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Bugsydor

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  1. It's certainly my favorite of my proposals here. I hope it's possible. Good to know about the rule about enemy-affecting powers always rooting the player. I hadn't quite picked up on that yet.
  2. I think the implementation of Consume Psyche in the tank/brute armor set is pretty neat, but there is a pain point for me. I want to set it as an auto-clickie (ctrl+click green circle) so I don't forget about it and accidentally let it drop, but keeping it auto-clicking while out of combat is currently really impractical. Since it has adaptive recharge, it ends up going off every couple seconds and interrupting movement while draining my blue bar to no positive effect. Now, I like the adaptive recharge on it. That and it refreshing all stacks is great. So I have a couple of ideas for how to make this power nicer to auto-clickie: Make activating it require a living target to be selected Make activating it require a valid target to be in-range Make activating it not root the player Turn it into a very-short-range melee targeted spherical AoE (like Pendulum from Battle Axe) I think doing any combination of the above options would make the power much nicer to use. (Sorry if this is in the wrong part of the forum. I would have posted it to the patch notes discussion, but it looks like I don't have permission to post there?)
  3. Today, I am going to complain about a feature that has been in the game for a very long time. There are exactly two archetypes in the game that have enemies that exist purely to give them a bad time: Peacebringers and Warshades. Sure, invuln tankers have to deal with a psi hole, but they don't have to deal with heavy, them-specific stuns. (And kheldians have that same psi-hole, too, minus a WS's eclipse). Maybe it was necessary for balance purposes at some point in the nebulous past, but that point is clearly past. Can't we just have them removed from the game? Or maybe just restricted to the kheldian story arc missions? Heck, keep them in but change the guns to not stun and to do psi damage so they still target a weak point. They make leveling a kheld a huge pain, as things currently stand.
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