New Shield Charge


Another_Fan

 

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Originally Posted by Mr. DJ View Post
99% of the game?
right, im asking what the 1% of the game that takes skill is, because i sure haven't found it.


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I don't even know what a skill is anymore.


 

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Originally Posted by PhroX View Post
Incidentally, regarding making Blaster nukes crashless, it seems to work fine on Fortunatas. Psychic Wail is a full scale nuke (albeit on a Fort's damage scalar) with no crash. It's very much a "use whenever it's up" power, but unless you've got ridculous amounts of +rech, then it's not up often enough to make it truly unblanced IMO.
Yeah, I did a double take last night when I noticed that. It was like "Wait...wheres the crash?...Oh. Oooooh. Nice."

And Shield Stalkers make as much sense as...y'know...Electric armour stalkers.
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Originally Posted by Techbot Alpha View Post
I mean, with Build up and Aim its possible to put a vanilla slotted Fire Blasters Inferno into the 1000 damage figures. Does any basic mob even have that much HP? That leaves the minions as piles of ash, the LTs dead or very nearly, and only the Bosses left as any threat. Oh, and you have no End. And its on a large recharge.
While Rain of Arrows...can do just that, without end crash, and on a fiendishly quick recharge, usable nearly every spawn.
So....thats even? Uhm....riiight. Sure.
Hmn.
Although it's all-but-impossible to figure out from the format of RedTomax's Powerset Quantification (because Rain of Arrows summons a "pseudo-pet" to do its damage, I was under the impression that the "true nukes" do more damage in their burst (although not necessarily DPS). I'm sure ROA doesn't do 1000 damage, though.

I've never had a high-level Fire Blaster to compare, however.

Now, I could see an argument that ROA does enough damage to achieve the same effect, and Inferno is all overkill. And I'm not arguing the "true nukes" are as desirable...IMHO a power one can only use occasionally and that carries a big penalty seems like it's as likely to frustrate players as it is to make them happy.


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The thing is, even with RoA, Archery's AoE abilities are not significantly better than Fire without Inferno...


 

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I personally prefer powers like SoW/OWtS/RoA/FA/SC/LR compared to 'traditional' nukes and godmodes.

What I love about this game is the dynamism and I feel weaker, less punitive powers are more conducive to that than more powerful, hard crashing powers.

Especially since you don't generally need the absurd levels of survivability/damage that the traditional tier9s give. If SoW can give me the toughness I need to survive a given fight, (which it can), why would I prefer Unstoppable?

Superfluous extra dmg/survivability paid for in harsher penalties is a bad deal. I much prefer the direction taken by newer sets like WP/DP/SD.


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Originally Posted by Silas View Post
I personally prefer powers like SoW/OWtS/RoA/FA/SC/LR compared to 'traditional' nukes and godmodes.

What I love about this game is the dynamism and I feel weaker, less punitive powers are more conducive to that than more powerful, hard crashing powers.

Especially since you don't generally need the absurd levels of survivability/damage that the traditional tier9s give. If SoW can give me the toughness I need to survive a given fight, (which it can), why would I prefer Unstoppable?

Superfluous extra dmg/survivability paid for in harsher penalties is a bad deal. I much prefer the direction taken by newer sets like WP/DP/SD.
Agreed. Full nukes and "old style" defensive T9s don't do much for me. I'd take the former if they didn't have the crash, as it is fun to do that much damage, albeit occasionaly, but things like Unstoppable are a free power slot IMO.

Actually, I'm not even that keen on SoW/OwtS. IMO, far and away the best defensive T9 (well, excluding Granite) is MoG.


 

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Originally Posted by PhroX View Post
Actually, I'm not even that keen on SoW/OwtS. IMO, far and away the best defensive T9 (well, excluding Granite) is MoG.
My vote goes to Soul Transfer, Rise of the Phoenix and Stygian Return.

Other T9 abilities make defeat less likely. Mine make defeat irrelevant.


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I'm suprised they didn't pull the 'cottage' rule on this. There are many other powers that are argueably in the same position or on the opposite end of the spectrum: Too weak to be viable.

Can we get a look at phase powers now please?

Or if I wanted to be completely controversial: How about Fulcrum Shift on Controllers?


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Quote:
Originally Posted by PhroX View Post
Incidentally, regarding making Blaster nukes crashless, it seems to work fine on Fortunatas. Psychic Wail is a full scale nuke (albeit on a Fort's damage scalar) with no crash. It's very much a "use whenever it's up" power, but unless you've got ridculous amounts of +rech, then it's not up often enough to make it truly unblanced IMO.

It's not unbalanced at all, as you said, due to the Fort damage scale.

It does less damage than Scrapper (post nerf) Shield Charge and is up less often.


 

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Originally Posted by Vel_Overload View Post
I'm suprised they didn't pull the 'cottage' rule on this.
The cottage rule has no application here. The cottage rule states they won't change what a power does.

Can we make shield charge do less damage? Yes.

Can we make shield charge so it becomes a PBAoE ally recharge buff? No. Cottage rule.


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Originally Posted by Dechs Kaison View Post
My vote goes to Soul Transfer, Rise of the Phoenix and Stygian Return.
I dunno, Moment of Glory is, well, glorious. But I have recently rediscovered the wonder that is Soul Transfer. I've since stopped seeing the occasional death as a setback on that character and started seeing it as a chance for "watch this." MoG vs. Soul Transfer... that's a tough choice.


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Originally Posted by Dechs Kaison View Post
My vote goes to Soul Transfer, Rise of the Phoenix and Stygian Return.

Other T9 abilities make defeat less likely. Mine make defeat irrelevant.
Mine goes to Eclipse.

Of course Warshades do get Stygian as well, just in case.


 

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Originally Posted by Deus_Otiosus View Post
It's not unbalanced at all, as you said, due to the Fort damage scale.

It does less damage than Scrapper (post nerf) Shield Charge and is up less often.
I don't really think they'd be unbalanced with blaster number either until you start hitting the ridiculous levels of rechage IO set can give. With just your basic SO levels of 60-90% rech, it'd be fine.


 

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Originally Posted by Carnifax_NA View Post
Mine goes to Eclipse.
Yeah, Eclipse is unique. It trades a crash for requiring multiple foes and being accuracy dependent. In fact, it restores endurance, and unlike other T9s, can be made permanent.

I think that's why it slipped my mind. I stopped viewing it as a T9 and more as a way of life.


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Quote:
Originally Posted by Dechs Kaison View Post
My vote goes to Soul Transfer, Rise of the Phoenix and Stygian Return.

Other T9 abilities make defeat less likely. Mine make defeat irrelevant.
Agreed. I took Rise of the Phoenix from the fire epic on my blaster and I look forward to dying now. Slotted with damage, RotP really dishes out some pain.


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Originally Posted by Vel_Overload View Post
I'm suprised they didn't pull the 'cottage' rule on this. There are many other powers that are argueably in the same position or on the opposite end of the spectrum: Too weak to be viable.

Can we get a look at phase powers now please?

Or if I wanted to be completely controversial: How about Fulcrum Shift on Controllers?
Cottage rule was already covered by someone else.

Phase powers are presumably working as intended, as they adjusted them to where they are in the past couple of years. Same for Fulcrum Shift on Controllers... it had its effects lowered. Not sure if more is intended, but it did get shifted down for them.


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Originally Posted by Grey Pilgrim View Post
Cottage rule was already covered by someone else.

Phase powers are presumably working as intended, as they adjusted them to where they are in the past couple of years. Same for Fulcrum Shift on Controllers... it had its effects lowered. Not sure if more is intended, but it did get shifted down for them.
I agree with ya GP, they got the power more in line with where it should be and didn't effect the play of Kinetics on Trollers. In fact it seems now that I'm able to stack FS a lot more, or maybe my build is just getting better.... ^^"


 

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One would think.... with the changes made to fury... that the reduction in damage done by Brutes wouldn't have to be so severe.


 

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So, I just pulled up my farm map and started running through it to get some Tips. About halfway through, I remembered that SC was nerfed. On a scrapper, the reduction in damage output is barely noticable.


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Originally Posted by Roderick View Post
So, I just pulled up my farm map and started running through it to get some Tips. About halfway through, I remembered that SC was nerfed. On a scrapper, the reduction in damage output is barely noticable.
My experience as well. If anything, my other attacks actually do something meaningful now instead of being a big light show to finish off 2 lts.


 

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So pleased that they listened and kept the recharge the same.


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Originally Posted by Santorican View Post
I'm glad Castle kept it at 90s it was originally going to be put at 150 seconds with a higher amount of damage.
I am glad he listen to the feedback on the SC thread; the 150s did not hurt my tricked out Fire/sd but when I was running on my km/sd SO build it sucked because I used it as much for mitigation as an attack the 90s with further reduced damage seem to make the power better for both things still does good damage (not broken amounts of damage) and still on a recycle time that provides solid mitigation.


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I love my SD/SS as much as anyone else here but it was clear Shield Charge needed some tweaking. Tanks aren't expected to be doing the most damage in a team, and anyway, AAO and SC still make SD an awesome powerset.

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Originally Posted by Thirty-Seven View Post
It's about time!
As much as I can see where your coming from, I just need to say...what on earth are Fire/Kins still doing in the game?!