
Dnyd
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I didn't ask for a damage aura in the title or the body of the suggestion. Just to clarify terms for you: Damage aura: is a toggle power that inflicts a DoT DoT: is Damage over Time Proc: is an effect (damage/buff/debuff) that takes effect when a damaging power is used. Meaning: If I slot a Chance for fire damage "proc" IO in [BRAWL], it doesn't then make it a fire damage aura.
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Fair question. I was thinking of that saying. "That guy has so much energy, just watching him is making me tired." That being said, the damage could be smashing because the regen has so much more endurance than most he is able to fight with greater force without getting tired. it could be the same damage as the attack power set.
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How about reading what Ground zero does before replying. I checked all 5 variants just in case you were talking about the stalker or something . . . they all DMG enemies and heal allies with the same mixture of radiation. How does that work?
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Rad armor: Your reply is a straw man because I didn't say to just buff it. They could remove the damage from the Ground Zero as it doesn't make sense anyway. I did add that regen could heal for a % of the damage dealt by the proc. Another option for regen, you could tie the heal to the Archetype. Brute: as rage increases, the rate of heal increases. e.g At 100 rage your heal is at 75% of the original time can vary for PVP just like res does. scrapper: the heal can "crit" when your attack crits. Like a moral boost. % of the crit value can vary for PVP Stalker: Heal has buffed numbers or rate while in Hide. Stalkers haven't been all that viable in PVP (I'm told)
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I have a EL/MA tank that does have the whole fighting pool and they are slotted and used. I love playing him. That doesn't mean I like having to take both kick and punch when I only use kick/brawl/cross punch.
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They could make a whole Tank/controller variant (Paladin) set: Primary: Combinations of toggle/passive armor and AoE debuffs/heals/shields Secondary: reduced damage/increased CC stats on melee strikes allow controller archetype ENH.
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The powers I listed as examples don't do a constant AoE DoT. They only proc when another power deals damage.
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I believe the Fighting pool powers need a little love. Most people who take fighting ONLY take Boxing/Kick to unlock Tough/Weave. Some will mule slot Kick for DMG. I think they are often dead powers. I will give 2 concepts of what I think could be done 1. Remove the requirement of Boxing/Kick to take Tough. OR 2: This is 2 part with a recommendation: Remove the least taken power between Boxing and Kick. opting to keep the one that people actually slot/enhance. add a new 5th power. Recommendation: Resilience - adds 1% Res to a damage type you are hit by for 5 sec. Stacks up to 5 times. FIGHTING: Kick Tough Weave Cross Punch Resilience
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Fixed title as it seemed to confuse people. Removed some power sets that were a little bit of a stretch conceptually. As some of the armors don't have neither a DoT power or proc (Rad and Regen) when it would make thematic sense. We could add a damage proc effect applied to all other damaging abilities similar to the Bio: Offensive Adaptation or Stone: Brimstone. I was thinking how it would be applied and what DMG it would be based on the concept of the power. E.G.: Rad: Gamma Boost - Proc toxic DMG (remove the DMG from the team heal to balance - since radiation hurting an enemy and healing an ally doesn't really make sense anyway) Regen: Integration - Proc energy (heal for % of the proc) The heal might bring the set back into viability
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Both of these posts assume that there is no [auto] power. Which is why your comments make no sense. The original Devs thought to add energiless powers. 3 to be exact. So, If they felt they should exist, there is no reason that it can't be a first pick. If you truely believe there shouldn't be a change. pick your first power and post it with your comment . . . or put it in the poll. because your reasons to say no to the change are just as strong and my reason to say yes. I put my answer on the poll. why don't you.
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(SR focused) Proposed change to dodge mechanics.
Dnyd replied to Dnyd's topic in Suggestions & Feedback
There are already insane players that can solo almost anything. Just because people could do it, doesn't mean they will. Besides, these groups already exist. They time their incarnate abilities and pick their power set so that my LV 20 SR scrapper with no ENH, didn't take any damage in a 54 mission. I was being attacked and even then took almost no damage. I've seen tanks solo 54 AVs while taking almost no DMG. so yeah. I don't think it will have a huge impact on the game. All that and the people that were like that would talk about grabbing their low level to go do, fill in the blank. People love this game, as I do. Even with this change, will I still play other power combos I have never tried before, sure will. Because, it's about being a hero in the end. -
Ok, let's use this as the base . . . It doesn't change my request nor the reason for it. If I was an SR hero, I would rather not waste my energy trying to evade if I have an innate ability to as the name suggest. SUPER Reflexes
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(SR focused) Proposed change to dodge mechanics.
Dnyd replied to Dnyd's topic in Suggestions & Feedback
Option 1: I stated in the paragraph above that PSI RES doesn't make sense anyway. You can't move to make active PSI DMG less. Also, the 7% was a number given. You can make it 3, 9, 30. it was an example. If you make it base line 3% with the ability to ENH RES instead of DEF. It gives More ENH options and a more dynamic build. Option 2: I am not sure if you read option 2. It, just like option 1, is a number given for reference to begin a discussion. Also, I added that maybe it would apply as 50% of the amount over the cap with SR [auto] powers being able to increase the percentage. But, like the other numbers, it can be anything. 1%, 1000%, whatever number you wish to imagine as it being balanced. Do you understand, that if you change how the Global DEF % works, it would have a positive impact on all sets. Any set that can build DEF over the cap would also benefit from this. Teams of bubble defenders would have capped of both. LOL -
(SR focused) Proposed change to dodge mechanics.
Dnyd replied to Dnyd's topic in Suggestions & Feedback
SR isn't that they are REALLY fast, it is that they are REALLY good at evading. -
It isn't how fast you go through them, but what you are forced into thematically. I like the idea of starting with actual Super Reflexes instead of I can focus real good on my reflexes.
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This means that NO defense is an [auto] defense because a physical action must be taken? That makes no sense. If we can't say that taking action determines if is it an active verse passive ability we have to consider something else. Focused and innate reaction. Your way: You have to Focus on your reaction until you get so good that it becomes innate. Which makes sense if you are Batman My way: You have innate reactions due to your powers, but when challenged you have to focus on that innate power and the actions going on around you. Spiderman Neither of these are right or wrong. However, only one is supported in the game . . . Yours. All I am asking is that there be a pick for mine as well. I didn't ask that [Dodge] and [Agile] be moved to the first 2 powers, just [Agile].
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(SR focused) Proposed change to dodge mechanics.
Dnyd replied to Dnyd's topic in Suggestions & Feedback
While this does address my reasoning for the option 1 change. It doesn't address the post as a whole. The purpose is to discuss how DEF works in reality and get it to behave the same in the game. This is why I proposed option 2 as global change to DEF mechanics. But with that global change SR would need revamped anyway. Otherwise you wouldn't even need IOs to make SR indestructible. The 60% RES at near dead plus the 21% due to having 80%DEF would give you 81% resistance. -
(SR focused) Proposed change to dodge mechanics.
Dnyd replied to Dnyd's topic in Suggestions & Feedback
That is exactly what I am saying . . . though, not EVERY hit is glancing, unless you get to 145% DEF. LOL -
(SR focused) Proposed change to dodge mechanics.
Dnyd replied to Dnyd's topic in Suggestions & Feedback
1. Are you asking that DEF gives you, when dodged, a 50/50 shot of either miss or double damage? Illusion controllers thematically have what you are asking for as far as after images SS has phase They might be able to make SR have a proc of absorb for every successful dodge, but then they would have to nerf it somewhere else. Soooo, I don't know about that one. -
(SR focused) Proposed change to dodge mechanics.
Dnyd replied to Dnyd's topic in Suggestions & Feedback
I am aware of this effect, and it seems more like a [Willpower] ability and less like a [SR] ability. In many comics, those with SR abilities are devastated when hit with the full force of an attack. usually being left defeated or Just alive enough to run away. Not keep fighting at 20% HP because they have 90% resistance with IOs. They rely on glancing blows, like when Spiderman got hit by the spinning blade things Hobgoblin threw at him. If he didn't almost dodge them, he wouldn't have lived. -
I believe the current choice order doesn't fit with a "born with powers" or "given powers through _____" options. "Given powers though lab accident Example: When Spiderman get his powers, he doesn't even try when he is fighting street thugs. But, the first time he fights another super powered individual, he has to focus to overcome the challenge. "Worked for powers" Example: Batman trained for years to gain his skill starting as focus and gradually becoming more auto with common fights.
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I should have made this a pole instead. Choose your starting power. 1 Focused Fighting 2 Focused Senses 3 Agile Think I am going to do that now. Thanks for your imput.
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To answer this, I never called those other sets defensive sets. But they can be put into this same category of internal or innate powers. The other defensive powers similar to those you listed require something external, be it ice on your skin, fire around your body, stone on your skin, or a shield in your hand. If the power is internal, then I should be able to choose a power that I was born with.
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Would you not agree that catching either something falling off a table, or a child falling off a chair would be melee [auto] defense power set. Also, moving out of the way when a someone says think fast, or you don't expect something to fly at you would be a ranged [auto] defense power. Adversely, intentionally being an MMA fighter you are using a combination of [active] and [auto] powers. if you are in a bar fight then it would mostly be [active]. In the case of Toby McGuire's Spiderman, he is confronted with Brock punching him from behind, his only reaction is [auto] melee defense as he cant see the attack. Later in fights with Hobgoblin we was watching himself be punched by an evenly match opponent. This is when he would have to use [active] powers. What if this is the story I want to follow, I can't that is why I should be able to choose an [auto] power as my first one for SR.
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With most heroes, they start with their innate ability until they are pushed to become better. This is represented well in most of the "inherent" defensive power sets. BIO has [Inexaustible], Invulnerablility has [Resist Physical Damage], and WillPower has [High Pain Tolerance]. Super Reflexes (SR) is the exception to this rule. If a hero was to have a SR power, it would automatically be on and they wouldn't have to think about it. Only when challenged by something they never had to contend with before would they work to improve, or "focus" more on the fights they were in. So, I believe that giving the player the ability to pick an auto power at the beginning would be very useful logical. Example. you can chose between [Focused Fighting] or [Agile] instead of [Focused Fighting] or [Focused Senses]. I pick [Agile] because you would have greater time to naturally dodge a ranged attack. Thank you for your time.