Jump to content

Puma

Members
  • Posts

    266
  • Joined

  • Last visited

  • Days Won

    1

Puma last won the day on April 7 2021

Puma had the most liked content!

Reputation

313 Excellent

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. WHY DOES MY LIZARD HAVE TO CARRY AROUND A SHIELD WHEN HE'S SUPER SLICK?!?!?! WHY DOES MY LZARD HAVE TO HOLD TWO PISTOLS WHEN HE COULD SHOOT DUAL PISTOLS FROM HIS FISTS?!?! WHY DOES MY ROBOT HAVE TO COVER HIMSELF IN STONE WHEN HE'S WALKING ARMOR?! I'm sorry but this is how your entire comment chain in this thread reads.
  2. Isn't a key part of this game's lore that Incarnates do, in fact, share their power with other individuals? This would make total sense. As you are becoming an incarnate, a well of your own power so to speak, you are able to help others achieve it by sharing your power with them.
  3. I think there's a pretty "easy" fix for that, though. Give all story arc missions that TF lock out timer, so you can only get the full reward for completing it once every 24 hours, but everyone gets the full reward on the team when it's completed. That way you can avoid the fear of a team "farming" the final mission over and over to get big rewards, but still let everyone on a team get the full rewards without having to synch it. For certain missions you could prevent that (like unlock arcs, etc) but honestly...do you need to on a 20 year old game? If everyone wants to jump on to the final mission of an unlock arc and get the unlock, who really cares. Im 100% sure they've done the arc 10 times before on previous characters anyway. If it gets people teaming outside of TFs, then go for it.
  4. +1. This is why I'm playing on Cake New Dawn mostly now. It's a bit free for all with how much you can do, but nothing requiring you to make your toons OP or insta-level 50 if you don't want to, and it's better than always being bothered feeling like you're constantly being nerfed and/or punished because of someone else's vision. Having options to hop around depending on your mood is a good thing.
  5. OK. That makes sense. Do you see what WindDemon is showing about the chain lightning getting weaker with each jump, btw? Im going to assume the going between 210 and 206 deals with resistance differences (one type probably had a small energy damage resistance). Its first hit is 350, second is 275, and the rest go back and forth between the 206 and 210.
  6. Blasters get crits? Are you thinking of Scrappers? Blasters get a +dmg from each successive attack. They don't get crits.
  7. Ok so the debuffs are even worse than I thought unless I'm spamming Storm Blast attacks. So I don't get how it's not an inferior power UNLESS you are following it up with Storm Blast attacks. It basically looks like it just trades its damage in exchange for just being the weaker secondary effects of the Ice and Dark AoEs. So to me, anyway, that makes it feel like, yes, you are sacrificing damage if you go to any other attack, at least compared to any other sets whose AoEs (which ALSO offer better versions of those debuffs) do that potential damage and debuffing entirely on their own. I dunno. That's my experience. I'm glad you like the set, but I can't get it past the early 30s without hating it, and even on test when I went to full tricked out 50s found it lacking against AVs and other tough opponents compared to other sets. I refused to pair it with Storm because I knew storm could cover up a lot of the issues because storm is so incredibly and dealing out its own damage AND debuffing enemies on its own.
  8. Correct me if I'm wrong (it's entirely possible I am): With no procs, Storm Cell only does just one thing: activates the windspeed psuedopet, which does the following: PvE Only 100% chance -70% maximum RunningSpeed (all affected targets) for 8s PvP or PvE 100% chance -28% JumpHeight Strength (all affected targets) for 8s -14% RechargeTime (all affected targets) for 8s -28% RunningSpeed, FlyingSpeed, JumpingSpeed (all affected targets) for 8s -9.8% ToHit (all affected targets) for 8s So you get a set of debuffs similar to Ice Storm (only weaker) or Rain of Fire, but with a small -tohit thrown in in place of the damage (less -tohit than any of the dark blast attacks, for example). To get it to do any damage you must follow it up with storm blast attacks. To get it to drop the Tempest Psuedopet for 2 seconds you need to use storm blast attacks, which will then add another 4.9 percent -tohit, for a total of 14.7% tohit if you're spamming Storm Cell attacks. Is that correct? If I drop Ice Storm I get PvE Only 100% chance -350% maximum RunningSpeed (all affected targets) -30% FlyingSpeed (all affected targets) for 0.5s -40% JumpHeight Strength (all affected targets) for 0.5s -10% RechargeTime (all affected targets) for 0.5s -40% RunningSpeed, JumpingSpeed (all affected targets) for 0.5s but also get quite a bit of damage over time no matter what I do next.
  9. No. Read the the thread please. Someone made a bad comparison that they should demand healing aura do damage otherwise it's costing them to use it. I explained why that comparison makes no sense.
  10. I posted detailed comparisons in this and other threads. It's not based on "feels." In THIS thread we've discussed end costs, damage totals, duration, etc. We had one Dev in Beta who responded very well and was open to the concerns. We've had two chime in on this and another thread defensively and dismissively, which, frankly, tells me how much they appear to be interested in what is being said.
  11. Healing Aura's damage isn't linked to using other powers from that set. It heals just as it should regardless of what you follow it up with. That is the difference. for your comparison above, where you say "missing a chance for a proc because you used [another ability] doesn't mean you missed a proc, it means you received whatever benefit that other power had, to be accurate, Healing Aura would be balanced around Heals Over Time, but that healing over time would only happen if you continue using other healing powers. The minute you attack, it would stop. Which would mean that, yes, it means you've missed healing from a power you already cast.
  12. Fireball doesn't "chain" and thus doesn't have the weird chance to basically do little to nothing like Chain Lightning. And cloudburst takes an entire second longer to do far less damage, according to your numbers above. Meanwhile Fire also gets Rain of Fire, which does pretty solid damage. And sure, Storm Cell does more debuff...but if that's its purpose, even then High Winds is only triggered when you're following it up with more Storm Blast attacks. You're literally proving his point. But this conversation clearly isn't going anywhere.
  13. Don't forget that other AoEs also have mitigation. Ice Storm does quite a bit of slow and distracts foes. Several cone attacks do knocback/knockdown, Psy Tornado does knock up, Sonic's cone does sleep, whirlpool does slow, etc. And none of those do any less if you follow them up with your secondary powers instead of your primary.
  14. To be fair, Blizzard (which you used as a comparison) is the same in this regard. While it's capped at 16 targets, as targets die, it keeps dishing out full damage as long as more are running into the field of affect.
  15. Yeah! It's the "this cottage was built last week!" rule. 😕 One argument made for changing Intensify during beta was that Storm Cell's accuracy was tied to the player's, not at the time of casting, but all the way through. So once you lost the to-hit boost from Intensify, so did the lightning strikes in storm cell. At that time it had a base accuracy of 1.x so it meant end game stuff was going to get missed a LOT by Storm Cell. I believe that was upped to 1.4 or so for lightning, and the winds were made autohit? I can't recall right now and can't log in to find out.
×
×
  • Create New...