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Neogumbercules

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Everything posted by Neogumbercules

  1. I disagree on Kinetics being in contention for the best set. It's really hard to compare apples to apples because every support powerset in this game is doing something different, but overall, Kin is pretty bad at lower to mid levels, outside of speed boost its got nothing going for it. At level 32/38 you get the incredible Fulcrum Shift which is an awesome damage buff, but it can actually be finicky. It works best when you have a neatly grouped pack of enemies that you can target for a massive damage buff but you dont always have that situation. Consider an AV fight for example,where you have a single target for your capstone power. Also, players that prefer to fight from range aren't really getting that benefit, and kins stack badly. More than 1 or maybe 2 on a team is overkill, compared to a debuffing set like Rad that just gets exponentially better for each one that you bring in. Sets like Rad, Storm, and Dark Miasma are more useful across the entire leveling journey, compared to /Kin which only gets great at the end and still requires to-hit checks on all of the good abilities. Now I'm not arguing that Kin is a bad set. Far from it. It's just got a very tough early experience and a handful of powers that are drop dead pointless, especially once the player gets Fulcrum.
  2. We all know that kinetics experiences a bit of a fulcrum shift in power once they hit level 32/38, but as someone who has played a lot of kinetics over the years one thing that is also true is the low level experience of a Kin is very frustrating. The problems as I see them: The mainstay powers are siphon speed and power. Single target debuffs that have minor impact on the enemy. Power gives a your team a decent damage buff and is stackable but it's dependent on that recharge and to hit check. Things early level characters might struggle with. Endurance hog. Both my Corruptor and Defender are constantly gassed due to the combination of attacking, throwing out buffs, and giving SB and ID. This is with standard level 25 end reduction IOs in attacks and 3 slotted stamina. Remember we're talking early levels here so yes I could slot a miracle, a panacea, or a numinas but that's not representative of most players abilities at level 20-something. The +recharge from siphon speed is actually a bit of a double edged sword here. Until transference, a Kin has a hard time dealing with endurance. Solos bad: the combination of paltry st debuffs, existing on ATs with no/low/moderate damage from the primary, and lacking in ways to manage large groups makes Kin one of the worst sets for a solo'er between 0-32/38. Every ability requiring a to-hit check is a big downside. It's a powerset that is very susceptible to failing at a critical moment and the buffs/debuffs for the effort are pretty bad, honestly. Siphon Speed and Siphon Power are not that useful. Inertial reduction is kind of a waste of a power pick. It used to be a good way to get a travel power without taking a prerequisite, but now that travel powers are available at level 4 and don't require another power pick, it's hard to see an advantage to IR. Repel sucks. Even with the -kb proc, and the frequency of KB nerc SCORE did, this ability is still awful. The unresistable, unenhanceable endurance drain per enemy hit makes this power a non-starter. Of course there are pros. Kin requires minimal slot investment, teams love you for SB, because of that it's easy to get on a team that's punching way above your weight class. Kin has some skippable powers like repel and IR that allow you to invest in more attacks or pool powers, and of course transference and fulcrum shift are incredible abilities. Transfusion is a pretty strong heal and decent -regen too... When it hits. My proposal is to strengthen Kins core low level abilities without overpowering the set at level 50 and beyond. Transfusion: nothing. Siphon Power: Make the -damage portion a 16 target AOE and double the -damage against the targeted enemy. The +damage to you and your team does not change. This makes the power very useful at low levels and keeps its usefulness after the player obtains fulcrum shift. This power is honestly totally obsolete once Fulcrum becomes available. By making it an AOE damage debuff and beefing up its strength against the targetted enemy, players will be incentivised to continue using the power after they get fulcrum, while not also being a duplicate of Fulcrum Shift because your team only gets +damage from a single target. Siphon Speed: Make it a 16 target AOE. Add 25% enhanceable recovery on self while siphon speed is active and allow it to take end mod sets. Kin players have a hard time keeping up with their own team when everyone else is Speed Boosted and has unlimited endurance. This will help the Kin player stay in the fight and offset the double edged sword of more recharge causing more endurance drain against your natural recovery. Repel: Remove the per-target end drain. Increase the endurance cost of the toggle. Increase Density: Nothing. Speed Boost: Nothing. Inertial Reduction: Add KB stun and immob protection while active. Transference: Nothing. Fulcrum Shift: Nothing. My aim is to even out the playing experience for Kin and I hope this makes sense. Any thoughts?
  3. I like these suggestions. More damage on Tesla Cage, faster cast time on Short Circuit, and a slightly quicker recharge on TB would be great. I'd like to see something done with Volty too. Maybe make it a toggle. Passive damage is fine but recasting is annoying and easy to forget.
  4. I understand where the OP is coming from, but I can't get behind it. The QOL features are basically the only thing keeping me around. Like many others here my life has moved on since live. I have a real job, kids, house, wife, etc. If things went back to the way they were CoH would definitely not be doable for me. Besides my own growth though, game design in general has moved on too. QOL is important and games are usually better about respecting their players time (mobile games not withstanding).
  5. Don't bother with procs in damage toggles. Go for frankenslotting like your original plan until you start to go for sets, then go from there when you figure out what bonuses you need.
  6. QFFT. Buckshot, flamethrower, and Full Auto should all have the exact same range and cone radius. ARs biggest problem is its playability. It has good powers they are all just hamstrung in some way.
  7. Personally I'm not going to waste sets on going for any type of defense. Freezing plus Bonfire plus tornado (both with -kb slotted) is an enormous amount of mitigation. And that's before flashfire + thunderclap. Just go crazy with recharge so you can have these abilities up all the time.
  8. OK so I know the answer is "it's basically a new game" level of work. But we have the source code wide open. Has anyone actually quantified it? Off the top of my head you'd have to redo every single contact, the nav system, find a way to logically mesh the zones together, fix everything that relies on coordinates within a zone, npcs, traffic, enemy layouts, probably update the game engine to support the huge zone, come up with a ton of new network features, and probably a million other things I haven't even scratched the surface on. But really there's got to be a way to quantify that work, and... Maybe see if it's even possible.
  9. I was just about to come and ask this. Two days ago I noticed it was missing and had a mini heart attack.
  10. Hell yeah. The end game variety and the sheer number of build combinations would support it.
  11. Agreed and I strongly believe they should revert the AE XP nerf as well. I look at a game like Diablo 3 as inspiration. The game is old and the journey to the level cap is just a means to an end... Creating a character and build and playing end-game content. The sidekick/exemplar system means any character can do any content. This game is 15 years old. Most people playing it have been there done that and just want to try out new build combinations. Letting people power level faster would get folks out of DFB and into task forces and incarnate content. What's wrong with that?
  12. This suggestion does not deserve this many pages of discussion. Hard /jranger.
  13. Bonfire slotted with KB to KD is absolutely incredible and brings a ton of damage mitigation for you. Its absolutely worth taking. Try it out on the test server to see if it works out for you. You can also slot it with force feedback +recharge. My AR/Fire has a few if those procs slotted and it's basically always active.
  14. -22.5 287.7 6280.8 There's a building in talos island that is clipping though the one behind it, and the wall textures flicker and glitch out at the intersecting point. Location posted above.
  15. Claws/Dark was my first and my main in i4. It's very fun. Fast, lots of AOE, and very tough. Had to go for physical perfection in the epic pools though.
  16. I'm at work so I'm not able to read your build but, if you haven't, make sure you put gaussians chance for build-up in aim. Without recharge slotted, it has like a 90% proc rate. This will give you big ass numbers.
  17. How about update the Stay command that masterminds have to apply a mag 1000 unresistable, infinite duration Immobilize to all henchmen?
  18. OK so super late to the party here but... I never played storm much on Live (which is weird considering the coalition I ran with had an all storm supergroup). Omg it's so good. Even just using freezing rain every spawn I feel like I'm making a huge contribution. Of course we all know how good Bonfire is slotted for KD, and I just hit level 26 and slotted it. It's total lock down for every spawn we come across. It also happens to be an amazing farmer. I've been running -1/8 since like level 8 (right after my first DFB) and it's great. Now that I have Bonfire I'm melting spawns and they can't touch me. Cannot wait for tornado. Any unique slotting options I can take advantage of?
  19. You should really consider trip mine. It's a great ability now that there's no interrupt time. Ignite might be useful sometimes but trip mine will be useful all the time. With no Defense debuff res, all it takes is one lucky hit to begin the cascade failure of your defenses. IMO going Fire Mastery and slotting a KB to KD in Bonfire is an immense amount of damage mitigation for one power pick and a single slot. Moreso than scorpion shield probably, as enemies on their asses can't shoot back. This also provides you with protection to fire off a Full Auto without fear of much retaliation. Going this route clears up some other possibilities for powers too. Just some food for thought.
  20. Gun drone needs a rocket attack.
  21. Programming, fixing my house, being a dad.
  22. I thought the reason a Brute is picked over a scrapper for farming is because of the taunt effects they have, which scrappers don't. It's essential to keep mobs inside of Burn.
  23. I think he's proposing an addition to the crafting menu where, in the event that you don't currently own a piece of salvage required for the IO you're crafting, the crafting menu will attempt to buy the salvage for you from the AH, at the price you've specified somewhere on this updated menu, and if successful, will go ahead and grab the item and craft it. I think it's a pretty good idea. Saves me the trouble of having the AH menu open and swapping back and forth to buy salvage as I'm crafting.
  24. I'd love the notoriety menu to be updated so that when you press the button a pop up menu appears and the options for team size and adjust level are presented as radio buttons where you pick the one you like from each column. Would be a little less clunky than the current implementation.
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