New Shield Charge
I don't even know what a skill is anymore.
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.
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And Shield Stalkers make as much sense as...y'know...Electric armour stalkers.
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GG, I would tell you that "I am killing you with my mind", but I couldn't find an emoticon to properly express my sentiment.
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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. |
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 rule is that they must be loved. --Jayne Fynes-Clinton, Death of an Abandoned Dog
The thing is, even with RoA, Archery's AoE abilities are not significantly better than Fire without Inferno...
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.
The Melee Teaming Guide for Melee Mans
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. |
Actually, I'm not even that keen on SoW/OwtS. IMO, far and away the best defensive T9 (well, excluding Granite) is MoG.
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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Other T9 abilities make defeat less likely. Mine make defeat irrelevant.
Where to now?
Check out all my guides and fiction pieces on my blog.
The MFing Warshade | The Last Rule of Tanking | The Got Dam Mastermind
Everything Dark Armor | The Softcap
don'T attempt to read tHis mEssaGe, And believe Me, it is not a codE.
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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Ammo switching for Dual Pistols was my idea:
http://boards.cityofheroes.com/showthread.php?t=135484
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.
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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.
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.
Where to now?
Check out all my guides and fiction pieces on my blog.
The MFing Warshade | The Last Rule of Tanking | The Got Dam Mastermind
Everything Dark Armor | The Softcap
don'T attempt to read tHis mEssaGe, And believe Me, it is not a codE.
Having Vengeance and Fallout slotted for recharge means never having to say you're sorry.
I think that's why it slipped my mind. I stopped viewing it as a T9 and more as a way of life.
Where to now?
Check out all my guides and fiction pieces on my blog.
The MFing Warshade | The Last Rule of Tanking | The Got Dam Mastermind
Everything Dark Armor | The Softcap
don'T attempt to read tHis mEssaGe, And believe Me, it is not a codE.
Currently on Virtue:
Jinrazuo - Crab Spider
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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? |
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.
Guide: Tanking, Wall of Fire Style (Updated for I19!), and the Four Rules of Tanking
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Grey Pilgrim: Fire/Fire Tanker (50), Victory
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. |
One would think.... with the changes made to fury... that the reduction in damage done by Brutes wouldn't have to be so severe.
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.
@Roderick
So pleased that they listened and kept the recharge the same.
A game is not supposed to be some kind of... place where people enjoy themselves!
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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.
Positron's i13 letter: We are trying to make PvP more accessible to new players, while giving experienced PvP'ers the advantage that comes with formulating tactics around the new systems we're putting in place. PvP from now on will be on our priority list. If something isn't working out, we'll be in there tweaking it and making it work, for the entire future of the product, not just Issue 13.