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DMW45

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Everything posted by DMW45

  1. The second is an annoyance test. I don't want to have to pay attention to Rage while fighting an AV and adds and whatnot and get penalized because *oops* I pressed Rage two seconds too early. It's usability/user friendliness vs min-max. I put the question back to you, Why sacrifice user friendliness because people wanna min-max?
  2. Well, then why not make Rage work like that? A beefier version of that proc. It's pretty thematic, I think.
  3. Why not the special buildup type proc power from Martial Combat
  4. So overlapping powers is bad now? Are we going to see a crash on Perma Hasten, or Perma Dom?
  5. That's the thing. It's not easy to use. It's an annoyance tax. Skillsets should not have built in annoyances that punish you if heaven forbid you get two seconds of stacked rage.
  6. Well, I mean, at this point regardless of what they do they're gonna annoy some people. At the very least with non-stacking rage, like they had originally planned, the set itself didn't actively annoy people.
  7. ...why are they listening to min-maxers?
  8. But why, tho?
  9. This... keeps double rage?
  10. That... actually might work. Somewhat? Have Rage be a toggle, and the 'double stack' be the additional power, yeah.
  11. Yeah, pretty much.
  12. No, you see, we need to stack Rage five times because... Personally, I just don't want to have to deal with a power I'll probably forget to click half the time--and most of the other half of the time click it two seconds too early and be hit with a debuff because of it. If I could throw it on auto and be done with it, that'd be awesome >_> It's the casual vs hardcore argument, I suppose?
  13. Generally only by a few seconds, from what I can gather from pines with my current build
  14. That would be perfect as well.
  15. Welp. Still, having to purposefully gimp yourself in some way--you can't build *too* well or you'll be punished for it--just seems wrong to me. I just think that refreshing over stacking is the most intuitive way to fix it.
  16. Eh, back when the game was official if you made it perma it didn't crash.
  17. Eh, some people use to-hit IOs in there for set bonuses which could be tricky, too.
  18. Didn't used to, though.
  19. If there was a way it didn't feel like you were punished for having too much recharge I'd be down, but as it is it doesn't seem like a good change to me. It's mostly just because I'm someone who would have the power on auto, I don't really care about stacking it, but I don't want to have to pay attention to a tiny icon among many in my status indicator or be punished for using it.
  20. This feels like it punishes players for going for Recharge, or for not paying maximum attention to your status indicators during a fight. You get punished for using Rage too soon. Why not just have Rage not stack and just have additional uses refresh it, ala hasten?
  21. It was with Nerve, Still, I think needing Nerve to push them to be effectively softcapped is a small price to pay to be able to Fulcrum Shift survivable pets.
  22. One that I'd like to see more explored is Bots/Kinetics. While Kinetics is something of an issue on the survival front--I've had some people crunch the numbers, it is possible with the proper slotting and incarnate abilities to get Bots to softcap their positional defenses without anything from the secondary.
  23. That... actually makes me think. You couldn't make a full powerset with the special attacks MMs get, but an epic pool? Maybe! Whip Mastery, anyone?
  24. Something that might be fun to do that's not as much work as a whole new power set--especially with a bunch of powers to draw from. I'm mostly just thinking gaps that were in the original, like ones for natural chars--perhaps a fighting based epic for ranged chars with some moves from street fighting, and a super reflex style armor? Or perhaps a couple of AR or DP moves in a gadgets and guns mastery for melee chars?
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