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Everything posted by PeregrineFalcon
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New Notoriety Option: No Enhancement Set Bonuses
PeregrineFalcon replied to Blackfeather's topic in Suggestions & Feedback
I think that adding these Notoriety Options, in addition to the ones that we already have, is certainly something that the developers should consider. 1) No set IO bonuses. 2) No set IO bonuses and no procs/special bonuses. 3) No enhancements at all. I wouldn't use any of these options, but the people who want to would be welcome to and it wouldn't affect me at all. -
To no one's surprise at this point, I must say that I'm against nerfing IOs. While a lot of them can be used to bring a squishy to the defense soft-cap, a lot of the rest are near useless. Also, as someone who has one blaster at 31% defense, it seems to me that you have to nearly wreak your build to get anywhere near the soft-cap. Or at least you have to plan your entire build around it. Personally I didn't want to go quite that far. Instead of nerfing players why not buff enemies in specific zones? Reworking the Shadow Shards into co-op zones with enemies that are capable of challenging Incarnates is my first thought. And yes, I'm well aware that I'm hardly the first person to think of this. I'd much rather see that than have IO's be nerfed.
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Impact: A Super Strength idea.
PeregrineFalcon replied to SkyeSharpe's topic in Suggestions & Feedback
True. That's kind of a problem with a lot of attacks that have holds and stuns. They don't affect bosses. I understand that MMO devs don't want people just holding all of the bosses, but in most cases players don't want to hold minions because they can just kill them, so it's difficult to find a solution to this problem. However, from a player perspective, adding a Lockdown proc is really all you can do to address this problem unless the devs address it. Also true. I definitely think that the devs should change Hand Clap to KD instead of KB and add a bunch of damage to it. By combo system I was referring to Impact. I get that it's not really a combo system. This was just vague and inaccurate wording on my part. My fault. -
Impact: A Super Strength idea.
PeregrineFalcon replied to SkyeSharpe's topic in Suggestions & Feedback
Super Strength already has the whole Rage up/down mini-game, let's not add another combo system to another powerset that doesn't need it. Add a KB to KD IO and some damage procs to Handclap and now you've got two AoEs. Problem solved. -
General Feedback: Issue 27, Page 2
PeregrineFalcon replied to Arcanum's topic in [Open Beta] Focused Feedback
I just ran an ITF on test. It looks to me like the enemies stand inside each other, when they're crowded around my Tanker, a lot more than they do on live. Has anyone else noticed this? Am I just imagining it? If this really is happening then I wonder if the creation of this new Speed Phase power might have something to do with it. -
I've tested a Mercs Mastermind and a Stone/TW Tanker on the test server. The animation times for some of the Mercs attacks were noticeably shorter, but the time it takes to kill targets doesn't seem to have decreased noticeably. Yeah, Mercs MMs are that bad. The lack of speed debuffs on my pre-Granite Stone Tanker was awesome. I looked but I couldn't really see any difference in Rooted's new FX. Now if you could just buff the pre-Granite defenses a bit then sticking with pre-Granite might actually be a viable choice for some people.
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I just logged off a Brainstorm earlier today. I noticed that Fly, with a single level 50 Fly IO, is 58 mph on Live and 74 mph on test. Neither ability was at the cap. Between that increase in speed and being able respec out of Afterburner I consider this an improvement. I like it, the devs like it, it's a win/win, right? Now for my focused feedback: I get that all of these changes to Ninja Run and Beast Run and Shinobi-in-Riki, or whatever it's called, was done to standardize things. I don't know why that was important enough to spend developer time on, but it's your time so whatever. I honestly can't imagine that a plurality of players were posting (or DMing devs) with "Hey guys, the various non-travel power travel powers are confusing and they stack so well that it's broken. Please fix, kthxby!" I just hope that once this is done the developers will want to move on to working on/improving things the players care about.
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Defiant!
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True, but you can actually do the math yourself. Unless you can't do the math, but that's not a problem that anyone here can solve.
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Focused Feedback: Power Changes (Build 1)
PeregrineFalcon replied to Arcanum's topic in [Open Beta] Focused Feedback
I have several magical characters where I picked Flight from the Sorcery pool instead of from the Flight pool simply because it looks magical and was appropriate for that character. On those characters I usually forget that I have Translocation and seldom use it. So no. For people who aren't you Rune of Protection is NOT the Sorcery pools only selling point. -
I am against removing the limit of 4 power pools per character. However, there's really no point in arguing with me or even in responding to my post. Here's why: 1) It's just my subjective opinion. And, because it is just my subjective opinion, no amount of arguing is going to make me change said opinion. 2) I'm not a developer and I don't know any of the developers. So my opinion means exactly jack nothing and will not affect the developer's decisions in the slightest.
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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?
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Focused Feedback: Travel Power Updates (Build 1)
PeregrineFalcon replied to Arcanum's topic in [Open Beta] Focused Feedback
Quick question. Will your character fly at the same speed, or faster, using just Fly once this goes live? -
@bionic_Flea But Jimmy didn't say that! 😀
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Focused Feedback: Power Changes (Build 1)
PeregrineFalcon replied to Arcanum's topic in [Open Beta] Focused Feedback
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. -
Focused Feedback: Power Changes (Build 1)
PeregrineFalcon replied to Arcanum's topic in [Open Beta] Focused Feedback
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? -
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.
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Focused Feedback: Power Changes (Build 1)
PeregrineFalcon replied to Arcanum's topic in [Open Beta] Focused Feedback
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. -
The Force Fields secondary is very good at keeping pet alive. Especially if you also pick up Maneuvers.
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Focused Feedback: Power Changes (Build 1)
PeregrineFalcon replied to Arcanum's topic in [Open Beta] Focused Feedback
Wow. That really is insanely bad. No wonder no one ever takes it. -
Focused Feedback: Power Changes (Build 1)
PeregrineFalcon replied to Arcanum's topic in [Open Beta] Focused Feedback
At least that would be a useful ability that I'd consider taking. -
Focused Feedback: Power Changes (Build 1)
PeregrineFalcon replied to Arcanum's topic in [Open Beta] Focused Feedback
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. -
Yeah. I think it puts you into a recursive time loop or something, doesn't it?
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Focused Feedback: Power Changes (Build 1)
PeregrineFalcon replied to Arcanum's topic in [Open Beta] Focused Feedback
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.