Jump to content

RubberDougie

Members
  • Posts

    46
  • Joined

  • Last visited

Posts posted by RubberDougie

  1. At the moment, much like Soldiers of Arachnos' "Wide Area Web Grenade", the Mercenaries MM pet "Spec Ops" will use a web grenade that grants huge KB / KUp protection on targets, preventing knockdowns.

    I don't think this is fun to people who slot their builds with lots of KD.

  2. Incarnate nerfs for level 50 pre-incarnate stuff.

    Hamidon merits nerfed, otherwise (too high merits / time with incarnates and removal of player caps, don't need to do mechanics, just rush in)

    Fix Wormhole!

    More  Dean MacArthur.

    Content release of CoV content with parity of CoH content.

    • Like 1
  3. 6 hours ago, pwntoon said:

    Yes, incarnate shifts that apply during incarnate trials like BAF, Lamda, etc shift your level (up to 3 levels), and you can therefore TP lvl 55 bosses. However, some trials have mobs which are also level shifted, so it's on a case by case basis which trials you'll be within +2 levels of the mobs.

     

     

    Also, this affects simple +2 (because some enemies spawn at +3) and above content before level 50.  The thread title is pretty misleading, but catchy.

  4. Knockup is not knockdown...     Again you are wrong.   A knockdown is simply a knockback that is less than 1.00 magnitude.   A knockdown that has its magnitude increased to 1.00 or beyond becomes a knockback.

    Reistance to KU / KB  simply lessens the distance traveled by a knock (which in these cases converts it to some insignificant number that it becomes a knockdown).  Protection means ANYTHING less than that value of protection won't affect the monster at all, thus preventing team tactics with knockdown.

    What I was saying was to remove the PROTECTION component.  That what was what was implied in my very first post if it was read carefully.   Just having the RESISTANCE part is fine.

  5. On 8/28/2019 at 7:27 PM, esotericist said:

    I think the fact overwhelming force can be used to add knockdown to a power that previously didn't have it is an important thing to emphasize.

     

    Someone might want to be using it to add KD to a power without losing the ability to have knockback on the rest of their character.

    That's how I use it!  I put it in my AOE immob and my t1 pets!

  6. On 5/30/2019 at 4:44 PM, riellefrost said:

    Just adding my two cents here... an unresistable -20% def is harsh, and would be on any toon, but esp when you are the team's meat shield. I think it should go. Not really concerned about the end and other stuff, just the def.

    Eat some candy right before you crash?  :thinking:

  7. 5 hours ago, Redlynne said:

    Uh ... that's pretty much "standard" for Immobilize powers?  There's only a couple of exceptions and those are entirely dependent upon the powerset involved.

    Wrong, actually.  Ice control / Earth control just give KB RESIST which ALLOWS KD.

    WAWG gives KB RESIST AND PROTECTION which DISALLOWS KD

×
×
  • Create New...