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Cidri

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Everything posted by Cidri

  1. All crashes removed. They feel out of date, and are only needed by less buff characters that can use the boost. Just make sure they cannot be perma'd, like making recharge not enhancement like Victory Rush. I feel the dev team is already moving in this direction when I look at Sentinel defenses and Scrapper Ice Armor. Clothing texture options that are less odd and special. We have some, but there could be more. We have more than enough exotic stuff there. Bumpmapping some of the old clothes textures. More hairs, especially long hairs. Open Source. Its the wave of the future. PvP that is closer to how PvE works. The fact that PvP uses separate rules and requires at the very least separate builds and more likely separate characters is a HUGE barrier to cross. Some kind of contest/nomination system that can turn select Architect missions into official game content in the open world under the supervision of the devs. I think this would incentivize Architect creators to do more than just farming maps. Bring Statesman back. I felt it was a cheap stunt to have him killed. Fix sidekicking to incarnates. At the moment, in any 45-50 content, there is a two level gap between incarnates and those sidekicked, as incarnate levels do not count. This makes the sidekicks too outclassed to be fun. Less of a jump in difficulty from old to new content. The new arcs in King's Row are nice, but SO much harder than previous content in that level range - and this is a level range where toons are quite weak.
  2. My first SR tank was /Dark, which has a self-heal. But I found I did not like the animations on Dark Melee. It might be a more viable build because of the points you bring up, Sovera.
  3. Finally, thx for the constructive replies!
  4. This is what I did towards the end of the fight. Rather than taunting the CP conctantly, I tanked the adds and only taunted the CP when another teammate's hits went down. This worked very well.
  5. My best toon ever is a Claws/SR scrapper, and she's great in incarnate content, so I completely agree SR can be good. But the demands on scrappers and tankers is different. I will keep playing my SR tank and may post more on my experiences. I do hope that you're right. About the Crimson Prototype, a friend on a Willpower tank had similar (if less serious) issues, and is now doing very well in incarnate content. The Crimson Prototype may indeed just be an oddity in this.
  6. I could share my build, but since I have yet to fully respec into that build, it wouldn't show so much. The team had LOTS of defense buffs, and all my defenses (melee, ranged, area) were at 100 or more. I can show my current slotting.
  7. I jut ran Market Crash on my Super Reflexes/Staff tank. I was lvl 42, sidekicked to 49, and we ran with +1 level notoriety so we were fighting lvl 51 and 52 mobs.. I had no real effort at all until the end fight - I did have to mind the Super Stunners, but some other tanks have that issue too. In that fight, I died 4 times, while no-one else died in the entire run. We had a kinetic doing a reasonable amount of healing at random times. It is interesting to note that the times I was away, no-one else took severe damage. Statistically, a SR tanker will be hit now and then, and once in a blue moon hit by a series of big attacks that can take them down. But the Crimson Prototype's attacks did so regularly. Anything that auto-hits is naturally the bane of Super-Reflexes, I don't know if the Crimson Prototype does that, but the extremely large doses of damage it does (about half my health) only requires it to be lucky twice in a row. I was tracking my damage resistance, to see if the resistance bonus from the SR passives kicked in. I normally have 34% s/l. I think I saw it go up to 50 one time, but not more than that. Again, when damage comes in very large packages, the resistance from the passives don't seem to have time to kick in. (I am aware that the monitoring doesn't always work.) I've suspected for a long time that SR would not cut it in the end game. It has solely defense and defense debuff resistance to survive on. No hit point bonus and no resistance. This is the first time I actually felt this was an issue. It would be interesting to see the results of datamining on how Super Reflexes on tanks is doing at different levels. My suspicion is that they don't really work after level 40 and barely at all in incarnate play. If I am right, what can be done? If tanker SR is to be boosted, I think its the passives that should get love. Increasing the amount of resistance they give, and have them give it earlier (at lower levels of damage), possibly starting at a moderate resistance even at 0% damage. I could also see them give a buff to maximum hit points - almost ever tank primary has that.
  8. If you look in the Defender forum, you'll see that many people think Trick Arrow is underpowered and that then Tactical Arrow has the same powers, the Tactical Arrow version is strictly better. If these people are to be belied (their figures do make sense on paper), Defender or Corrupter Trick Arrow is something you should play if you are very sure that is what you want to play. Otherwise go Blaster Tactical Arrow.
  9. I love to have some blapper attacks on my blaster, but use them selectively. After unloading the AoE, blapping might get the boss down faster. Or if some mob manages to get close to me, its nice to have a quick and powerful put down. Generally, I take only 1 or 2 blapper attacks, with high damage and short animation times. Not all blaster secondaries even have blapper attacks, looking at you Ninjutsu (better to just blast) and Devices (tough Devices will get one in taser soon).
  10. Yes, it would. Only saw that thread after posting.
  11. Same problem constantly changing between gun and spider arm weapons on a crab spider. Would be nice if both could be fixed.
  12. Entirely an aesthetics question, I don't want functionality changed in any way. When a mastermind zones, their pets die and are recreated in the new zone. This functions well, but is ugly. Dead pets litter tramways and doors. Every mastermind pet has a dismiss animation. Could things be changed so that when the MM zones, the pets play the dismiss animation instead of dying? The dismiss animation in robots, for example, is quite amazing. It would make a pretty sight in city zones.
  13. End crash was removed from the top their powers of blast sets - now I feel the same should be done for defense sets. Many defense sets have end powers like Elude in Super-Reflexes, that give you a big defense boost for 1-2 minutes and then crashes your end. When nova powers lost their end crash, this now seems obsolete. The first effect I can see from this is that it makes less optimized builds more capable - a defense set with a full set IO build will have maximum defenses without resorting to these top tier crash powers. This will allow melee builds that still use SOs or regular IOs to increase their defenses in exceptional situations without totally destroying the pace of the game. I am optimistic about how the developers see this. Ice Armor for scrappers already has a top tier power like this, with a duration of 30s and no end crash. I think we'll see more of this, but I also feel the question merits a thread on the forums. This could be extended to all end crash power - Rage in Superstrength and the various EMP powers are examples of end crashes that feel obsolete in the game today. But the main thrust of this discussion is about defense powers.
  14. Could we have a version of Afterburner with minimal FX, similar to Fly and Hover? I and friends get nauseous watching our characters from behind when flying with Afterburner on. There is a workaround where you give Afterburner a dark, saturated color (red and blue work best for me=, this lessens but does not remove the problem. This is totally independent from any balance issues.
  15. I've played MMs, but I am not a master. My comment is that it seems pets are balanced by inconvenience. Demons and Robots are the best (according to thsi thread) and they are also the ones that take up the most space and are infamous for pushing PCs around. Balanced by inconvenience is generally not a good idea.
  16. I'd like PCs to be able to move through pets - and not only mastermind pets. I do NOT want pets to be able to move though anything, and mobs should not be able to move through pets either. Strictly something for PCs.
  17. As a FF Defender (my first 50 on Homecoming) I must say that I feel useful all through incarnate content. Mobs there have extreme ToHit and -Def numbers. Even with bubbles, people are not hit proof (but close). Defense debuff numbers are significant enough that the main strength of Super Reflexes lies in the almost total Defense Debuff Resistance you get. Softcapped defense without defense debuff resistance is an appropriate defense for squishies - it works for maybe 30 seconds before it get debuffed thru the floor, and those 30 seconds are very valuable. A good blaster might have won the fight in those 30 seconds. But it is nothing like invulnerability.
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