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FupDup

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Everything posted by FupDup

  1. Is it okay as long as the toggle stays active forever? Like let's say I were to put a Shifter proc in Crystal Armor (recovery toggle in Stone Armor).
  2. Tanker damage got buffed so much that they almost are. They clear faster than Brutes in almost all cases and in some cases can even clear faster than Scrappers.
  3. Looks like someone forgot a few zeroes while porting the set to Sents. Normally for max end you have to have the bonus in coding be 100x larger than what in-game displays. So for example a +10% max end (100 -> 110 max) would actually be displayed as 1000% in coding (according to City of Data). A 5% increase should technically be 500% in COD, but right now it's just plain old 5% (divide that by 100). Admittedly the set has very good endurance management even with this issue, but it's still offensive purely on principle.
  4. I generally don't like melee much because if your target walks 1 foot away you have to move to catch up to them, which can be especially annoying given that the NPCs' fleeing code is completely borked and causes them to cower in abject terror after you gently tickle them with your weakest attack. Ranged attacks have the versatility of letting me cut down runners from a distance while still letting me blast them in the face if they get close (even if they do less damage than melee). And for some reason I have a much harder time coming up with melee character concepts than ranged ones. Also, as someone else said, Battle Axe really needs more alternate models.
  5. Even if there was no coding issue, I don't think we should even have the ability to change primaries or secondaries. Those are supposed to be important choices with consequences. Jacking up the price to eleventy billion won't make it a good feature. We have 1000 character slots per server. Make another toon if you want different powersets. If you want to keep a similar name/theme, then what I like to do is use Praetoria to create "evil clones" (or heroic clones) of primal earth toons.
  6. For Cat 5, my main issue with it is that high-rank enemies (EB's and above) tend to immediately run out of its damage radius when I put it down, and as a level 34 Sentinel I don't really have mezz powerful enough to stop them. So that causes the theoretical max damage advantage to get negated in such instances. I really hate the avoid effect in general. The most war-hardened supervillains and superheroes shouldn't poop their pants in terror when hit by a stiff breeze. Enemies of boss rank or lower get obliterated pretty quickly at least, but its selling point of cutting down hard enemies doesn't seem to come into play (at least not solo) as much as it was hyped.
  7. The Arachnos mace already has a ton of both melee and ranged attacks ready to go. The only issue is that it might be thematically a bit weird to have Arachnos-specific stuff on generic Doms but I can live with that. But then again, mace mastery as an epic pool is available to every AT except HEATs so...
  8. You could borrow the pummel and bayonet abilities from SOA's for that, but those two would need some hefty buffs to actually make it viable in melee.
  9. One of the other servers has "Gun-Fu," which combines DP with some Martial Combat melee attacks.
  10. It's not a bug. The devs did this intentionally, even including Sentinels (who weren't mentioned in the patch notes). The logic behind the toxic ammo thing is that it has a longer hold duration that can be stacked more easily, but ice ammo doesn't pay any damage penalty for a powerful mag-4 hold (albeit short duration) so I don't think toxic needs that big of a tax. Personally I don't agree with it, since DP isn't exactly a high-performing set anyways. But thank god that Fire Blast got buffed at least.
  11. I got an answer from Bopper on Discord. He says it was intended but he failed to convey it in the patch notes.
  12. The patch notes say that Standard Ammo on this power is supposed to have no change from live, yet Sentinels got a very massive change from issue 5 with it: Dual Pistols Suppressive Fire Cast time reduced from 1.67s to 1.5s. Recharge reduced from 20s to 8s for non-standard ammo. Incendiary: Scale 2 duration Mag 3 hold (stacks). Damage increased to 1.64 scale. Cryo: Scale 4 duration Mag 4 hold (replace). Damage increased to 1.64 scale. Chemical: Scale 8 duration Mag 3 hold (stacks). Damage increased to 0.87 scale. Standard: No change from Live. Still 20s cooldown.
  13. Illuminati confirmed!
  14. We should balance it out with pure blue and pure red story arcs so that there's some small gameplay reason (besides character concept) to not be Vig/Rog on every character.
  15. Bumping this thread because the issue still persists after the first bugfix patch of issue 6.
  16. Energy Cloak offers a larger defense bonus and it gets to keep the full value during combat, unlike Stealth which loses most of its def in battle. Also, Energy Cloak has a somewhat lower endurance cost.
  17. One does not preclude the other.
  18. In terms of raw damage, my Rad/Rad Sentinel hasn't really had any problems. And I didn't even proc bomb it. But then again, I'm used to Sents so my standards are probably a bit low. If Rad does get any buffs I'd like something to the effect of Rad Melee's contamination effect (toxic damage) if only for thematic reasons. I mean, it's radiation. Of course it should do some toxic damage. That's literally what radiation is known for. Why does it do the same damage type as a bolt of lightning or laser beam? That never made sense to me. But really, I think there are some other sets like Archery that should be in line for buffs first...
  19. The "natural" thing isn't a limitation anymore since they can pick any origin now. Also, they kind of contradicted that idea from day 1 since they could summon sharks and dark tentacles with their patron powers. No "natural" human is ever gonna be able to do that just by hitting the gym and training hard. Or just being able to use physic attacks in general, pretty sure an average human can't learn that by training/experience either.
  20. Transforming gun, changes form every time you use one of the different weapon types (machine gun, shotgun, flamethrower, grenade launcher, sniper). Also has bonus animations for Munitions Mastery powers.
  21. And Rune of Protection. And Shadow Meld.
  22. Apparently Bean actually has slightly higher DPA than Burst now, so if people do still use it they're doing so because they want more DPA (aka more killing), not because they adhere to the OP's idea of "shaking up the meta" or whatever. Also I don't know why this thread is in the suggestions section, it probably belongs in general discussion.
  23. To be clear, I'm not asking for the removal of inherent fitness. That is here to stay because the game was nearly unplayable without stamina as a base part of every build. What I'm asking for is for fitness to come back as a pool while still keeping inherent fitness. So that means you can double up your fitness for maximum swoleness. The powers and structure would be the same (Swift, Hurdle, Health, Stamina), except we would just need to make one more power since every other pool gets 5. I'd like to see an auto resistance power because that fits the theme of fitness and because there's an absolutely massive famine of resist powers available in pools (compared to like 800 different choices for defense). We can call it Discipline, Pain Tolerance, or something else to that effect. It would be either a T2 or T3 depending on how strong we want it to be. Why do I want this? 1. I often run out of slots faster than power picks. Fitness is full of one-slot wonder powers for those of us who want to save our slots. 2. There is a lack of recovery powers in pools, or at least ones that are always active (the existing ones have pretty low uptime) 3. There is a lack of resistance powers in pools 4. It's a thematically broad pool that can apply to almost any character concept
  24. Generally the way I do it is that I make a redside toon for every 1-2 bluesiders to keep things from getting too stale. I think the content is generally fine from a quality perspective, but I kinda don't really like being evil most of the time. And I find it easier to make hero/vigilante alt concepts than villains. For changes I think a higher quantity of content would help since certain level brackets tend to feel repetitive due to far fewer zones and contacts redside than blueside. I'd especially like some more Sharkhead contacts that don't have you fight Scrapyarders (almost every Shark contact has you fight them) because I really don't like the union busting overtones.
  25. Sentinels are supposed to have high damage on their stun blast attacks, in fact they're the ones who started the idea before issue 6 started porting it to other ATs. This really reeks of oversight.
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