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Aracknight

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Everything posted by Aracknight

  1. My feedback/question is about Infiltration. Feedback: I think Infiltration is a pretty awesome power. On my MA/SR scrapper, I was able to aasily get to the "old" speed cap of 92 mph running and 78 mph jumping with only Infiltration and Sprint activated. Ultimately, it put me at the old speed cap for running and jumping (if not jump height) while giving me more jump height and using less endurance than Sprint+Ninja Run which I use on live. Plus, I was able to reduce my end usage by slotting winter's gift into Infiltration, and double my stealth radius with the Celerity stealth io I keep in Sprint. So the net result (for me) by replacing Ninja Run with Infiltration is higher and faster jumping, faster running, less end usage, and more stealth! Winning all the way around! Really, really digging this power. Plus I can easily set a macro to switch costumes to a stance with Ninja Run when I toggle on Infiltration. Neat! My question about Infiltration is: I understand the difference between in- and out-of-combat defense, and why it is pertinent. Same thing with stealth dropping in combat. However, I do wonder why the speed portions of Infiltration seem to turn off when I enter combat, whether ranged or melee. Defense dropping, I understand. Stealth dropping, I understand. But the travel portion dropping? Bug or WAI? Thanks. PS: Can you consider having SR's Elude power "Increase the cap" of jumping and running like the new travel powers do? Thematically, since it's a click with a duration and a crash, I think it'd be a neat fit to a power that in the age of IOs isn't really necessary for the defense portion of the power (although the +Recovery remains awesome).
  2. I think the point made that moving away from the t-9 armor power being a "more unkillable" power is a good one. Power creep in the form of IO's and Incarnate powers has made far too many powers flat out skippable, and I think that's a shame. But at the same time, it's hard to find a consensus on how to reinvent said wheel. We skip travel powers because of prestige ones being available. We skip t-9s because we don't need them (Elude) or they don't give the best DPS attack chain (Eagle's Claw). We take powers we never actually use for IO mules or to get the power we need for IO mules (Boxing, Tough, and Maneuvers for me). It's clever, and a wonderful exercise in minmaxing and performance building but at the same time it feels me with a sense of...wasteful sorrow somehow. I get that this last bit is obviously the start of a much larger conversation, It was just sort of bothering me this afternoon.
  3. I've been playing my MA/SR scrapper since I8. It's my only character, save for the Tank version I experimented with last year. I think that for what it does, SR is an amazing set, but I think some of this is an attempt to re-invent the wheel. I wouldn't change what SR does, but I think some tweaks to make it do what it does better or differently could be acceptable. It has a simple setup: Three toggles for defense and ddr, three passives that give it defense, ddr, and scaling resistance, quickness, mez resistance, and elude. My 2 inf, would be to: 1) Generally leave the toggles alone. Don't reorder them, and add a small Taunt aura to Evasion for Scrappers. Or do re-order them, and add a small Taunt aura to Evasion for Scrappers. Sorry Stalkers, this obviously wouldn't be good for you. 2) Allow the scaling resistance in the passives to be enhancable, adjust the formula, and allow resistance enhancements and sets to be slotted in them. I believe that adding some more resistance could counter the perceived "need" for healing. I'm not talking about hitting the Resistance Cap when standing there at full hit points, but I think there's some wiggle room available to balance it properly. This would also give those of us who just use Tough as a mule for resistance uniques (and never turn it on) a reason to not take it, and get two powers back. 3) Add +jumpspeed to Quickness, just to make that quicker too, and allow it to accept universal travel sets (but not run/jump/fly sets because of the stealth IO being "permanent" in a passive) 4) The Practiced Brawler/Master Brawler debate. I see both sides, I really do. The PB click can be used as a "break free" and can be stacked, which is awesome. The MB version "builds them into the" toggles, which means I can put an attack on auto fire, or another power instead, which is awesome. I say split the difference. Make Practiced Brawler give a passive Mez resistance of 4 into the toggles like MB does, and add 6-8 when clicked. This lets us have a small amount all the time, a larger amount on demand, and still allows stacking. 5) Elude. This power has become skippable in the age of IO's, and I think that's sad. The last time I used it was when I was getting the ski badges in Pocket D, and I think that since soft-capping is so easy, that an interesting idea foe Elude is to look at what else it does, which is to boost recovery, run speed and jump height. Why not take out the Defense, since it's not really needed and turn it into a toggle (Not A Click) travel power, like Athletic Run, that you can slot? I think with the new stance selection animations this could be pretty awesome.
  4. Is it possible to divorce the jumping stance from the running/idle stance? Kind of like how ninja run with prestige slide works, where you slide until you jump and get the cool ninja flippy jump? I've always *loved* the jump animation from ninja run, but not so much the crouched one hand back tiny steps running animation. Perhaps you could have idle running stance, jumping animation, and use the fly poses to choose a flying animation? More customization is always better and welcome:)
  5. Storm Kick or Crippling Axe Kick would be better for cone or arc attacks. Both are sweeping attacks vs Eagles Claw which is clearly a single target big hitter with either animation. Right thought, wrong power.
  6. DMG? Mine has the Efreeti on the front cover.
  7. Was it a mistake, or was it some sort of.....plot?
  8. I don't have anyone on ignore. With everyone's rampant altitis it's pretty tough for me to keep track of who people are (i'm sure someone will educate me how in this very thread shortly!). I have been on teams/leagues that have had some people who say things that reference political hot button topics or general asshattery, but I generally just excuse myself with a "this is not the team/league for me." The great thing about the City, is that there's always something else to go and do, and tons of better people to go and do it alongside.
  9. Yes. My MA/SR Scrapper has been built as a Tanker and Stalker so far, with Brute next. I like learning a new playstyle, but without the added need to learn new powersets as an additional level of difficulty. I also don't really suffer from altitis, my main just gets a MK II, III, etc depending on what mode he's in. I may be an anomaly that way, other than Bill Z.
  10. Okay, so after the update, whenever I hit Tequila, it bring up the Tequila screen, begins to validate, and then simply closes. I attempted to re-download it, but it doesn't change anything. I've rebooted and yelled and etc, but no joy. Ideas?
  11. Lol, I knew that was gonna happen when I hit Submit Reply. Welcome to the City, Targren!
  12. I keep seeing the term "average player." I feel like this isn't a thing for Homecoming. I believe most of us are returning from live, and although some of our memories might be rusty on deep dive numbers, I think the myth of the neophyte using TOs, DOs and SOs is a bit overblown, to be honest. I'm not saying that term invalidates anyone's arguments, make no mistake. But the constant use of that term makes me twitchy.
  13. Yeah, here it is. Math says it should be 86.6%, no?
  14. That might be the explanation. The OP's screencap with the DDR from the three toggles and the three passives seemed to add up to more than what his/her total DDR showed IIRC tho.
  15. Isn't the cap for DDR on Super Reflexes 95%?
  16. Why not have Halloween all the time in Echo: Dark Astoria? You could also have lots of Rikti invasions in Echo:Galaxy City or Echo : Rikti Crash Site Might make those Echo zones more useful without affecting Prime Paragon City. What others could we do?
  17. Gonna have to echo ALLL of this, as it seems I'm on a similar journey. I'm an MA/SR Scrapper who tried out Tankering after the recent Tanker changes, and I found the same thing, about how it's a huge difference to worry about the team in such a different manner. I haven't Bruted yet, but I Stalkered on live as an Alt, and I've Tankered on Homecoming. Bill don't lie, SR is awesome for tanking! My biggest eye opener and new addiction is AOE. As an MA Scrapper, I've really only used Dragon's Tail, and everything else I've ever done was Single Target. Just using Electrifying Fences from Tanker Mu with Dragon's Tail was like....awesome to me. Everything just stands there and kind of melts while whiffing at me and the team mows them down? Wow! I'm also considering Sentinelling down the road because AOE is so fun and why not. I think it will be Electric/SR, since I generally use Mu on my Melee specs. +1 to all of this, and good on ya Bill and Homecoming Devs.
  18. Surrender, Surrender, but don't give yourself away.
  19. It's a bold move Cotton, let's see how it plays out
  20. Upon further review and reflection on other's thoughts about Storm Kick and cones, I'd like to amend this to say : -Some +DEF to Storm Kick like Tankers and Brutes get would still be excellent, even at a lower level than the tanky archetypes get. No cone though, I understand what others mean now about cones and recharge/end. -A cone for Crippling Axe Kick (particularly in it's Hook Punch configuration) makes more sense than it would in Storm Kick. It'd be like Cross Punch. Do this Instead :) Focus Chi could be modified to be a light attack more like Dual Blades' Blinding Feint or Claws' Follow Up. This could address it's "not enough damage compared to newer sets" issue. Or you could do something new: The power lets you pick offense or defense to go on your Storm Kick, like changing modes in Bio Armor or Ammo in Dual Pistols. Choosing Defense gives you a DEF buff from your Storm Kick like Tanks/Brutes get, and Offense gives you a Follow up/Blinding Feint boost from your Storm Kick instead. You could Focus your Chi towards Yin and Yang instead of Offense and Defense if you prefer flavor verbiage.. Focus Chi could also be given a port of one of Ninjutsu's Prayer/Meditation style alternate animations if left in it's current "Build Up" configuration. Warrior's Challenge could use a Matrix-y style "come and get it" alternate animation, if anyone knows a suggestion. Maybe something from Kinetic Melee or something? On Punches and Kicks: -An open handed pushing animation port (like virtually all the T1 blastery attacks have) could be a cool alternate animation for Crane Kick what with the knockback and all. -Typhoon's Edge (without the dual blades, obvi) could be a cool alternate animation for Dragon's Tail. Random: Port Cobra Strike's uppercut animation as an alternate to Flight's Air Superiority. Uppercuts can do Knockup, and it'd look "super."
  21. T2: Toxic Dart (Ranged, Minor DMG(Lethal), High DMG(Toxic)) You fire a toxic dart at your target causing an very minor amount of immediate lethal damage followed by a High amount of toxic damage over time. Recharge: Moderate I like everything about the power except for its animation. I was hoping for something like Poison Dart from VEAT Night Widow Training. We basically got Tranq Dart the Science inherent instead. Any chance for an alternate animation?
  22. 1/10. Didn't even put on a hat or wizard robe.
  23. I dunno. Given the timing of Homecoming's appearance and Avengers Endgame, I think there's an argument for a "blip" where all of those things are still true, but a bunch of years passed for everyone except those who were "snapped" at sunset. It'd also explain why technology (cars, cell phones) haven't advanced because no one was on Paragon Earth to advance them. That's how I view it anyway. You make a good argument, either way. A lot of Marvel characters got their start in the 60s, Iron Man, for example, whose cinematic origin was updated to be in Afghanistan instead of Vietnam. Your idea of "x years ago" plays well, but I think there's room for a lot of takes here.
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