomb/Detonator? If any changes are done to Timebomb, it will just be a glorified Trip Mine (oh wait). Perhaps make it a pet that follows you, then you can command it to suicide on a target of your choice causing high AoE damage. It would be like Dark Miasma's Fluffy except it would explode on enemies. Like a super Seeker Drone.. without the nice debuffs. -
Quote:1. The damage listed is the total damage chain induction will do to all targets. If you look at the power in the character editor it will say it does X damage multiple times (aka to each target) which adds up to that ludicrous number your seeing.1- The damage stated for Chain Induction power from Electric melee on ingame detailled info seems to be too high. It is trustable?
2- Will Multiple cast of Infrigidate (Cold Domination) on the same target will stack with itself? Debuffing Def and rchg over and over.
3- Consume gives +end, +end drain resist and +rec. Power info on Mids states it last 120 seconds. What part last 120 second? Does it gives 5% recovery for every target hit for 120 seconds?
4- Does recharge buffs (namely SB, Adrenaline boost) affect pets (Troller pets, Lore pets and Patron Pets).
2. I believe Infridgidate does stack. Although, some powers are wacky and won't stack with themselves. Will need clarification
3. The +Recovery lasts for 2 minutes (120 seconds)
4. Recharge does not affect the pet's powers in any way (sadly). -
Is 10-15% more DPs worth having 20-25% less survivability? Of course these numbers are made up but Fiery Aura's 'increased damage' is at a substantial cost. Especially in a game where 'maxed dps' is barely noticeable. Expecially on a team of 6 or more. Is it really worth it to max out dps (say, 5% more) but have a higher chance of face-planting?
Personally I's rather have a Stone Brute on my team than a SS/Fire Brute simply because I know for a fact that Stone Brute can stand up to 8 or more enemies and not need any kind of support to survive, while a /Fire brute will need his team to sacrifice potential damage just to support him.
Its better to have a nice balance between defense and offense so that a team isn't forced to build around a specific character. By going Fiery aura (brute, scrapper whatever) you may potentially be sacrificing your team's overall damage since they have to use more supportive powers instead of more damaging powers.
This is 100% hypothetical. Just like 'max dps' -
Quote:My main is a Kin/Energy/Power defender, since 2006. I know.Strange how many players overlook the debuff and survivability support of Kins. Using a Defender as a model:
Massive 20' radius AoE heal
50% dmg debuff, 25% of it being AoE. Perma
UNRESISTIBLE rech and speed debuff. Perma.
SB.
Not a slouch by any measure imo.
This is the wrong person to try to school when it comes to Kinetic Defenders.
Power Build Up+Transfusion heals for over 820 in an AoE. Its amazing.
But anyway, the survivability of a Kin/ Defender is ok. Not amazing, when compared to, say, a Dark or Rad but ok. The problem comes with the tohit checking heal. Which also requires melee range so its a gamble. If you miss, your in melee range, most likely at 50% health (this is where /energy/ comes in handy). Better than most, but the defender is still squishy. -
Traps is always good.
If your not interested in Traps try a Ice/Fire/Fire dom. Arctic air will chill and confuse anything. Ice Patch makes everything including bosses flop around while /Fire/Fire does copious amounts of damage.
Ice/Fire/Ice is also good. -
Poison Trap's Hold isn't very useful due to interrupt and how your assault bot will be knocking everything away from you. The big use for Poison Trap is to kill AV's Regen. Assuming SOs:
3 Recharge
2 Endo Redux
+2 Hold Proc
Thats really all you need. -
Rasputina. Gets old after 5 minutes sadly
damn Cello players!
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List of ideas I had:
1. Combine Weaken and Envenom. This gives another power to poison to help round out the set.
2. Chain effect for Envenom, Weaken, Alkaloid. This set IS called poison. Contagious spreading would be fun and unique.
3. Make Noxious Gas a toggle. All effects would be toned down/whatever to compensate.
4. Poison Trap needs love. Make it a Targeted-AoE -regen power. Say, 200%?
5. Antidote needs something unique: +10% To all resistances, +10 more to toxic (does not stack).
6. Neurotoxic Breath: Considering it's recharge is really high in comparison to it's clones from Ice Manipulation and Ice Control. Give it a 50% chance of mag 3 immobilize. -
Poison needs the most love. I'd personally like to see Weaken and Envenom combined with no tohit check and give poison another power to round out the set.
Also, Antidote is 99% useless considering you can pick up a similar power from the Medicine pool. Antidote is a good place to add something unique to Poison. -
Increase Radius + Group Fly
Increase Radius + Team Teleport
Increase Radius + Wormhole
Those are really the only powers I can think of that 'need' it in some way. -
I've been waiting for this for 5 years dammit. I wanna go to the moon!
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I don't think Praetoria needs its own EATs to be honest. I think they should just do 1 more for heroes and another for villains.
a Mu EAT would be awesome, as well as a 'Longbow' style Mastermind for heroes. You'd be a mastermind with 'Summon Longbow' essentially and as a secondary have a choice between 3 different 'super-powered' powersets, such as Spines, Energy Melee and whatever else those damn Wardens get. -
the last powers of the sets don't always have to be a game changer... you wrote eveyrthing for nothing really.
Trap's best powers for Force Field Generator, Acid Mortar and Seeker Drones.
Sonic's best powers are Disruption Field and Sonic Dispersion.
I don't understand the whole point of this post but just because you get a power later in your career doesn't mean it has to be the best or even good. Especially in powersets that already have great powers in them. -
Quote:I'm not sure I follow. Regen Scrappers are far from God-mode. While they bounce back from a fight extremely quickly, they pale in comparison to Willpower in terms of over-all healing, which is sad because Willpower is suppose to be a little bit of everything, not huge Regen+all other forms of defense.Regeneration debuff is the only way to stop regens in the first place. Otherwise, they're godmode. They need a nerf, not a buff. /unsigned
I like the Resilience change, maybe increase the resistance numbers to 9% for all but psionic and grant it -resistance.. resistance, so that enemies have a hard time reducing the Regenerator's resistance.
I'd also like to see Reconstruction do something more than heal and give toxic resistance. Since it's almost redundant with all the +regen, perhaps give it a minor boost to all resistances as well. Lets give it 10% to all resistances except Toxic (which will still be 15%) and Psionic. This resistance buff would last for 15 seconds and be unenhanceable.