What one thing would you change? If anything!


Black_Marrow

 

Posted

Quote:
Originally Posted by justisaur View Post
Don't fool yourself. I started my VEAT before AE, and I found 9 out of 10 other VEATs (that weren't 50) at the time didn't take any of the TT powers. I berated the majority of them, but eventually I gave it up as a lost cause.

- Justisaur
Quote:
Originally Posted by Jibikao View Post
I've seen quite a few VEAT without TT: Maneuver or Mind Link. I really want to say something to them but....

Do they even know how good TT: Maneuver is??
That's just so sad. I generally try not to tell people what they should or shouldn't take, but there are instances when I just can't help myself and I have to say something to them. There have been times when its been a so-called veteran.

I have been fortunate to only have teamed with experienced players that have epics, but I am sure my day is coming with I will run into someone without it and I won't be able to bite my tongue.


"People love to talk, but hate to listen." Alice Duer Miller, American Author (1874-1942)

 

Posted

Quote:
Originally Posted by Novella View Post
That's just so sad. I generally try not to tell people what they should or shouldn't take, but there are instances when I just can't help myself and I have to say something to them. There have been times when its been a so-called veteran.

I have been fortunate to only have teamed with experienced players that have epics, but I am sure my day is coming with I will run into someone without it and I won't be able to bite my tongue.
Have you seen Dominator without Single Hold? I have played with two so far... T_T How do they even solo?


What's left is to normalize all Assassin Strikes and improve Stalker's old sets (Claw, MA and EM)! You don't need to bring back the missing PbAoE attack. You just need to make the existing ones better! For example, make Slice a WIDER and LONGER cone.

 

Posted

Quote:
Originally Posted by Weatherby Goode View Post
I've got a list of things I'd change, all of them about Banes.


Goals:
Improve Survivability significantly
Improve ST Damage slightly
Improve AoE Damage significantly
Imrpove Teaming Versatility
Re-focus the AT on its Melee powers
Don't really like how that was phrased, but Banes did get hit, they got the same exact powers in their patron pool in their primary.

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How to Accomplish Those Goals:
Re-Order powers to make the set more consistant with other powersets
Replace redundant powers that are also found in the Mace Mastery patron pool



Bane Spider Soldier (10)
L1: Bash
L1: Pulverize
L2: Poisonous Ray
L6: Build Up
L8: Mace Beam Volley
L12: Venom Grenade
L12: Clobber
L18: Shatter
L26: Placate
L32: Crowd Control


Removed: Mace Beam (Equivalent to Mace Blast)
Removed: Mace Beam Blast (Equivalent to Disruptor Blast)
Added: Venom Grenade to improve teaming viability by providing an AoE Resistance debuff that does not require re-draw. It also replaces Mace Beam Blast as a Ranged AoE damage power.
Added: Clobber to replace Shatter as the big ST hitter and Executioner's Striker
Changed: Shatter from a ST attack to an AoE attack
Moved: Pulverize up to the tier 2 position
Moved: Poisonous Ray up to the tier 3 position
I like all that.

Quote:
Training and Gadgets
Modified: CT: Defensive to provide Ranged defense to Crabs and Wolves while providing Melee defense to Banes.



Bane Spider Training (5)
L1: Bane Spider Armour Upgrade
L20: Cloaking Device
L24: Nano-Repair
L28: Surveillance
L35: Web Cocoon


Added: Nano-Repair as a boost to survivability. A Bane is defense based, so a reconstruction clone seems appropriate and nicely mirrors the Crab Spider's Serum.
Moved: Cloaking Device to the level 20 position. Stealth is a major part of a Bane's gameplay. This change allows Bane's to retain that gameplay even when exemplared on the Virgil Tarrikoss Strike Force and when exemplared to the level 15-19 Ourobouros bracket.
Modified: Bane Spider Armour Upgrade to allow Health enhancements.


If you allow Bane Spider Armor to take health enhancements, it would not fair for them to have a self heal, with BSA being able to be upgraded, Banes would get a total health boost of +40% and it would be perma. So I would take that one out, other than that the changes look great. Not really changing them either, just bringing them to where they are supposed to be, they should really have some of those powers not sure why they don't but I hope this is taken into serious consideration.


"Yes, winning all the time can be boring."
-Knight_Chill

"It's amazing how well you can put up with endurance issues if you hide them under a large enough pile of bodies."

-Spiritchaser speaking on Dom Revamp

 

Posted

Quote:
Originally Posted by Weatherby Goode View Post



Improve Survivability significantly



Bane Spider Training (5)
L1: Bane Spider Armour Upgrade
L20: Cloaking Device
L24: Nano-Repair
L28: Surveillance
L35: Web Cocoon


Added: Nano-Repair as a boost to survivability. A Bane is defense based, so a reconstruction clone seems appropriate and nicely mirrors the Crab Spider's Serum.
Moved: Cloaking Device to the level 20 position. Stealth is a major part of a Bane's gameplay. This change allows Bane's to retain that gameplay even when exemplared on the Virgil Tarrikoss Strike Force and when exemplared to the level 15-19 Ourobouros bracket.
Modified: Bane Spider Armour Upgrade to allow Health enhancements.
Yes, self heal of some sort would be well worth adding.
I support this.


 

Posted

Quote:
Originally Posted by Weatherby Goode View Post
I've got a list of things I'd change, all of them about Banes.
Removed: Mace Beam (Equivalent to Mace Blast)
Removed: Mace Beam Blast (Equivalent to Disruptor Blast)
This part here. Bad idea. Not all banes are going to take the mace patron pools, many don't even take a patron at all.


Djeannie's Costume Creator Overhaul Wishlist
Carnie Base

"Once the avalanche has started, it is too late for the pebbles to vote" -Kosh

 

Posted

Quote:
Originally Posted by Djeannie View Post
This part here. Bad idea. Not all banes are going to take the mace patron pools, many don't even take a patron at all.
The devs do seem to take care to make sure that powers within sets don't overlap with epic/ancillary power pools. It is odd that banes are the exception...


 

Posted

For PVE I have no issue really with the Fort and Crab which is what I have played the most up to 50. Nothing really hits my fort and my Crab is pretty good at being a blend of a tank/mm.

For PVP the fort lacks survival tools. Def is a joke in PVP. They need a self heal or Dull pain power if they are going to keep def the way it is. More base HP of course would help as well. I would like to see a reconstruction type power.

Even then I think the set needs a ranged heavy hitter. 3 lame attacks dont do the job. TK blast, subdue, and mental blast. Most Forts probably turn Dominate into another damage attack but still that is not enough.

I do enjoy playing my fort in PVP flaws and all.


 

Posted

Quote:
Originally Posted by Jibikao View Post
Have you seen Dominator without Single Hold? I have played with two so far... T_T How do they even solo?
That's just odd. I have been fortunate not to have played with people with odd or horrible builds on villain side. Hero side is a completely different matter completely.


"People love to talk, but hate to listen." Alice Duer Miller, American Author (1874-1942)

 

Posted

I'd make "Call Reinforcements" summon Bane Spider allies for Banes instead of some big clunky robots.


 

Posted

Boost the scaling resistance for Widows with Foresight.

Boost Regen and Recov

Boost Damage to meet scrappers


@Effy
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Effy Unleashed DP/EN Blaster 1st 50 @ Union

 

Posted

Quote:
Originally Posted by Ethric View Post
I'd make "Call Reinforcements" summon Bane Spider allies for Banes instead of some big clunky robots.
Yeah those robots have a tendency to die.


 

Posted

Quote:
Originally Posted by Effy_On_Malibu View Post
Boost the scaling resistance for Widows with Foresight.

Boost Regen and Recov

Boost Damage to meet scrappers
If all these changes pertain to Widow's I think they would be horribly overpowered if the were implemented.


"People love to talk, but hate to listen." Alice Duer Miller, American Author (1874-1942)

 

Posted

I'd make it so the Crab Spider backpack could be removed if you respec or switch builds.

Although I'm not sure "things that might actually happen" are the topic of this thread. Anyway, I know we're all thinking it.


 

Posted

All branches - change "Combat Training: Defensive" to not only give ranged def or melee def, but to give all 3 types of positional defence.

Bane Spider - add a reconstruction-like heal and some defence debuff resistance. I also like the aforementioned idea of changing the Call Reinforcement pets into Bane Spiders, but I'd go a step further and make them into a "Gang War" type of power with lots of NPC-quality Banes (like Lord Recluse calls) - this could be the "panic button" power for Banes instead of a godmode like the Widow's "Elude".

Night Widow - reduce the end cost of the melee attacks and maybe the recharge time on some of them (maybe just the melee attacks shared with Fort from the base class).

Crab Spider - change Frenzy into a much wider PBAE (15 or 20 radius - with the arms firing lasers) with more damage and make all Crab pets controllable in some way (even the ones they get from patrons), even if it's only at a basic level such as being able to tell them which target to attack and when to stop attacking (i.e. Mastermind-lite, rather than full MM control).

Fortunata - haven't played Fort much yet, so I can't really comment


 

Posted

Increase the inherent-a LOT. Make it closer to unslotted Stamina/Health type bonus, or something. I mean, come on, the inherent is piddly-s--t compared to others. Hell, I'll value VIGILANCE as having more use, granted, it should be rare use, but could come in handy when the crap's hitting the fan.


 

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Hmm, on my Fortunata I've always really wanted the power "Mental Scramble" that the Tarantula Mistresses have.


 

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Quote:
Originally Posted by Lord Mayhem View Post

Bane Spider - add a reconstruction-like heal and some defence debuff resistance.
THIS

Put 25-50% in Bane Spider Armor Upgrade or Wolf Spider Armor Upgrade

Heck, put 20% in Wolf and 30% in Bane. I haven't faced romans yet, but the throught of cascading defensive failure doesn't make me happy.


 

Posted

On top of most of the suggestions (Increasing Soldier and Widow health values, buffing the inherant and Call Reinforcements summoning Banes) I'd love to see Bane Spiders get Whirling Mace at the same time as Crowd Control, seeing as the Boss NPCs have it. The Bane armour upgrade could have an enhancable +hp number and/or increased damage resistance/additional positional defense to melee/AoE.


I am the Blaster, I have filled the role of Tank, Controller and Defender
Sometimes all at once.
Union EU player! Pip pip, tally ho, top hats and tea etc etc

 

Posted

Oh yeah and one thing to make life easier for gunbanes (other than the animation changes I already brought up) would be to let them customize build up with power customization.
Mainly let them choose which weapon BU draws for them.


 

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Quote:
Originally Posted by Psychic_Bedlam View Post
Hmm, on my Fortunata I've always really wanted the power "Mental Scramble" that the Tarantula Mistresses have.
Why?


"People love to talk, but hate to listen." Alice Duer Miller, American Author (1874-1942)

 

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I've always wanted to use Fortification on a Bane Spider


 

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Quote:
Originally Posted by Novella View Post
Why?
Mainly just for the animation, for some reason-or-another I love it, and the debuffs never hurt. <3


 

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I see. To each their own.

I would like to see Psychic Shockwave added also. Having Tornado, Wail, and Shockwave on my Blaster makes me want it on my Fortunata.

Kind of funny how there are things I would like to see changed on my Fort, but I think Night Widows are perfect across the board.


"People love to talk, but hate to listen." Alice Duer Miller, American Author (1874-1942)

 

Posted

Quote:
Originally Posted by Gaspard View Post
Oh yeah and one thing to make life easier for gunbanes (other than the animation changes I already brought up) would be to let them customize build up with power customization.
Mainly let them choose which weapon BU draws for them.
Agreed. I concede that the Build Up animation with the mace looks cool and everything, but all my training is with the Arachnos submachinegun. It's just weird to carry around a full-sized Arachnos mace only for Build Up, not to mention the inherent impracticality of swapping weapons like that twice every 45 seconds. If I weren't so super, I would drop them now and again.