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Haijinx

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Everything posted by Haijinx

  1. That and it would be impossible to fairly parcel it out. Almost every set has smashing or Lethal in part of its damage.
  2. Guess we should buff war mace and Titan Weapons then.
  3. A huge number of sets are smashing damage, and none get such benefit
  4. Keep in mind that in the past many argued that the -dmg did not exist on live. So I can't assume what "we all know"
  5. I mentioned that since I know firsthand the crash was essentially like now way back then. I think the actual crash at that stage predates that though.
  6. The damage reduction existed on live. My WP/SS tanker I started the day WP came out had the 10 seconds of no damage during the crash. That was maybe 2 weeks after that update was released.
  7. There was always a Rage crash
  8. Oh. There are some that believe that.
  9. The Buff is the best. Damage Buff. Its version of Buildup. The Set is not. If you gave Double Rage to any other set they would annihilate everything. Single Rage would be like buildup on all the time .. well except for 6.5% of the time
  10. I think there is a general consensus that you can't port SS to scrappers because Rage would be OP. Perhaps a rage "fix" could be wrapped into a reworked set for Scrappers instead of getting bogged down affecting current characters. Eventually also stalkers, but they would need something that worked with build up.
  11. I had 2 SS on live that lived to 50+ with builds, etc a WP/SS tanker made on the day WP came out and a SS/Fire brute. Contrary to legend the damage crash existed there as well. They played pretty well. I have a SR/SS tanker on homecoming as well. I had intended to make a decent recharge build with 65% defense so I could ignore the def crash. But after a couple of vet levels I got distracted by a fire blaster. I have 2 incarnate SJ characters a scrapper and a stalker. Both have crushing uppercut. I tried without it but the result is just pitiful. Crushing uppercut is critical to that set. KOB and CU aren't really underperformers per se, just they have added utility (two controls) which is rare. You can even take advantage of the hold part by using a sup winter hold proc in them. To stack holds.
  12. Im voting green
  13. Its more like all hole, with a few shields.
  14. Its closer to 93.5% though
  15. Ahh I see the problem. I meant only to give a worse example than the Rage crash problem. I did not mean to say Rage should be ignored. The confusion is my fault.
  16. I don't think we should ignore it. I just think its more a "one of many" type problems.
  17. Yeah. How defense works. Hell the entire to hit/ to miss system is borked.
  18. When they designed those early sets, I don't think as much thought went into it as all that. They wanted a set that didn't have build up but a long time buff, they decided it would go into SS for tankers. They wanted a long time refreshing dmg buff based on hitting people, they decided that should go into claws for Scrappers. And so on.
  19. I am guilty of only commenting on points that interest me as well. From my perspective its because commenting on every single point someone may make in a long post is exhausting, I have no intention of debating every aspect of every topic, and others will talk about it if the point that didn't interest me at the time resonates. Maybe then Ill have an interest, maybe I won't. As to bad design? Lol, this whole game swims in bad design decisions. A lot of them are worse than Rage.
  20. Yeah I don't remember any Tanker or Brute comparisons Brute would be hard to do due to fury I suppose. Of course Fury salves over some of SSs woes with low level performance and Jab .
  21. Paging Galaxy Brain! I imagine single rage SS is in the middle of the pack on SO comparisons at 50, just because footstomp is that damn good. Double Rage most the time probably a few notches higher, prevented from being a top tier set because of the double crashes.
  22. No Blappin Melee attacks!
  23. I must play that other COH where Crushing Uppercut and KOB are actually really good powers.
  24. Some don't see the need for handclap, I never used it on my SS tanker either. But its fairly powerful as melee control powers go. 15 foot radius with two control effects. Plus it works when rage crashed ..
  25. KOB also has a much longer range than most Melee range powers at around 13 feet And it has 2 Control Effects, a Hold and a Knock Up The Extra seconds aren't always bad with how Procs work. Sadly Scrappers can not take SS though, who would benefit most from that aspect. And it does better base damage than Crushing Uppercut with no combo points. Which also has a 25 second recharge
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