Jump to content

Rudra

Members
  • Posts

    8169
  • Joined

  • Last visited

  • Days Won

    48

Everything posted by Rudra

  1. Details! Details! I don't even have an inherent or name for this yet! 😄 Anyway, @dangeraaron10 summed it up pretty good. Focus would be on doing damage. I figure it shouldn't get crits since it can hang back at range or close in, so it would just be relying on its base damage as enhanced by others and enhancements. And nothing like the fury bar! That is strictly the Brute's schtick. So! Hrm... damage.... Con: This AT still gets armors, but not as much as even ye olde Scrapper despite being in the thick of things most times. Pro: This AT has ample ranged attacks to either soften up targets prior to engaging or eliminate runners. Sooooooo... ... uhm... probably slightly higher damage than the Scrapper. A lack of crits would still let Scrappers shine with significantly higher damage since they get crits and can improve their chances of critting with their ATOs, but this AT would still do respectable damage for a melee-focused AT. Brutes would also quickly overtake this AT in damage with their Fury, but that would be necessary simply for AT balance. This is all purely speculative at this point. Not even to the "Hey, devs. Would you look this over and maybe implement?" point yet. (And the devs would need to do the final balancing anyways.) Right now, this AT still needs to be fleshed out for what its schtick actually is, what would be a good inherent for it that doesn't step on other AT toes, what would be the necessary changes to the Scrapper primaries for this new AT, what would be the actual template for its secondaries since even that isn't fleshed out yet, and a name. So pretty much everything on this AT is open for debate! Give me your thoughts forum!
  2. So, @Sakura Tenshi got me thinking in another thread. Okay, first off. Everyone calm down. The men in the white coats are standing right next to me with the Happy Juice (tm). Everything is going to be okay. I think.... Anyway! I don't know if this has been proposed yet or not, and I'm too lazy right now to go check. Basically, I'm proposing an inverse Blaster AT. The primary pools would be more or less straight copies of the Scrapper sets. The secondary pools would be ripoffs of the Blaster's manipulation sets. With some obvious differences. The basic structure would be: T1: Basic armor set appropriate to theme. T2: Basic ranged attack. T3: Basic utility power. T4: Another ranged attack. T5: Mez protection or an armor. (Not sure which.) T6: Another ranged attack. T7: Another utility power. T8: Another ranged attack or an armor. (Mostly dependent on whether the T5 is an armor or not.) T9: GO NUTS! ... I mean... a big ranged attack.... So for instance, a fire secondary. ... What the blazes should the secondary even be called?! Anyway! Fire secondary. T1: Fire Shield variant. T2: Flares. T3: ... I have no clue... a damage power up maybe? T4: Fire Blast. T5: Plasma Shield. T6: Fireball. T7: ... someone give me a hand with this please.... T8: ... probably Rain of Fire? Maybe Temperature Protection or Healing Flames? T9: Blaze, Blazing Bolt, or maybe even Inferno? ... probably not Inferno.... Could even make whole new power sets like Vacuum Slash. Replace the example ranged attacks with shiny crescents flying at the targets from a sword. Seriously, I gave this AT some thought, but this was the best I could come up with. Help? Please? Or tell me to toss it in a dumpster with some incendiary charges? What do the rest of you think?
  3. Except Bio is already known to be OP.
  4. Then ask for a new Blaster set based on ranged blade strikes. You get the ranged attacks from the primary and the melee attacks from the secondary. Edit: Or if you want to stay Scrapper, ask for a new APP set that uses all ranged cutting attacks from anime sword-wielders.
  5. This comment is going to be wildly unpopular. If you can't grab one of the many ranged attacks available in the power pools despite wanting ranged attacks on your Scrapper, or if you can't grab Teleport Other despite wanting to grab that enemy some distance away and yoink him over to you, or if you can't grab Teleport to close the gap with a distant target despite wanting to because that would require you to give up the Leadership, Fighting, Leaping, or Speed pools? Then you aren't asking for build diversity. You are asking for a 5th power pool to be slipped in under the pretense of "improving" a power you don't particularly want.
  6. Please explain how converting Confront to a gap closer (which would take away the power's usefulness to players like me), replacing it with a ranged attack, or making it a teleport foe would create a sense of disparity or encourage build variety? Look, if you want to add a damage component to Confront, I am not a fan of that, but at least I would still have my Confront power. Replacing it with a gap closer completely kills my uses for the power. And as for a teleport foe effect, it doesn't make sense for the sets' themes. (Edit: Sets where it does make sense like Electric Melee? Already have their teleport to foe powers. However, no current set makes sense for a teleport to you power.) Edit again: I'm willing to bet that adding a damage component (outside of a slotted proc) would have the devs take away the autohit functionality of Confront. And the autohit is a major selling point to me. Friend in trouble? I am guaranteed to taunt the target. How the target reacts? Not so much. I will take that authohit over damage any day of the week.
  7. I didn't notice it in @Sakura Tenshi's comment. I focused on the gap closer bit. I was providing ranged attack options for Scrappers. Scrappers have them. Edit: And if a foe teleport option is desired? Teleport Other. Edit again: Also? "Did I bang your significant other? Do you want me to?" Leave my personal life out of your responses. Debate my posts all you want. That is what a forum is about after all. Stay out of my personal life though.
  8. "Scrappers need ranged attacks to deal with fliers!" Blaze Mastery: Char, Ring of Fire, Fire Blast, Melt Armor, Fireball. Body Mastery: Laser Beam Eyes, Torrent. Darkness Mastery: Petrifying Gaze, Torrent, Dark Blast, Night Fall, Tenebrous Tentacles. Leviathan Mastery: Spirit Shark, Water Spout (if you count pets), Spirit Shark Jaws, Summon Guardian (if you count pets). Mace Mastery: Mace Beam, Mace Blast, Disruptor Blast, Web Coccoon, Summon Spiderlings (if you count pets). Mu Mastery: Mu Bolts, Zapp, Ball Lightning, Electric Shackles, Summon Adept (if you count pets). Soul Mastery: Dark Blast, Moonbeam, Soul Storm, Summon Widow (if you count pets). Weapon Mastery: Caltrops, Web Grenade, Shuriken, Exploding Shuriken. Those are all APP/PPP choices and you don't want to wait that long? Experimentation: Toxic Dart, Corrosive Vial. Force of Will: Project Will, Weaken Resolve (doesn't do damage though), Wall of Force. Gadgetry: (Not yet available.) Sorcery: Arcane Bolt. Edit: AE mobs get 0 pool picks. And even their Scrapper builds don't get any ranged attacks added to their sets. Though, you can blend a ranged set with a melee set for your melee AE enemy.
  9. Confront (vs Taunt) is a useful ability to help pry an enemy of a squishy ally if you are already embroiled in a furball with other foes or for isolating targets. It is not a constant use power. It is not a 'open every fight with' power. And on teams, it is a niche power. However, it is only as worthless a power as how players choose to view or use it. My Scrappers take their respective version of Confront either to try and pull a runner back into the fight (which is less than effective given current mob flee mechanics), to try and pull smaller numbers of mobs to me out of the suicide zone (bad map positioning), or in case I'm running with a friend who is on a character that may on occasion need me to yank mobs off him or her. So, not useless. Edit: If you want to make it better? Make it override mob flee mechanics. Edit again: And never, ever make it a gap closer. The last thing I want if I go to draw a mob off a friend, is to lead the other mobs I'm already fighting over to said friend.
  10. Tweak powers. Don't replace them. And +30% recovery in an auto-power is nothing to sneeze at.
  11. Wasn't saying it was your keyboard. I was agreeing with you that it happens and gave what usually works for me to avoid it. Sorry that it doesn't help you. Edit: So basically I am saying that I also experience the problem, agree the problem needs to be fixed, but until it is fixed, maybe doing this will help you. I apologize for being unclear.
  12. Bug is bug. Reported in the thread as such.
  13. I've had this happen fairly often. I've learned that when I move anything with either shift or control, to keep holding the shift or control key when I release the object for a few seconds longer. (Edit: And by a "few seconds", I mean long enough for my character's hover animation to cycle multiple times.) For some reason, releasing the the shift or control keys too soon after releasing the selected object causes the base editor to wig out and send the object to some random location. (The times I've been able to find the missing object before hitting undo? Most of the time it was in a completely different room than the one I was working in.)
  14. No. Non-PvP'ers use that map for RP and contests. Adding content is great. Making it a PvP zone would cause PvE players to avoid it.
  15. You can just run the safeguards and mayhems, yes. Through Steel Canyon and Port Oakes. Funny how neither of those locations are Peregrine Island or Grandville. Or how neither of those locations have the teams you are citing. Edit: As for a more balanced number in the way of reward? They already have it.
  16. Problems with the OP: 1) PI is not multiple elevations requiring players to have Flight or Teleport to reach unless they know the intricate elevator system to access the higher levels. Grandville is. 2) Many (not all) PI radio teams skip the safeguards and just keep running the radio missions. The OP wants the once after every 5 paper missions to be the incentive. 3) Characters run out of bank robbery missions with bags of money, but it is the infamy of the action they barter on as if cash to get things. (Anecdotal evidence: the Rogue arc in St. Martial references your character as rich and not needing the money for the work regardless of how much inf' you have.) 4) Getting 100,000,000 infamy for a single mission is a ridiculous ask. 5) Having the means to get 100,000,000 infamy in a single mission will skew the market to max price for nearly everything.
  17. The discussion here isn't whether or not to use a double xp boost, it is whether or not the character should be getting inf' from mob defeats and mission completion while also getting double xp.
  18. Yes. Experienced grants the character a half level of patrol xp. Usable up to 5 times once per character.
  19. I didn't make the comment to make a suggestion or to say anyone made such a request. I made the comment to make a point. The point being that as it is set up, even if effectively illusory, there is a trade off between gaining inf' and xp if you wish to gain more xp faster. That trade off may be negligible in light of the myriad ways of gaining inf', but it is there. And it is there for the sake of balance. Just because it fails to achieve actual parity doesn't take away the attempt at parity. The OP would take even the attempt at parity away. And for what? A minor boost in inf' gain? The inf' rewards at low levels is pathetic. And the inf' rewards you get while door sitting on a farm are scaled to your character level. (At least, this was the case the last time I checked.) So what is the OP asking for? The illusion of making bank while gaining double xp? The drops and merits are already going to be the primary source of revenue. There needs to be a trade off. The current trade off does not preclude characters from getting inf'. It just prevents them from getting inf' from mob defeats and mission completion rewards. Parity may not actually exist, but let's not throw out what parity we do have just because it isn't perfect.
  20. What is the benefit? Who is steering new players into double xp? And given that the drops are going to be the biggest money makers if you're farming to 50, how is the OP going to change anything? Those playing through the content using double xp boosters are still getting drops (of a lower level) that they can sell. And merits they can convert. And those merits are going to be much more useful to them. Those farming their way to 50 are already getting high level drops. So if the inf' is already there, as has been explained in this thread and as you acknowledge with the "The player with no influence after leveling is purely hypothetical" response, then what benefit does the OP provide? Other than making inf' even easier to get. If you can get double xp and still get normal inf'? Then why not ask to get double xp and double inf'. So you can say that you are gaining as if normal play. That is a bogus argument and I am grateful no one has made such a request, but wouldn't that logic also apply here? If you want to gain faster at one thing, you should give up something else to compensate. Otherwise just make the server like the test server and have everyone start at level 50 with everything they want. (Which I am not requesting happen.)
  21. How about an underling with the Untouchable trait that morphs into the new boss? He can summon power armor that auto-attaches a la Iron Man or summon (via a portal) something like an Improved Sky Skiff that he jumps into and fights you with. (Edit: He loses the Untouchable trait upon morphing.)
  22. While yes, the increased xp carries a penalty of commensurate reduced inf' gains, the 0 xp setting no longer awards a commensurate gain of inf'. I agree with you, but I'm still flabbergasted by the lack of inf' gain rate if xp gain is set to 0 (turned off).
  23. This has got to be the least "grind-y" game ever. Characters get to 50 so fast they miss content and then wonder what other players are talking about. Even without any xp booters. SCORE or whomever's revamp to the xp system after shutdown made it possible to crank out max level characters in mind boggling time. The only way for this to be less of a grind is if the game awarded you xp for just having an account. Oh wait, the game does. It's called Patrol XP. If players want to farm their way to 50? Go for it. Lots of options there. If they want double xp to get there faster? Go for it. It's there ready for use. If a new player expects to be able to trick out their brand new level 50 character after using double xp and door sitting? Tough. Even just door sitting, those characters are getting drops. They can take those drops and sell them for starting cash. And if they are door-sitting on a level 54 farm? They're going to be getting level 50 +/- 3 drops. (Just not the purples.) Those sell for decent inf' depending on the drop. They can also ask others for inf'. (There are players that readily just give their inf' away.)
  24. That's a new one on me. Thanks. Does only rad armor have this?
  25. Closest thing to it would be having unresistable regeneration. There is no -regen resistance in the game.
×
×
  • Create New...