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Posts
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If it was possible, adjusting SB like they did to the MM upgrade powers could be interesting. Basically, increase SB's endurance cost and whenever you cast it on one teammate it is applied to every other teammate within a certain range.
But for that to happen I think the +Run Speed buff might have to be cut down, a lot. As far as I know most people only refuse SB because they don't like the SS. If it was only around a swift level of boost I don't think anyone would complain. Might have to call it something different then to, heh, like Energy Boost. Yeah, Energy Boost.
I don't know if that would be worth the tradeoff. But they already have another grantable +movement power in Inertial Reduction, so losing the SS in SB sounds reasonable. Just don't tell the Granite dudes..>_>
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Any known reason you can't slot the accurate to-hit debuff sets into Smoke Grenade? You can slot accuracy enhancements, and you can slot the plain old to-hit debuff sets, but not accurate ones...
I'd really like to throw a cloud senses set in there. -
I think that might be the best option for Time Bomb as well.
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Warburg will become more popular after Going Rogue.
At least I'd like to play there more often after... -
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Also, if an attack is two different types of damage, say smashing/energy, and you have 20% smashing defense but only 15% energy defense, it will use the lower number.
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This is wrong. It will ALWAYS...always sometimes always use the higher number.
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This. -
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In the end, a fair number of powers in this game are skippable, and frankly, I don't mind that one bit.
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I'd say they were insignificant instead of skippable. Every power can be skippable as being skippable is simply a player's choice.
I'd rather have every power having some signifance, even if it is trivial.
Group Flight and Acrobatics is two good examples. Acrobatics is a significant power, almost to much so before IO's, for the reasons you listed. Group Flight on the other hand is insignificant and even has adverse effects. Anywhere outside of MM's using this for their pets, or at the old hami raids, would get you flogged by almost all players.
I'd personally love to see many insignificant powers buffed or replaced. Of course I don't expect that to happen, but I won't hold my tongue when it is brought up either. -
No, they haven't bothered changing that. Enhancement proc mezzing ftw.
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Eh, I think the Dom changes are absolutely great. I was worried that he was going to simply increase their scalar across the board but it's nice to see that he's doing it as a significant buff to non-Domination and only minor buff to Domination.
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Definitely of the same opinion.
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I do feel vindicated insofar as the internal memo he released saying that Dominators are going to be an AT focused simultaneously on control and damage, not a control heavy AT with a little bit of damage. I've been saying that for more than 2 years! Go me!
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Which, getting back on this threads rails, sort of brings backing to the assault/defense AT's. Considering an AT can be primarily focused on both control and ranged attacks, why not assault and defense?
I'm pretty open to seeing everything get a shot. If they released 5 more Rogue AT's in this expansion I'd love it. I'd love to see another AT with the Blaster Secondary as a primary perhaps, a modified pet set most definately, another assault set for sure. Whatever they could screw together. -
Being a more tech based player, I'm a fan of the gadget powersets. Considering Time Bomb is a part of Traps and Devices, and could eventually be shared by four AT's, I'm just bringing it up here.
I know I've read a lot of /Devices threads over the years, and a lot of ideas for Time Bomb have been thrown around. Could it ever get the plastic surgery treatment Moment of Glory received? Should it?
Some of the ideas I've read throughout my browsing have included simply offering a granted temporary power that allows you to decide when to detonate it, or replacing it with a tossable satchel charge, to summoning a controllable pet that you can decide when and where to detonate it, similar to the MM's version.
After having watched a short clip of the Trooper class, from Star Wars: Old Republic, I'd even love to see it replaced with a short range, 20ft, Sticky Bomb. No setup time, quick and dirty, set the mob to fear/panic, countdown 5 seconds, boom.
Trip Mines is simply vastly superior to Time Bomb. In such a fast paced game such as this, Time Bomb's recharge and setup time are just ill-fitting. If you solo, you can still use Trip Mine strategically to act very similar, filling it's place quite easily actually; toe-bombing, and even offering more options; pulling to mine fields, etc. -
Most players aren't happy with any changes it seems, especially here. Moreso than any other MMO I've played at least.
Hell, I even had to stop reading the Dominator Buff Thread as well, same as Castle. And I'm usually all for a revolution. -
He said a lot more about Spines from what I remember as well, during the Issue 13 beta I believe. Spines basically has two very effective secondary effects, -recharge, slow, along with a damage aura, great AoE and good ST, ranged immob, ranged cone... Yeah. But he did say he wouldn't expect anything to change perhaps even in a year, so...
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I hate you all. The idea of Lift becoming an AoE inspired me to waste my time fleshing out this; Gravity Manipulation, for Blasters...
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I just remembered, doesn't the Crab Spider VEATs already do this to some degree? I realize they've only got the single pet power, but they already accomplish the Assault/Pet+Debuff role to some degree, don't they?
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Two pet powers actually, the disruptor bots along with the spiderlings. That isn't including the Patron Pet you could choose as well. But yeah, they do accomplish it. I'd love an AT though with a variety of sets to allow for a similar playstyle though. -
Basically, look at Time Bomb.
This would never fly in a game that actually considered it's powers for PvP. -
I'm all with you on Dimension Shift.
But, an AoE Lift would definately be unique, as well as pure awesome. Just imagining lifting 6-8 mobs into the air and slamming them down to the ground at once sounds very fitting for gravity control. Little higher recharge, endurance cost, maybe little lower damage, whatever, it would be pretty epic imo.
Still, I'd be for anything replacing Dimension Shift completely, and seeing Wormhole receive a slightly larger radius, lower cast time as well.
But an AoE Lift... any of you ever play Dawn of War 2? Eldar Farseer's Psychic Storm? -
First of all, I am totally with you man. Also, mixing in some more Tech'ish sets into Assault Sets would be awesome, however they could manage it.
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Assault Primary/Modified Pet Secondary
These Hyperagressive MMs would be all about damage, and lots of it.
Inherent? oh, something weird. Increase own damage for every foe inside 20 feet (scale with foe rank) increase radius in PvP. Also Increase team damage for every teammate inside 20 feet. (or whatever). Your pet set might need to lose a power for a mez shield. Epic sets would include mostly control and debuff powers.
Why would you want to take one of these rather than a MM? you like a little more risk, and you want to kill things faster.
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But this is definately what I'd love to see.
More specifically, I'd be in favor of a less "pet army" intensive style, with maybe focusing on having only 1 pet. Something akin to how it works in some other games, where you can only have 1 pet type out at a time.
For instance, the Robotic Set could have 3 pet powers, including the Assault Bot boss pet, along with a more defense focused boss pet, similar to a protector bot which could perhaps have the force shield buff + a dispersion bubble, etc, and then a third boss pet which could be a mix or something else totally different, such as control, or a tank with a taunt.
I'd love that setup cause then you could spec for all 3 pets perhaps for all situations, or focus on one and conform your playstyle to support it. -
Should simply make that a petition.
Lift -> AoE -> Now. -
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Hidden is actually a flag for all three ATs that get it, that activate secondary damage (Yes, even in SoAs) when the target's in that state. And is also technically granted by Placate, though iirc that's bugged.
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Ah. Then perhaps just a higher stealth radius on these powers.
[/ QUOTE ]Superior Invisibility: 200ft PvE/1000ft PvP
Hide: 150ft PvE/500ft PvP
Group Invisibility: 60ft PvE/667ft PvP
Controller stealth cap: 200ft PvE/571.5ft PvP
AV perception: 54ft
GM perception: 100ft
Sniper perception: 149ft
The other powers you mention are standard for stealth powers (35ft PvE/389ft PvP).
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Yes, it was those other stealth powers which I was focused on. I was also looking at this from a biased perspective as well perhaps. You see, I have plenty of influence, and Stealth IO's seem just like a drop in the bucket to me. When I see a set like /Energy or /Devices with a stealth power in it, I guess I just expect it to be more mechanically superior than what I can achieve very easily on every other toon I play, by either picking up Stealth or SS + a Stealth IO (which is greater than just a self-stealth power, I'd basically have to combine Smoke Grenade + Cloaking Device to achieve this on a /Devices, or still get a +Stealth IO to stack with CD, which would be the case with others such as Energy Cloak since it has no -Perception power).
Also, I'm a fan of Energy Aura and Devices, but somehow both seem lacking to me in ways. I guess I just considered something more could be done with their self-stealth powers, which sound awesome, yet seem so lacking to myself since it's so easy to achieve on any set for me. -
I know when my logic has been defeated...
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Hidden is actually a flag for all three ATs that get it, that activate secondary damage (Yes, even in SoAs) when the target's in that state. And is also technically granted by Placate, though iirc that's bugged.
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Ah. Then perhaps just a higher stealth radius on these powers.
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A lot of -Percep powers also include a -Hit component as well, though often times this isn't exactly a very large bonus (some exceptions do apply - I do believe Flash Arrow is has the biggest -Hit component, but also one of the smaller -Percep ones; I'd have to actually look it all up to be sure).
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-6.25% for Defenders, -5% for Trollers, and still -90% Perception, at least what is listed on Mid's. Mainly, I just compared them to Blinding Powder, and Seeker Drone to a lesser content, and thought they'd be much handier if they also had a added, chance at least, for a blind/confuse.
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In that same vein, a lot of +Stealth powers also include a secondary benefit (almost universally +Defense[All], with one of the bigger exceptions being Super Speed which instead grants... uh. +Speed). It seems sort of trivial, but bear in mind that most often, this bonus is usually 50% of that offered by powers that grant only pure +Defense(All) to just the user (Weave, Tough Hide) as well.
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True, I never complain about being able to stack more defense. Maybe it's just all the other options I have now, and how it easy it is even to get +def through IO bonuses, as well as the +stealth. /shrug
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I don't think they're underwhelming at all, honestly. The benefit they tend to give, however, is more tactical then it is mechanical. And one that I tend to make use of when I can.
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Just thinking they may not be as tactically capable as they could be in comparison, considering the scope of all else that is available now. A small mechanical boost would only increase their tactical use.
I know, definately something very minor to bring up...
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My Dream Devices;
[u]Web Grenade[u] -> [u]Shock Web[u]:
Added Energy DoT
[u]Trip Mine[u]:
Reduced animation time
New animation: Toss
Removed Interruptibility
Changed PBAoE -> Location AoE
Increased range; 8ft.
Increased Recharge; 20s -> 60s
[u]Time Bomb[u] -> [u]Sticky Bomb[u]:
Reduced animation time
New animation; Overhand toss (Under Combat Tactics, Middle Clip)
Removed Interruptibility
Changed PBAoE -> Targeted AoE
Increased Range; 20ft
Reduced delay before damage; 15s -> 5s
Added 2s Fear (Mag 3) on target
Added 3s Afraid (Mag 3) on target after 2s delay
Lowered AoE Radius; 20ft -> 15ft
Lowered Recharge; 6m -> 4m
[u]Gun Drone[u]:
Reduced animation time
New animation; Force Field Generator Summon Animation
Removed Interruptibility
Reduced ability to have more than 1 out at a time
Added Attack; Tracer Rounds
- Same Damage (65.40), Accuracy (1.20), Activation Time (1s) as Gatling Gun
- 5-10s Recharge (Gatling Gun -> 5s Recharge)
- Added 20s Defensive Debuff (-10%)
- New animation; Tracer Rounds
*edit* Removed cloaking device, smoke grenade, trivial ideas. -
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I really liked the idea of making Lift an AOE. I find this particular fiendish since Grav's Immob doesn't have the -KB component other Controller Immobs have. That would allow you to have some amount of reliable if very soft Control before Wormhole. Lock them down with Crushing Field, keep them more or less on their backs with Lift.
Of course, Lift would have to be moved back in the list (making it AOE would roughly make it the equal of Mind's Terrify) or have its Damage component reduced.
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Very much this!
I'd definately have to roll up a Gravity Control character if Lift became AoE, and perhaps if Wormhole received a little larger radius and faster animation, such as simply the palm out animation. -
Self-Stealth and -Perception powers in primary and secondary powersets seem very underwhelming to anyone else?
I'm talking about Cloaking Device, Energy Cloak, Cloak of Darkness, Superior Invisibility, and Shadow Cloak.
As well as Smoke and Smoke Grenade as -Perception powers.
Would it be possible to allow the above Stealth Powers to offer a Hidden status and a higher degree of stealth, such as SoA's have, for just the powersets which have them? Nothing like extra damage on attacks from Hide, as that's the Stalker's inherent and niche.
Then, I see -perception powers such as Blinding Powder and Seeker Drones offer some control as well. Blinding Powder is a sleep with chance of confuse, and Seeker Drones have a stun component. Would there be a reason Smoke Grenade and Smoke couldn't receive a similar benefit? Being surrounded in Smoke, very similar to being blinded by powder, would make sense to offer the same sleep or at least a small chance for confuse as well.
With IO's now, I've just always overlooked self-stealth powers as meaningless considering I could always pick up stealth + Stealth IO, or SS + stealth IO, stealth + SS, to basically grant the same stealth bonus. The defensive bonus of the primary/secondary self-stealth powers is pretty trivial as well.
Ok, that's all I got. -
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Travel Suppression is probably the thing I'd revert first, along with the Hold system. Oh and Diminishing Returns.
It's just jarring being in Dom and actually being held or Break Frees not doing...anything of value. It is basically just Damage-Damage-Damage-Evade a bit-Damage-Damage!
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Everything else I agree with but your take on the "Hold system." The mez protection -> mez resistance change needs a lot of balancing, but it is the one thing I can say is nice.
You think it's jarring being in Dom and actually getting held? Before I had to have a pocket kin/emp for my tank in case I ran up against any decent dom in a zone or I'd run out of Break Free's in no time. Considering I could shrug off immob stacking with Burn even.
No thanks, I've never been a fan of such total loss of control over a character in PvP.