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Azera

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  1. So … you definitely misinterpreted the intent of my post. And why is it “high and mighty” to ask for proof? I posted prove of the intended original design and that someone was not misguided for thinking the blaster was a ranged class, and doomguide indicated I was wrong. Your own link proves I’m not wrong. Granted, you either overlooked or conveniently left out the part of your link that states: “Primary Power Category – Ranged” Anyway, you appear to be the arrogant one for starting in on me. Especially when people are calling others misguided or adding “with emphasis.” Maybe they’re friends of yours, but whatever the case you really should be the one to cool your jets 😊 On a serious note, I not sure why you all think I’m trying to indicate the blaster can’t be played as something other than a ranged combatant. That’s not what I’m saying. I agreed with doomguide that the game has changed greatly. In addition, the advancements with enhancement has made it so blasters can solo competently and engage in melee combat. However, a new player who thinks they’re going to role up a blaster and go melee groups of +0/+8 mobs without learning about IO's is going to be in for a world of disappointment. Anyway, it is not my intent to engage in a war with anyone on the forums. If my posts are being determined to be arrogant, then I’ll stop posting on this thread, and we’ll just have to agree to disagree. I just don’t think someone should be labeled misguided for calling a frog an amphibian.
  2. Thank you. I appreciate it. I've already picked up a few things from the first look over.
  3. Oh, you said the name that should not be spoken 😊
  4. You can say “perhaps,” but you would be remiss. I provided evidence in a direct quote from the official guide which trumps your speculation on what the original developers intended. As for the current state of the game, I agree it has changed significantly, but can you provide any documented evidence that any developer along the way, or even the current developers for Homecoming have change the intend of the Blaster being a ranged archetype? If you can, then I will respectfully concede the issue. CoH has always had people who play blasters differently than intended. It is human nature to go against the grain. Some of our best scientific discovers have come from happy accidents and unintended reactions. However, I believe someone should provide evidence if they make the claim that another poster’s statement is inaccurate.
  5. It is not a misconception that blasters were designed as ranged combatant. Page 7 of the official City of Heroes Game Manual states the following, "Blasters specialize in delivering massive damage at range. They have very little defensive potential, other than the ability to keep enemies at arm's length." The description goes on, but it basically just states that blasters were meant to be play in groups so that other archetypes could keep them safe.
  6. If you are referring to my post, then it appears you may have misunderstood. I did not ask for Tanks to get any health back. I only asked for the damage penalty to be overturned only on ET attacks that were charged with EF, which would essentially equate to receiving damage every other ET attack. It is my opinion, that this one benefit would be nice form tanks/brutes, since stalkers and scrappers get two. (the chance to heal and a second stack of EF) I don't see how that is game breaking or a negative impact to stalkers/scrappers. Honestly, I don’t know why so many people go out of their way to keep other archetypes/powersets down? For example, I’m fully in agreement that stalkers and scrappers should get the full crit because that is the benefit of their archetype. It doesn’t bother me one bit that they can pump out more damage than my tank.
  7. Can you please post your build? SD/EM is exactly what I am looking forward to playin on live. I am surprised to hear you survived the AV's solo with +4/+8. I'm not able to do that on a shield tank even with an attack set with a healing mechanic. I'm not challenging your statement, just really surprised that you can do it while playing a set that damages you at the same time. I freely admit I am not a strong creator of builds, and would love to take a peek at yours to see where I can improve mine.
  8. It would be every other attack that bypasses the damage. From the little I’ve been able to test it, energy transfer recharges a lot faster than total focus. To be honest, I didn’t think about being able to always bypass the damage, but I see your point. I guess people would have the option to slow down their attack chain, but where’s the fun in that? 😊 Sincerely, I’m not asking for tanks to have a chance to heal like the stalkers or scrappers. I believe their version is pretty cool and am fine with it being unique to them as a part of the ability to crit. I was just trying to come up with a way for tanks to have a little help with the damage as well. Especially for the few sets that don’t have some type of healing ability.
  9. I apologize for the delay in replying but I do not get to read the forums that much. Anyway, it appears my use of “double downer” had an implication I did not mean. It was meant only in relation to energy transfer. I really appreciate the changes made to the set. I enjoy testing it and agree with whoever stated the set performs better now than it did in its original incarnation. My reason for the request was to help with damage mitigation on tanks that do not have built in healing mechanics. It is my opinion that your response to play dark armor kind of proves my point. My suggestion would still have tanks taking damage from every other use of energy transfer because of the reduced recharge compared to the twenty second recharge of total focus. I mean no disrespect, but I’m not sure how you intended the “ancestral” comment, but if it was about the damage from energy transfer being an original trait, then it is my opinion that wouldn’t be an appropriate response for two reasons. The first being that scrappers and stalkers have a chance to have energy transfer heal if the attack crits. I don’t see anyone championing for the heal chance to be removed because it is a signature of the original power. Second, I see anyone requesting for the older, ancestral recharge rate of twenty seconds. If I misunderstood your meaning, then I apologize. I would like to ask, judging by your comment, if your interest in energy melee is for the stalker or scrapper archetype and not for the tank, correct? Regrettably, I do not have the availability to read through all the posts.
  10. I’d like to make a request for Tank version of Energy Focus. (Brutes too, if they're in the same boat) I understand Tanks do not get critical hits, so we don’t get the chance for the self-heal from a focused Energy Transfer, but it seems like a double downer only getting the one charge of Energy Focus as well. Therefore, I would like to respectfully request for the development Team to please consider allowing Tanks to bypass the damage penalty of Energy Transfer if the power is Focused at activated, while keeping the limit of a single stack of Energy focus. Since Tanks are supposed to be the meat shields, this would help with health loss for sets that do not have healing powers/mechanics build into the set.
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