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arcane

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Everything posted by arcane

  1. I’m not sure if there’s much of a real reason that it would be hugely overpowered for controller pets to recharge in 1-2 minutes instead of 4. I would prefer that approach as it would let you use singy as a location AoE to achieve this effect without messing up any of the other powers.
  2. You can literally cover multiple purpled-to-the-teeth characters within one pile of 2 bil. There is no way that cap is unreasonable in the current market.
  3. Hard no on adding an absorb or making invuln tougher at all. Just cannot fathom how invuln could need a buff.
  4. Singy change sounds fun. Makes me want a new Grav toon. Without testing it, it seems that the only issue would be that it will become preferable to summon Singy in the middle of a mob, begging the question: could we reduce the recharge on T9 controller pets just a hair? I wouldn’t mind enhancing it for recharge if the change is good enough though. Absolute hard no on getting rid of Dimension Shift. Too many players like it as is.
  5. I don’t know what it would do to the community. A handful of powergamers would quit for sure. It’d be a risky move no doubt. I only posted what I did because the “wouldn’t be the apocalypse” viewpoint did not seem to be represented yet in the other responses, not because I thought the proposal was without any risk.
  6. I like your ideas in general in the two new threads. (1) They don’t propose a major overhaul that removes the sets’ current functionalities; (2) they don’t focus on the same tired cliches of everything needing to center around +def, +rech, or +mez prot. (3) they’re all around modest changes that don’t yield a whole lot of power creep. They are genuinely fresh ideas much like some of the Trick Arrow buffs.
  7. I would be ok with something to the effect of: - Reduce defense soft cap to 40% for all so-called squishy” AT’s - Lower Brute res cap to 85% - Raise Scrapper res cap to 80% This would nerf many of my own characters, but would be such a common sense balance move that I wouldn’t complain. All that being said, I recognize that so many high end players are so thoroughly addicted to unmoving health bars that they would absolutely ragequit. So the change is virtually undoable without outsized consequences and unlikely to ever happen for that reason.
  8. I’m not saying that- nor would I ever since I don’t think the nerf is a big deal. What I am saying is that acting like prerequisite powers being lackluster is somehow a Sorcery problem is nonsense. It’s a Fighting/etc problem too and yet that deters nobody.
  9. Every character I have has Preventive Medicine and either has to devote an enhancement slot to it or pick up Spirit Ward, Aid Other, etc. <2% of my characters have Cross Punch. Spirit Ward wins this one easily before even answering the question of whether or not you’ll even add it to your tray. Also not worried about build diversity. The people that never vary from SS/SJ/fighting/leadership/fly were never going to pick up Sorcery in the first place. I don’t see this having a noticeable impact.
  10. Also the implication that Spirit Ward is half as useless as, say, Boxing or Kick is incorrect. Not only is it a decent power, but it’s a free extra enhancement slot via muling Preventive Medicine even if you never use the power.
  11. Personally I like splitting up on streamlined things like ITF’s because it allows me to stretch my legs and flex my powers a little more. If I stick with the group on the first mission of a speed ITF, I use a few powers before everything is dead. If I run straight to the far back room, I get to really play a good bit. IOW: I run ahead to get an extra slice of the action. Also a lot of people I play with are clearly more motivated by merits etc. than xp, so +1 to that being immaterial to a lot of people.
  12. Rest is fine but not sure I like the idea of moving it to T2.
  13. Yes to range for Microfilament, no for others.
  14. I bet there would be a surprising amount of consensus on this one: Remove the -def from Rage for starters 🙂
  15. Yes pls. I have too many pages of stuffs.
  16. Well this has been an invigorating forum PvP session but it’s going in circles and I’m home now so gonna just play city instead. You win Bill.
  17. Trying to keep the question to soloing.. hard to be coherent when the topic keeps changing..
  18. So you are saying here they are designed to be able to solo, period. Which is true, yes. I felt you were implying they are intended to be able to solo *at balanced rates of XP/min*. Which is plainly not true. So was I just misreading you then?
  19. Technically true, but the way you continue to demonstrate that you couldn’t care less about team play really shines through in your example. Anyway, that’s off topic. Still waiting on you to provide evidence that the devs ever intended classes to be balanced around solo play?
  20. You literally said the only reason some scrapper ITF none of us have any knowledge of went well is because the scrappers were able to just go solo.
  21. So you’re really still talking about solo play when you think about it. Which has been covered and rebutted.
  22. Balanced SOLO PLAY is completely lacking because it is plainly not intended by design. Feature, not flaw.
  23. Uh.. make a broad range of characters including things like an FF defender, do your little solo xp/min calculation, and come back and tell me how this game’s archetypes are balanced around XP/min.
  24. Pretty standard dynamic for an MMO to have some classes be more durable than others........
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