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Rudra

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Everything posted by Rudra

  1. A mobile glyph/sigil would work. That would make it an aura, but the name and appearance would still be whichever you prefer.
  2. Mmmm... yes and no... yes because of the clarifying part "making them difficult to hit or untargetable". No because on my energy blaster I am specifically trying to get mobs stuck in the geometry. It makes fighting things like EBs so much easier when they are thrashing/spinning in a grate, a barrel, a wall, or whatever. When I knock them through it? Yeah, I curse myself for being an idiot, clear the rest, then exit map to let mob pop free if a defeat all or stuck target is the required defeat. (Edit: I really should grab teleport other for my energy blaster....)
  3. Swap Ammo doesn't take enhancements. So the effects need to be slotted for in the (potentially) affected powers.
  4. Apologies then. (Edit: Also, what scenario did I come up with?)
  5. The main concern for me is Null the Gull. You want a new IO set that gives a global KB to KD? I'm all for it. Let's just stop running to Null for everything though, please.
  6. Not gonna happen though....
  7. That comment is a bit too much. I agree that the team as described is showing an amazing inability to cope with a situation, especially if the brute (or tank) can't just taunt the mobs right back. Belittling others to make a point is uncalled for though.
  8. Having KD hardly makes a character subpar. Changing KB to KD doesn't make a character subpar either. My Bane Spider only really survives because of all the knockdown. (My energy blaster on the other hand? Will not slot the KB to KD procs. It's way too much fun to go "Bowling for Dollars with Group Du Jour". I change my play style when I team on my energy blast character, but even on TFs/SFs, noone has complained about my knockback.)
  9. Yeah, that was the bonus damage from knockback I was thinking of. In the Champions pen and paper game, knockback only does damage if the target slams into something. Or half damage if it goes the full distance without hitting anything if they hit the ground. So using a variation of the fall mechanic for knockback was what I was thinking of.
  10. I'm actually kinda envious of the knockback in that set you are not happy with. I can only get the Buckshot's KB to routinely trigger on my AR character. Every blue moon or so, Slug does too, but otherwise I'm screaming at the mobs "Stay away, you animals! In the name of all that is holy, STAY AWAY!!!! AAAAAAAAARRRRRGGGGHHHHH!" Or something similar.
  11. As far as modifying KB to KD, I am adamantly opposed to it being a Null the Gull thing. I was in favor of the current proc becoming a global, but thinking about it more, I prefer the idea of a new set. It has no KB to KD proc, but has a set bonus after 3 or 4 enhancements from the set are slotted of global KB to KD effect. (Edit: Like someone else posted earlier in the thread. Sorry, can't remember your name and currently disinclined to search the thread right now.) Edit (again): And just to keep things simple, this new set would be a knockback set.
  12. Huh. I was going to say "Except you can't.", but then I popped in game and tried. I never knew the blaster secondary's T1 could also be used while mezzed. Live and learn, I guess. (Die and forget, but let's try and postpone that part for a bit.) (Edit: I died trying it out, but that's what happens when the only mobs you can think of where to find are all uber purple for your experiment. 😄)
  13. Except that the KB powers like the energy blast set aren't lagging. I find energy blast to be insanely fun after I get out of the I can't hit anything levels, and does great damage in my opinion. Edit: "And today on bowling for dollars, we have Malta! Let's see how our intrepid hero does. Ooh. Bad shot! That Hercules didn't go too far. That Gunslinger on the other hand probably would have gotten decent distance if not for that pesky wall. Wait! Is he? YES!!! Ladies and gentlemen! Our hero earned bonus points! The Gunslinger is stuck! You keep going, you little psycho, you." 🤣
  14. Ya see? This is why I only solo with my energy blaster. I enjoy sending mobs flying everywhere too much. (That said, on the rare occasions I do team with the energy blaster, I focus on things that can resist knockback like bosses or on eating a target before others have to chase it down.)
  15. Actually, this I can agree with. Only concern is for those high knock powers that people want to keep the knockback on. Edit: Maybe make it so that if you slot any +KB into a power, it overrides the KD proc?
  16. OOOH! Knockback doing bonus damage like in the pen and paper games! Me likey!!!!
  17. You can choose not to take the powers/power set that cause knockback. Edit: This is my personal belief, but taking a set based on knockback and being upset it does knockback is like taking a fire set and being upset it burns.
  18. Team teleport and group fly are powers that other players can use on you whether you want it or not. So Null disabling that is fine. Travel power pop up tray was imposed on players by HC. Null disabling that is fine. Mystic fortune is used by other players on you. Null disabling that is fine. KB-based powers are the player's choice. Null disabling that makes much less sense. I'm still opposed to Null having any effect on KB. However, if it is to be done, your idea makes much more sense. They don't want KB on their powers? They don't get KD either. They want KD? They gotta pay the "Enhancement Tax" for the proc's advantage. Edit: After all, every other power set that wants KD has to pay the "Enhancement Tax".
  19. It's not an enhancement tax. Using the KB to KD enhancement gives you access to more of the set bonuses. Now, if the only enhancement from that set you are using is the KB to KD proc, that is your choice. Besides, as has already been discussed in other threads, Null is a poor cop out for problems that could not be addressed in other ways. Adding more options to Null the Gull is something that is discouraged. Especially when other options to achieve the same effect in the game already exist. So, sorry. Adding this feature to Null serves no real purpose.
  20. Never said I recommended it for CoX. It worked for CO because you could only have 1 slotted power/aura. Regen was a slotted power, so it did both damage resist and regen, depending on which the devs thought was most applicable based on current health. CoX has 9 powers in each set. It needs to be addressed differently. That said, I could see some scaling resist added to regen in CoX. I could also see regen clickies other than Instant Healing becoming a toggle. I don't expect either to ever actually happen, but I can see them as possibilities. I'm weird though.
  21. My personal view is you can play however you want as long as I am not required to play the same way. Your idea has merit. If people could choose which version of their AT's inherent they wanted to use, that would be fine. Caveat: Once a character has been made with that choice, that character is stuck with that choice unless re-rolled. No changing inherents based on whim of the day.
  22. Reading through the later posts in this thread, and am wondering... why? Why do you think or want regen to only heal you up to the damage a given attack inflicted or make it only heal back a portion of damage you just took? I'm probably reading this wrong, but that is what it seems like the later posts are asking for. Every regen character I've ever read in a comic did not stop regenerating after they healed the amount of damage they took from any given attack. They healed. Until fully recovered. Every time. Some took longer to do so than others, but they all healed to full health regardless of what affected them. (Hells, look at Wolverine. He was constantly regenerating even when not injured because of his adamantium skeleton. And even when he didn't have it, he was regenerating over his claws, requiring him to injure himself routinely to keep the channels clear.) Regen as a power set as is does that. It may be a nuisance set with all its clicks, but that is it. Now for the OP? It sounds perfectly fine to me. If it can be implemented. (Or, you know, just make the heals toggles instead of clicks.) Edit: That was actually one of the few things I liked in CO. Their regen power gave damage resist and regeneration. The higher your health, the more resist you had and the less regen you had. The lower your health, the less resist you had but the more regen you had. So when you were mauled, you were healing insanely fast as you tried to wipe out what was killing you, but you took a lot more damage for it.
  23. And to top it off, there were several enemies that could and would knock you out of your placed sigil. I very rarely saw anyone with a sigil power because of that. So now let's bring it to CoX so we can be knocked out of our defensive glyphs here too! (That last part was sarcasm, just to be clear.)
  24. Gonna throw my 2 cents in too. I personally hated Defiance 1.0. If my health was low enough for it to do anything, then I died using it. I kept my blasters as close to full health as possible because dying as a blaster was/is so easy. So, no. Please do not bring back original Defiance. (Also, since when does Defiance let you use the first 3 tiers of blaster powers through CC? Only the first 2 tiers of powers can be used when any of my blasters are mezzed.)
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