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Posts
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Can't argue that. Guess it's just I wish it could of been this way then.
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The funny thing to me is, I think they hurt melee toons the worst. In the diversity department at least.
With their balancing based on AT rather than powerset, the DR, resistances spread to everything, especially on tough, etc. really only left a few armor sets that stand out now. The top ones being Fire and Regen. Fire can now pick up tough and with their other shields have good resist to all along with Healing Flames. How is Electric Armor supposed to compete with that now for instance? Basically a lot of melee armor sets were completely stripped of what made them unique before, and hence, useful at all. -
I posted this a couple years ago I think, and it's since been purged. With the new surge in Kheldians though figured I'd post it again for the hell of it.
At level 6, what if they allowed you to choose between two forms? Instead of simply the blaster like Nova you could choose a Stalker-ish form?
Bright Comet/Dark Comet. Perhaps an inherent hide and a mix between SS/SJ. A slimmed down Dwarf appearance perhaps, with a longer tail?
For attacks you could throw in four just like Nova. Only perhaps a couple quick melee attacks, a short 40ft. ranged attack, and maybe a 60ft. teleport attack, similar to Lightning Rod/Shield Charge.
Then at level 20 you could have a similar choice, between the tanker like Dwarf forms and a more Controller'ish form.
Always thought it would be neat to come with an inherent fly and a couple flying pets as well. Something like flying fire imps, but of course not fire imps. More like a couple scaled down Nova Forms, while the player would have a much larger Nova-like appearance. The pets could provide some ranged damage while the player would have a few CC attacks, some type of buff, and a couple heals, a PBAoE one along with a long range friendly heal.
Any opinions, comments, criticism? With I16's power customization coming up, and Kheldians being left out, I remembered this idea and thought I'd bring it up again. /shrug -
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I really liked the idea of my dark/rad (two heals, lots of -to hit, but seems like weak dmg).
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Rather pointless because of heal decay though no? -
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When you pvp you either learn to use what a set offers or you roll a different toon. Its just the way it is.
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I think everyone knows that...
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Would I happily take the hold not causing -kb, hell yes. I am not saying it shouldn't change, I am saying it probably won't.
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Jesus [censored] Christ.
Your like a bunch of women. -
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I generally shy away from changes that involve a buff in one state only to be removed in another. But defender team damage is more than adequate once you factor in their forcemultiplication, it is only solo they could use a bit more.
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While I like the idea, I am 99.9998% sure we are never going to see them add something to the game where merely being near teammates debuffs your damage.
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I didn't see anything about a debuff to damage. Simply a buff to damage with no teammates around and you lose it with teammates nearby, but gain a powerboost effect. -
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DISCLAIMER: Yes, villains get screwed because they don't have ancillaries that give them thematic choices. No I don't think this is fair. Yes, I think the devs should fix this.
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Signed. -
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If Mind and Grav could both Hold + KU they'd both be the same?
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Nope, but it is wanting grav to function like mind. Essentially wanting the hold ku combo that mind is preferred for. Yes there would be differences but as others have pointed using those differences as an advantage instead of saying this is how it should work would porbbaly be the best way to go at this.
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No, it isn't wanting Grav to function like Mind. It's wanting the Lift power to be able to function when you Hold someone, like many other powersets are able to do. KoB holds and KU's people, yet I don't want Grav to be just like SS. What are the reasons against this besides you thinking it would be stealing Mind's trick? Seriously, your argument is another set already does it so Gravity shouldn't be able to?
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Almost as lulzy as not having the ability to figure out how to make the set work for you. Its not rocket science and I know a few gravs who seem to be doing just fine.
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But I don't take it seriously enough to really argue about it with the CoH PvP experts
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And yet here you are.
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I played a Grav/therm troller in zones, so i'm not in any need for it to be changed. It worked perfectly fine for me, simply playing support for my friends. Having heat exhaust, heals, DS, wormhole, etc. is serious fun in zones. But the set just feels clunky with Singy throwing -KB and my ST Hold doing the same when Lift is a part of the set.
I don't feel like arguing with the CoH PvP experts because there is no point. Your opinion isn't changing on it, obviously. And if I want to do hold + KU I can simply roll a Mind and level it up in a day. And the Developers, well, lol... -
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Too much proliferation of the power sets and the[u] individuality of the archetypes seems muddled. [u]
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So?
Why do the ATs have to be unique and beautiful snowflakes? And assuming they do, why can't the inherent powers handle that task?
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This.
Proliferate the power sets, fix the inherent powers imo. -
Yeah, 12 KB protection in PvE is like what, 3-4 in PvP? =/
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What?
If Mind and Grav could both Hold + KU they'd both be the same? I guess other differences such as damage, TK, DS, Wormhole, confuse, pet, none of that matters...
Honestly I'm all for Lift getting the AoE treatment for PvE reasons. But then of course the Developers would wtfpwn it's damage in PvP because for some reason AoE's being balanced around endurance/recharge cost isn't enough, they also have to totally suck in damage...
Being against Grav's hold losing the -KB component because that would be stepping on Mind's toes sounds pretty pathetic seriously. Singy throwing out -KB is pretty lulzy as well.
But I don't take it seriously enough to really argue about it with the CoH PvP experts, so /shrug. -
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Still waiting on ice melee stalkers as well. Can't wait to get one.
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Same...but I like anything Water based based anywho.
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but you're a cactus >_>
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A cactus is all about water...
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Still waiting on ice melee stalkers as well. Can't wait to get one.
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I see they boosted Dark Melee's and Dark Blast's siphon life/life drain attacks damage. In PvP they're close to the hardest hitting attacks for the sets since their 1.93s animation time.
But what about Essence Drain? I know no one plays Warshades in PvP so did the Developers just overlook it?
Also, on that subject, any good reason they shouldn't make essence drain into a 60ft. ranged attack like Dark Blast's Life Drain instead of the melee version? In PvE it wouldn't really make a difference since it's just as easy to use in melee but in PvP the difference would be huge. It would keep the same animation as well. They could even do the same for the Black Dwarf Drain. Perhaps increase the base heal of Essence Drain in PvP as well to that of Black Dwarf Drain, from 10% to about 17.5% I think.
Gravimetric Snare also having a 1.6 -fly would also be fitting and help some.
I don't know if it's possible, but I think Absorption would be a nice place to toss in a +Max HP similar to other passive powers that grant more base health, since Warshades lack a Dull Pain-esque power like their PB brethren have. Only in PvP though, where certain survival powers like Stygian Circle isn't even viable on players.
Still, even with those changes they'd be disadvantaged to a Dark Blaster if they were ever proliferated. With their higher base HP, defiance, 40% free resist combined with their epic shield (frost armor + hoarfrost, want) everyone knows Warshades still wouldn't be on the same level. /shrug -
Actually I'm going to agree with the OP. It really doesn't make sense. You'd think someone in control of gravity would be able to hold them then lift and slam them to the ground if they wanted.
I don't really see a point in the ST hold giving KB protection. To stop a energy blaster from KB'ing a NPC in PvE? Pfft. -
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Most people "hate Dimension Shift" for the same reason they "hate" any power: it's not a power you spam on every mob/every time it's up. It's a power that requires forethought and creativity to leverage, and the vast majority of the playerbase doesn't want to deal with powers like these.
Thus, DS falls to the wayside.
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Agreed.
Just make Lift a targeted AoE. -
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Anything--ANYTHING--to kill the:
- Hasten glow
- Superspeed glow
- Combat jumping glow
I often avoid selections in these numerically highly-desirable powersets because the visual effects push me right off the ledge of rational discussion. Combat jumping turns a dark scrapper into murky gray when active... and superspeed burns my eyes (I play on a very large monitor in a usually dim room).
What I was looking forward too in customization was setting these effects to "black/black" or "none"; i.e., turning them "off".
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Agreed, ANYTHING!
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Note to BaB: Add a turn off all gfx option for stuff like Super speed, jump powers, and hasten
That'd be awesome. >_>
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plzkthxbai
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amen -
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Nerf Dual Pistols!
One shotting a invuln with a headshot? Clearly OP'd.
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In fairness, his toggles were suppressed.
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He still clearly hax'd and bypassed the one-shot code.
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Hahaha.
No sense even imagining them changing/adjusting powers for PvP reasons. It's rare enough even with PvE reasons.
I'm 150% for them going through and making a pass over all the powersets, adjusting them so their powers are viable in PvP. Even things such as, lol, Warshade's powers, Stygian Circle for example, need to be tweaked. There are so many powers that need tweaking to even be viable in this games PvP though would be a lot of change.
I've threw out the time bomb to sticky bomb suggestion a couple times before, and like in those post you'll get a few who will scream bloody murder if you change time bomb even.
Their recent sweeping PvP changes were way to broad to help specific powersets. Free resist and DR caps being based on AT is horribly imbalanced. Defense based squishy sets should have higher defense caps than sets whom focus on heals or resist.
An easy AT to use as an example is the imbalance between Warshades and Peacebringers. Peacebringers can make use of a +max health power and 2 self-heals, with no heal decay, within their set to back up them having low base health, 1070, and low free PvP resist, 15%.
A Warshade though lacks a +Max health power, only has 2 target based, melee drain heals, with heal decay, and the same low base health and free PvP resist. While a Blaster has a higher base health, 1204, and a much higher free PvP resist, 40%. They can also pick up a resist shield in their mastery that'll grant a large resistance to all to easily cap their squishy resist. Not to mention they also have the option of picking up a +heal/max health power, hoarfrost, and hibernate... While a Warshade will have to stack 3 shields with their measly free resist to get probably less resistance than a blaster? Not to mention less damage, and morphing if they use the forms dropping and having to retoggle those shields if they want.
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Nerf Dual Pistols!
One shotting a invuln with a headshot? Clearly OP'd. -
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Desdemona is sexy. She is now my wallpaper! <3 <3 <3
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I don't think it shows enough skin for me...
Also, Dual Pistols is clearly OP'd! He one-shotted a invuln with a headshot, c'mon!
Nerf DP. -
Honestly, I think they should take a little time to make a pass over all of the powersets and tweak them for PvP.
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They shouldn't, but they do. There was a point when they didn't, but that seems to be back and there's been no comment on whether or not that's intended.
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Couldn't they change all life drain attacks to a +regen instead? Sort of like Soothing Aura for Pain Doms. So instead of a 10% base heal they could offer something like a 100% regen buff for 15s, ~200% slotted, and perhaps even be stackable.
Or would that just be worse...since I really don't know how much regen is DR'd in PvP now either.