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Rudra

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Everything posted by Rudra

  1. Never played a WS, just tried a PB. Not a fan of Kheldians. So please take my suggestion with a grain of salt. Since Dark Extraction is a large portion of the WS's single target damage, and you are making it possible to summon them from live targets instead of defeated ones, as well as making them untouchable so they live long enough to be of use, then why also flag the extraction to do heavy damage to the target? If the summoned pets are the primary source of damage and are untargetable, plus can now be resummoned at will so long as a live enemy is present to use the power on, then shouldn't the extraction portion of the damage be light or moderate? After all, you're already getting the pets for their full damage and they can't be killed, they only go away when they time out now. With the ability to re-summon as needed. You may be tearing away a part of the target's soul for the summon, but if it is only a fragment, it need not be particularly damaging. Especially since that fragment/those fragments are now going to be trying to eat him.
  2. Actually... if you drop the -ToHit from RttC... yeah... Willpower is a comic book regeneration set. You have the resilience the typical comic regen' character has shows in the damage resist... you have the quickness/agility of the typical regen' character in their defense bonuses... and you have the regeneration with no active heal component.... (Thinking of Wolverine, Sabertooth, and Deadpool here.) That was a very good point. (Now... about that danged -ToHit component of RttC that forces the best regeneration in the set to shut down when mezzed....)
  3. Only way I can think of is to convert some of the damage to untyped. Edit: Before anyone gets out the torches, pitchforks, rope, burning oil, tar, feathers, or what have you, I am not advocating for untyped damage. I am just answering a question.
  4. If all you're looking at is Aim, here's a couple wild or dumb ideas: 1) What if Aim gave a recharge reduction like a weak Haste when used? Justification: Ancient war archers had to be able to accurately rapid fire multiple arrows back to back. (See old stone carvings showing archers on chariots holding three arrows with their bow hand while firing another.) Why give a haste effect to archery and not other sets? Firearms have their rate of fire built into them. Inherent blast attacks are dependent on the individual's body to be able to produce the effect. Fast archery depends on technique and training. 2) What if Aim gave a temporary range boost? Justification: During the 100 Years War between France and England, English longbowmen consistently out ranged their French crossbowmen counterparts. (Until late in the war when crossbows got much better range, but at the cost of rate of fire. See idea 1 above.) Increasing a bow's ability to hit accurately at longer distances requires training on the archer's part and reflects how bows were used historically compared to other ranged weapons. Honestly, neither option I provided would make archery as a set fun for me. (Please, someone make archery as a set fun for me. I really want to like it.) Either could meet your need for an Aim tweak though that fits the theme of archery without relying on only archers being keen-sighted and all archers being keen-sighted. Edit: A large part of archery was training, not keen-sightedness. That was the advantage of the crossbow and then the gun. They required much less training to be used. However, a skilled archer could perform feats pushing the capabilities of their weapon that would not really be matched until individuals started pushing what their guns could do, such as with palming the hammer on a pistol to rapid-fire a weapon not designed for that rate of fire.
  5. According to the meme, it's red lasers and blue lasers.
  6. Defiance 1.0 gave blasters a damage boost when their health was at or below 25%. Whenever your health bar was red, you got the damage boost. That was it. Edit: Or was it at 20% health remaining? Been a while and I preferred to keep my health up rather than ride the razor edge of doom.
  7. A mobile glyph/sigil would work. That would make it an aura, but the name and appearance would still be whichever you prefer.
  8. 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....)
  9. Swap Ammo doesn't take enhancements. So the effects need to be slotted for in the (potentially) affected powers.
  10. Apologies then. (Edit: Also, what scenario did I come up with?)
  11. 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.
  12. Not gonna happen though....
  13. 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.
  14. 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.)
  15. 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.
  16. 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.
  17. 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.
  18. 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. 😄)
  19. 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." 🤣
  20. 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.)
  21. 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?
  22. OOOH! Knockback doing bonus damage like in the pen and paper games! Me likey!!!!
  23. 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.
  24. 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".
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