Jump to content

PeregrineFalcon

Members
  • Posts

    2292
  • Joined

  • Last visited

  • Days Won

    7

Everything posted by PeregrineFalcon

  1. Do they really though? Look, some AT's are great at soloing and others not so much. So is there anything wrong with the idea that not all AT's are suitable for +4/x8 content? Ok, so MM's can't put out great damage during an Incarnate Trial. Doesn't their secondary powerset still function? Can't they buff/debuff/heal/whatever their league members? Is there really anything wrong with AT's being different and some AT's being better or worse at some content than other ATs?
  2. Quick question. Will your character fly at the same speed, or faster, using just Fly once this goes live?
  3. @bionic_Flea But Jimmy didn't say that! 😀
  4. Stalkers have Sniper attacks in their Epic/Patron pools. Tankers can get Fireball in their Epic Pool. Those things blur the line between ATs. Buffing Kick so that it doesn't suck isn't going to blur the line even remotely claiming otherwise is just disingenuous.
  5. I really don't understand how making Kick or Flurry not suck is going to somehow blur the line between my Blaster and my Tanker. If Kick is buffed to always knock people back or Flurry is buffed to have a decent DPS how is that going to make my Stalker more like my Defender?
  6. No. Everyone is NOT in agreement with this. I do not agree with this. Also, the Homecoming developers recently posted that they will not make the powers auto powers.
  7. In my opinion all pool powers should be useful. I don't have a problem with some powers being prerequisites, but those prerequisites shouldn't utterly suck. I see people use Air Superiority a lot, but no one uses Punch and Kick from the Fighting Pool. Why? Because they suck. Having an ability in the game that no one ever uses is a waste of code. It shouldn't be a difficult change to make them not suck just enough that people will actually start using them.
  8. The Force Fields secondary is very good at keeping pet alive. Especially if you also pick up Maneuvers.
  9. Energy Melee. Every attack has a stun or chance to apply a stun.
  10. Wow. That really is insanely bad. No wonder no one ever takes it.
  11. At least that would be a useful ability that I'd consider taking.
  12. If Mids is correct Serum currently has a duration of 20 seconds and a recharge of 10 minutes. Gang War also has a 10 minute recharge but it lasts 2 minutes IIRC, and is a huge buff, whereas Serum (as you know) is nearly worthless. So I agree with you, that is insane. Which is why no one takes Serum. If Serum had its recharge cut in half to 5 minutes, and was changed to an AoE that affected all pets, it might actually be worth taking.
  13. Yeah. I think it puts you into a recursive time loop or something, doesn't it?
  14. I also tested the Assault Rifle changes on a Merc/FF Mastermind. While I appreciate the improvement, the time to kill enemies doesn't appear to have increased noticeably. I'd like to recommend that Serum become an AoE that affects all of the pets, like the upgrades, and that the duration be increased to be the same duration as Gang War. This might make Mercs almost competitive.
  15. Meh. Some IOs and a Force Field Defender can turn my Blaster into a Tank. Heck, I could even pick up provoke if I wanted to. Neither of which change the fact that a pre-Granite Stone Tank isn't nearly as tough as my Invulnerability Tank. I'm not saying that pre-Granite should be as tough as Granite, but it should be at least in the neighborhood of Invulnerability.
  16. While true, I was going more for the cinematic movie/comic book effect rather than the rather gruesome real life effect.
  17. I tried out pre-Granite Stone Armor. Loved it! Now if the stats would just get bumped up a bit so that Stone Armor vs Granite would be a legitimate choice that one could make... Also, I didn't really notice the difference in FX on Rooted, except in the costume creator power customization screen. The 'boots' on Rooted were a few feet (no pun intended) off to the side of my character instead of on the character's legs and feet.
  18. Honestly I think the best way to improve Ignite isn't to remove the fear effect, but to cause it to light the target on fire. That way they take damage, catch on fire, get afraid and run away, but they continue to take the same amount of Fire DoT they would have taken had they stayed in the Ignite patch. Bonus points if the devs are able to add an emote where the target waves his arms around and screams like people do when they're on fire. Perhaps the could use the sound file that Carnies use when they are defeated.
  19. While I agree that Hasten is so powerful that it can seem mandatory, and perhaps too powerful for a pool power, I disagree with making it an inherent power. I have a lot of characters that have Hasten and a lot that don't. My Willpower Tanker and my Force Field Defender literally cannot benefit from Hasten. However, the fact that it is so powerful for some builds is exactly why I think that choosing it should come with a cost. Right now the cost is that it takes up a power slot in your build and uses up one of your pool power slots. Personally I wouldn't be adverse to seeing it nerfed a bit or having a bit of a downside introduced. Perhaps a higher endurance cost? I think that Scrappers, Tankers and Stalkers are all in a good place now. I don't think that any of them require additional buffs, which is what your proposed change essentially is. Agreed. A 15 second duration is ridiculous for a power that's supposed to be Epic. Perhaps bumping it up to 60 seconds to match Rune of Protection's new duration. I too love the new Energy Melee. My main since live is Energy Melee. But I think that Energy Melee is supposed to suck at AoE. The current version certainly accomplishes that so I don't see the need for any more changes. Now this is something that I'd love to see. Pistol attacks for my Martial Arts Scrapper. A couple of sword attacks for my Defender. Yeah, I could definitely love this option! I don't think it's in as bad a place as some make it out to be. It definitely needs something though. Perhaps some scaling Damage Resistance or some Absorption? And no. I'm not trying to insult or troll you. This is my honest opinion. And, you might have noticed, that I actually agree with many of your suggestions.
  20. < shrug emote > It makes sense to keep the discussion all in the same thread. Besides, it's not like Stone Armor has been updated since the first post.
  21. My one wish would be for contacts to never become unavailable until after you've played all of their content. Once you've out leveled it then entering the mission would SK you down to the max level of the mission, much like TF's do. That way I could play all of the content without having to deal with Ouroboros. Especially since not all story arcs are in there.
  22. Powers aren't balanced individually, they're balanced as part of the entire set. That's why it's ok that most of Energy Melee is sub-par because Energy Transfer hits like speeding truck. Same with Broadsword and Head Splitter. I think most of the smashing/lethal sets are fine. You're probably right about Archery and Assault Rifle though. They definitely need something.
  23. What Tyrannical said about Dual Pistols. And Claws supposedly makes up for the lesser damage with all of the AoE. Actually, you might have a point about Claws.
  24. What I'm saying is that I thought that Broadsword and Katana were supposed to do less damage than other sets by design, via the increased prevalence of Lethal Resistance in enemies, and the balancing factor was that they have Parry. And Assault Rifle is just F-ed because the devs hate Assault Rifle. 😄
  25. If I want more damage I can go with Fire or Energy Melee. If I want more defense then I can go with Broadsword/Katana. I always figured that balance was done on purpose by the devs.
×
×
  • Create New...