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skoryy

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Posts posted by skoryy

  1. 13 minutes ago, ivanhedgehog said:

    so you are ok with lowering tanks and brutes to 4 points? they wouldnt notice the difference. The power being nerfed is a high tier long recharge power. There was zero reason that this was a problem. or can you articulate why it was a problem rather than gaslighting us that it is inconsequential?

    I notice you still haven't explained where a 100 knock status prot is necessary in the game.

  2. On 6/24/2025 at 7:44 AM, tidge said:

    Frankly, I think the efforts in i28p2 to curb Tankers have failed to teach some important lessons to the dev team and community:

    1. Tankers got where they had been because of an excellent, but over-tuned change to their inherent. There are a bunch of other AT inherents that are terrible, and deserve to be looked at (ehem, VEATs)
    2. The dev team has been really slow to make Tanker primary T9s worthwhile across all sets. I can't imagine an AT like a Blaster skipping or under-slotting their primary T9s like Tankers do. If there is a dev vision that Tankers are supposed to have some role other than 'do damage', maybe the T9s ought to reflect that. I find it janky that the Blaster t9s removed crashes to improve performance, and yet the Tanker t9s can basically be afterthoughts in almost every build.

     

    Eh, the T9s are skippable since you don't need the "Oh Poopie" button with enough IOs.  IOs don't give you a nuke.

     

    But I think there's also door number three here that doesn't get discussed:

     

    The game is stuck in an outdated gameplay loop. Long story short, with the only progression being vertical progression and story and progression firmly disconnected, progression has become the be-all and end-all. We've done the story enough times, and we've been in the Skinner box long enough to know how to game the green light. Yeah, yeah, that's not how you might play, but you're really in the minority here.

    This was a problem that other games were working on even before shutdown. Guild Wars 2 threw vertical progression the window and then embraced. Final Fantasy XIV locked progression to story. Paragon never really had a chance to solve this issue, instead they were still playing follow the leader with incarnate raids at shutdown. Now our devs are picking up the pieces and having to do so without setting fire to their player base. How do you make story and progression more rewarding? Kallisti is a step in a direction but without any real reward beyond story completion and badging, and as long as time-to-rewards are behind Peregrine and AE, I'm not sure about its longevity. (See: Dark Astoria) Players still want their fast progression and the fastest way remains being carried through map clears by a brute and/or tanker.

    All the nerfs and buffs to brutes and tankers will never solve the problem that anything that doesn't make green light faster is trash. The real solution is that vertical progression needs to be taken to the woodshed and some manner of horizontal progression added. But I'm not sure how you can accomplish that with this being a volunteer fan project. Heck, I'm not sure even where to begin on what manner of horizontal progression to add. 😕

  3. 22 hours ago, MTeague said:

    Honestly, much like pay phones, those nurse cap things are a serious anachronisms.

     

    The Family are more out of the Godfather than the Sopranos, the Tsoo still have their Big Trouble In Little China aesthetic, and the PPD still have their attire from the Hill Street Blues and Miami Vice closeout sales. It's Anachronisms R Us all over.

    • Like 1
  4. 15 minutes ago, Troo said:

    If I show one, you take both June and July off from City of Villains / Heroes and all associated boards/forums/etc.. Deal?

     

    Boy howdy. I think you might've had enough forums for today.

    • Microphone 3
  5. So, revised build.  I'm stuck with Sparkling Chain since there wasn't much else at 2, and Hypnotizing Lights is the other "Oh Poopie" power next to Explosive Bouquet but I didn't have the slots.  Buttstroke is gone, Buckshot is back (hail to the king), and I pumped up Targeting Drone so that I get the +22% To Hit to make Sniper Rifle shine.  And still have more than enough recharge for Permadom.  Defense is... eh, but the Column, the now proc-bombed Missiles, the Mine, and the Aura should do a lot to help there. I'll give her a whirl on Brainstorm later and see how she does.

     

    Officer Foxfire - Dominator (Pyrotechnic Control - Arsenal Assault).mbd

  6. 11 hours ago, Warshades said:

    Not a dom expert by any means and haven't ever played /arsenal on a dom so take the suggestions with a grain of salt. To me it looks like you possibly have to many attacks and not enough slots to spread around to some powers. I removed Buttstroke to have some extra slots and changed some sets to get more recharge and ranged defense, also added an armor to provide you some resistance to the most common s/l/e damage types. Kept most of pyro slotting the same, I haven't really experimented with it to know what would work best so others may have better ideas there. I don't know about the merits of having achilles proc in Burst sine the PPM rate would be so low in it. 

    Foxfire - Dominator (Pyrotechnic Control - Arsenal Assault).mbd 43.73 kB · 6 downloads

     

    Thanks for the feedback!  Buttstroke was going to be part of the single target chain, and Charged Armor plus Tough gets me just below 50 S/L resist and I'm not sure that's completely worth it.

     

    Having actually put her lower-level powers to work, however, and seeing how they work, I'm probably gonna start from scratch. I need to at least buff her AoE because the Column and Missiles alone aren't cutting it so far.

  7. I have a vague idea of what I'm doing here. I do a lot of PuG teaming and small teams, and the odd solo when I feel like merit farming. Permadom was a must and I got that. I also fit in some defense including a lot of ranged, even though she'll be throwing elbows and rifle butts a lot. Wish I had a better place for the ATO, but the adaptive recharge will mean it'll get a lot of use against harder targets.

     

    I think she'll do well, but I want to run her past the dom veterans first before I go into any respecs.

     

    Foxfire - Dominator (Pyrotechnic Control - Arsenal Assault).mbd

  8. 28 minutes ago, TygerDarkstorm said:

    I suspected as much, but my ADHD brain was like "needs clarification." xD

     

    I haven't played with the Arsenal secondary much; my brain tends to want to make it more ranged than melee, but with the aura on Pyro, I imagine you'd want to use the melee attacks. Do you use Trip Mine on yours? If it's anything like the one in Traps/Devices, seems like an easy skip to me.

    Seems like it might be a fun pairing and now I want to try one lol.

     

    She's only at 18 and Mids hasn't updated yet for me to think on her full build. I'm thinking maybe, but I'm gonna need some pool power slots and it's gonna be hard not taking the whole Pyro list.

    • Thumbs Up 1
  9. 23 minutes ago, TygerDarkstorm said:

    All dom secondaries are Assault sets--did you mean Arsenal? I was debating doing that for a secondary. 

     

    On beta I went with Pyro/Sonic since Pyro has an aura that wants you to be in melee and Sonic does as well, but I didn't get to push it very far due to a lack of time. Pyro/Energy looked like it might be good too.

     

    Shows how much I play doms. XD Yeah, I meant Arsenal.

    • Haha 1
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