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Aracknight

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Everything posted by Aracknight

  1. Raar, me disagree and bludgeon more from perceived higher ground!
  2. Summation: I'm like a pigeon knocking over all the pieces on the chessboard, shitting everywhere, and declaring checkmate.
  3. Gotcha all, thanks for the bludgeoning. So the solution, then, is to do the same thing that was done with the Stealth pool, and have the third power in the final four remaining power pools with pre-requisites for the third power to be a travel power. Please add +Runspeed to Tough. Please add +Jumpheight to Intimidate Please add +Flight to Tactics Please add +Teleport to Aid Self. These are all negotiable also. Aid self could make you run faster or Tough could make you fly faster. I don't give a shit. There's a ton of these single slot wonders you can slot Defense IOs in with no prerequisite, and exactly one that gives resistance, other than Rune of Protection which is a t5. You all scream about the slippery slope of power creep when blasters, who used to be nicknamed floor-eaters, can solo the ITF. The barn door is closed. All but four horses are already long, long gone.
  4. And you don't have to take Jump Kick to get to the power you *actually* want (Super Jump) anymore. Which is sort of the point we're trying to make.
  5. If Boxing, Kick, or Cross punch added synergy to literally every other melee attack, I might shut up about it. Today Boxing (Or Kick) is a one slot wonder I don't even put anything in. It is of zero use to me except as a speed bump to Tough. It will never make it to my tool bar. It has no value in my Scrapper, Tanker, Stalker, or Brute builds. None. I don't need to "slot it right" because I have primary or secondary powers already. Each power should have purpose, meaning, and usefulness, no matter the AT. We used to have to take Hover to get to Fly. Both of which are useful because they can flat out let you avoid attacks by simply flying the fuck away. Now, you don't even have to take hover or Air Superiority. Meanwhile, we have to learn how to throw a punch or a kick before we can become Tough? My whole primary is punching and kicking. Gimme Tough.
  6. I was lucky enough to meet him last year at a con. I got an autograph and a selfie, and he was very nice and gracious to everyone that came through his table. This one hurts. He was my Batman.
  7. Uhm...I was on a team with 1 tank, 6 assorted ranged and controls, and my ma/sr scrapper two nights ago on excelsior. I popped ambrosia and meleed the titan on the ground the whole fight, with no UH OH moments at all. We got through it and got our master of badges really easy. I'm not sure how serious this issue really is. :/
  8. Scrapper paved the way for all the ridiculous shit others do now. Solo avs? Gms? Half the map? A mission for a whole team? A task force? Scrappers asked the questions and then went out and got the answers. And the answers were Fuck. Yes. Numbers be damned. Scrapper is a lifestyle.
  9. I feel the need to apologize. I didn't read Snarky's question properly. I defended the power i like by answering the question "What good is it?" instead of answering Snarky's actual question "What good is it in my specific build?" Sorry all.
  10. I main an SR scrapper. I 2 slot it with winters gift, and with sprint on it puts me at the old speed cap of 92.5 mph, and the old jump speed cap of 78 mph. When added to the stealth io i keep in sprint, im virtually invisible to most mobs. I cannot stress how awesome this power is for movement and stealth purposes.
  11. Its athletic/ninja run you can slot that also gives you some stealth and some out of combat defense. Its currently my favorite power in the game.
  12. Hmmmmm. You can make yourself into a rock monster using Icon, even if you took SR or Invuln instead of Stone Armor. There's even some smaller shield like glove costume parts like Sinister w/shield. I like the idea, i do. I really do. But I also however wonder how difficult it would be to redo just....so many animations (left hand blasts, for starters), not to mention how would it work for 2 handed options like katana and claws and rifles. Do they get left out? I'd use the shit out of it, but I also main an ma/sr scrapper who doesn't have to worry about weapons. But on the other hand, mu bolts, ball of lightning, and other epic powers use my left hand so id like to know how that'd be overcome. :)
  13. Players: we want x! Devs: say no more! (Gives us x) Players:
  14. This is my proposal for removing the pre-requisites for Tough, Tactics, Intimidate, and Aid Self. Prolly gon' get yelled at fo sho! There are, currently, twelve non-Ancillary/Epic/Patron Power pools. They are Concealment, Fighting, Flight, Leadership, Leaping, Medicine, Presence, Speed, Teleportation, as well as Sorcery, Experimentation, and Force of Will. Of those twelve Power pools, only four do not allow you to choose the third power without choosing one of the first two as a pre-requisite. If Utility Belt or Gadgetry ever join the pools, I suspect they will not have pre-reqs for their T-3's either. This means there are only four powers that are gated in such a fashion. They are Tough, Tactics, Aid Self, and Intimidate. Tough, from Fighting, is one of only two Power Pool powers that offers Resistance that I am immediately aware of. The most often counterargument made when Tough is asked to be un-gated, is that the pre-requisite is the price you pay for being able to slot Tough with several valuable global enhancements, such as Steadfast Protection +Def, Steadfast Protection Knockback Protection, Impervious Skin Status Resistance, Impervium Armor Psionic Resistance, Unbreakable Guard +Max HP, Aegis Psionic/Status Resistance, And Gladiator's Armor + Def. Furthermore, as this and Rune of Protection are the only pool powers that take Resist sets, you still have to invest additional slots to take more than one of these enhancements. However: There are six powers that you can take, without prerequisites, that allow you to slot enhancements from Defense sets which are arguably equal in value, including Karma Knockback Protection, Kismet +To Hit, Reactive Defenses Scaling Damage Resistance, Luck of the Gambler +Increased Global Recharge, And Shield Wall +Res. These powers are Stealth, Grant Invisibility, Infilitration, Hover, Maneuvers, and Combat Jumping. As these are scattered between four power pools, you could conceivably take all of them! I'm willing to accept that Grant Invisibility, as a click power, isn't as useful for some of these enhancements, but the other five are well known mules. Another poster suggested that gating some of those behind other powers like Tough is would be fair, but I don't know how serious that was or how much I like it. My guess: not a lot. Tactics, from Leadership, is another gated power pool power with pre-requisites. Tactics, among other things, provides +To Hit and takes +To Hit set bonuses. Blasters, Brutes, Corrupters, Defenders, Scrappers, Sentinels, Stalkers, Tankers, HEATS, and VEATS have access to +To Hit powers that, while level-restricted, do not have pre-requisites, and everyone else can easily slot these +To Hit sets using Combat Teleport, a power with no pre-requisites. But it helps your teammates? So do Maneuvers and Assault. Intimidate, from Presence, is a ranged, single target status effect for Fear. It does no damage, and Fear, while useful, does allow a mob to hit you back or run away if you attack it while it is "feared." Other existing powers that contain some form of "crowd control," with no prerequisites, include Boxing (Stun), Kick (Knockdown), Air Superiority (Knockup), Jump Kick (Knockdown), and Flurry (Stun). While there is an argument to be made that all of these are melee attacks, while Intimidate is ranged, so are Arcane Bolt (Knockdown), and Project Will (Knockdown) and both of those do damage, where Intimidate does none. Last comes Aid Self, from the Medicine Pool. While none of the other pools have a self-heal to compare to this, this one does have an interrupt built in, unless you take other powers to get Field Medic, which I feel still retains a certain amount of balance. I can face the fact that this power is my weakest argument. I think it's time to move these last four powers out from behind the "You must be trained in another power" pre-requisites. Is it power creep? Of course it is! But to be honest, the horses have already fled the barn on that one once ALL OF THE OTHER POOLS had this restriction lifted. Travel powers alone let you enter or escape combat easily, or cross great distances, with no pre-requisites, and at a much lower level, which was also power creep when it happened. This is part of that same original creep, it's just overdue. C'mon devs. Let's make a deal. Let's make it happen.
  15. Maybe the feedback isn't useful because the right question isn't being asked. A generic feedback could mean "is it working" or "do you like it." If all they want to know is if it's working as intended, maybe clearing up what "kind" of feedback they are looking for could be potentially wiser. Prolly not more productive, but at least you'd know the score going in.
  16. So gatekeep the Defense global mules and good powers behind the same gate as the resist global mule. Interesting. Mean af, but interesting.
  17. They used to, which is why Tough and others have pre-requisites they do. I find it highly unlikely that will be something that will be reverted.
  18. Who'd want to these days. The idea that we have the best, supportive, and non-toxic community, while not completely sundered, has certainly been challenged of late. I've worked behind the scenes on other games in my time, and the behaviour here of late would have easily inspired me to fake covid to get away from this lot for a couple of weeks.
  19. I dig it. Add the options to LRT and base transporter too while you're at it
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