-
Posts
1579 -
Joined
-
Last visited
-
Days Won
4
Content Type
Profiles
Forums
Events
Store
Articles
Patch Notes
Posts posted by DougGraves
-
-
2 hours ago, Coyote said:
Another step would be raising their Recharge to 6 seconds... this would increase their damage (and thus DPA) substantially.
For dominators this is a good idea. Since they already have more attacks they don't need a fast recharge one, but a bit longer recharge and more damage would make them useful.
The AoE immobilize even doubled still isn't significant damage though. You'd really have to boost its recharge.
-
So the question is - if you get rid of the immobilizes for dominators what do you give them?
I could see a single target soft control - fear, sleep, stun. Short duration.
I'd be tempted to give them debuffs instead. Give them a weak debuff from the defender version of the powerset theme.
-
20 hours ago, Coyote said:
AoE Immobs are also good on a set that has an AoE Stun as its main opener.
Are they also good for fire with bonfire to turn the knockback into knockdown?
-
3 hours ago, Greycat said:
Or, grab the badge, get the zone on your LRTP list, and do it in one trip instead of two. Given even some of the people I play with have slower systems and/or connections, that can add up to a *lot* of saved time if they don't have to zone into a base first, run over, find the portal, and load another zone.
Combine them. Use the base to get to the zone the first time and then grab a badge there so LRTP will work next time.
- 1
-
The problem with AoE immobilize for controllers is not that they have them - it is that they use them. It is a huge pain on teams when there is a controller who thinks that every fight should start with immobilizing the enemies while they are spread out. I skip it on all of my controllers and dominators (most of my characters).
The single target immobilize is good for controllers for damage and containment. The aoe immobilize makes sense for trying to give controllers containment but is a detriment when teaming.
I would leave it as is for controllers - with containment it has a purpose.
I would remove it for dominators. As a dominator I skip the single target immobilize and aoe immobilize - I have my other set for damage.- 1
-
First, I can't believe I never knew that on the character selection pages the dots between the arrows let you jump directly to a page of characters instead of arrowing through page by page.
Second, as I am going through adding zones to my alts, using the Find Contact to teleport to a contact in a zone is really handy for this.
I grab the badge near the train in KR, then go to South Sky and get the badge by Faultline, go into Faultline and get the doughnut badge - then I can tp to Wincott in Hollows to get a badge there, then tp to Montague in Steel to get a badge there. Makes getting the badges and unlocking the zones much faster.
- 2
-
If we make it unlimited we can make tankers useful at level 50 again. Go back to just having fire/ice tankers herding the entire map while everyone else stands around the doorway.
-
So the question is whether it takes longer to earn that much influence than it does to earn a respec. I have to imagine at level 50 it is easier to earn the influence.
-
The devs have said they do not comment on potential changes before they are ready for beta as that causes player to take comments as pledges of changes.
Which when you rearrange the letters is a hidden message saying they are going to port regeneration to tankers in the March 32nd patch.
- 4
- 4
-
2 hours ago, Hew said:
I wouldnt mind getting a signature summon out of a TF.
Sure, if you need to aggro a whole room just summon Fusionette
- 2
-
25 minutes ago, srmalloy said:
I think this is entirely wrong; Penny is friends with the Clockwork, and with the Clockwork King (from what I can tell); it would take a really big betrayal on the King's part for her to be rounding up heroes to quash him and his minions.
Okay - Yin's dad for the TF. He is sending the heroes to protect his daughter
-
Welcome back. Based on your icon, King's Row awaits your return
-
6 hours ago, Take One said:
Who would take over the original Positron TFs then? Maybe BAB? Or a new contact entirely?
I would like the Faultline heroes linked to the Positron TF to make that Faultline connection stronger.
- 5
-
Yin has a Freakshow TF. Synapse has a clockwork TF where you talk to Positron half the time. Someone suggested that Yin get the clockwork TF because she is involved with clockwork, not freakshow.
So if you could assign the villains to the various heroes' TF's what villains would you assign? Who would Manticore send you after? And it could be the reverse as well - who would be a better hero for the TF's that exists?
Azuria for the Positron 1 task force? Jim Tremblor for the Positron 2 task force?
And who else should get a TF and what would it be? A Flower Knight TF?
-
1 minute ago, Apparition said:
You do realize that the base macros still work if you're right beside a supergroup portal, correct?
No, I have never used supergroup portals to even know where they are as I am not in a SG. But I will find one and try that, thanks.
-
9 minutes ago, srmalloy said:
Go to Atlas base portal
Use any of the transport-base passcodes
Pick the Pocket D teleporter
You're in Pocket D
Does it provide the transport-base passcodes? If so, than this will work for me.
-
31 minutes ago, Glacier Peak said:
Without sounding antagonistic in reference to your first point, is it because you are comparing the convenience of using an exploit to the post patch travel changes?
It is comparing the ease of using a free macro in my controls to get to a base that has a teleporter to Pocket D to the post patch travel. Which is the change made in the patch.
-
52 minutes ago, Ura Hero said:
Pocket D is still easily accessible. Either use base portals or go to Kings Row, Talos, etc. All you have to do is get there once, spend an hour and you have the temp power.
Your definition of easily accessible is very different than my definition of easily accessible.
- 8
-
Travel changes
- I cannot get to redside easily (or back). I can't just go to Pocket D and switch. So I have not joined the red teams I have seen. I could make a redside character but don't bother.
- I do get the long distance teleporter by running around Atlas and going to other spots. This is the only time I spend on any characters doing something that is not fun and is therefore the only real investment I feel that would stop me from deleting and recreating a character. But it does not take much time and gives me something to do while I am waiting for a team. So I do not have a problem with it.
SO changes
- I've stopped using the IO system entirely. Now I can SO at level 12 from the store right next to Miss Liberty and then just keep upgrading as needed. This is very convenient and makes enhancements much simpler. So now I can just sell all of my salvage and recipes and ignore the library. I like this. And I imagine those who use IOs just keep on using IOs without caring about the change. Good change.
Athletic Run
- I noticed it after the patch, so I assume it came in this patch. Finally running quickly without beast or ninja run. I really like it. I does mean I am remaking most of my characters so they have it instead of ninja run. My ninjas and beasts of course remain as is.
Overall nice quality of life improvements.
- 1
- 5
-
On 12/30/2020 at 10:00 AM, Player2 said:
Miss Behaver (Claws/Bio scrapper -- just a rebel)
Miss Behaving (Arachnos Soldier -- complete villain, and proud of it)
Miss Beehivior is a plants/savage assault (first attack is bees) dominator with a beehive hairdo and a bee outfit
Good Beehivior and Best Beehivior are also
- 1
-
Citadel Simple Fix is:
- Investigate Council Base (IP): keep as is
- Defeat all soldiers in base (IP): remove
- Defeat base leader and guards (Talos): keep
- Take parts to Fareed Abdulla (Steel): remove
- Defeat base leader, his guards (Sky): remove
- Defeat base leader, his guards (Sky/Talos): keep, make Talos always
- Defeat 40 council (IP): remove
- Defeat all soldiers in base (Talos): remove
- Defeat all soldiers in base (IP): remove
- Defeat all soldiers in base (Talos): keep
- Defeat Vandal and his minions (IP/Talos): keep, make Talos always
So the TF would be
- Investigate Council Base (IP)
- Defeat base leader and guards (Talos)
- Defeat base leader, his guards (Talos)
- Defeat all soldiers in base (Talos)
- Defeat Vandal and his minions (Talos)
-
Synapse Simple Fix:
- Investigate the electrical anomaly : remove this mission
- Hit the streets and thin the number of clockwork: remove this mission
- Talk to Positron: remove
- Defeat all clockwork in station: make this first mission, have it given by synapse
- Defeat all clockwork in station: remove this mission
- Defeat all clockwork in station: remove this mission
- Find the clockwork headquarters: remove this mission
- Stop all robots in headquarters: leave as is
- Patrol seek king's hideout: remove this mission
- Go talk to the foreman: leave as is
- Investigate the first warehouse: remove this mission
- Stop Clockwork Lord its guards: keep this mission, if possible move the 6 warehouse worker hostages from the first warehouse to this mission
- Babbage Ambush: keep this mission
- Get immobilizer from Positron: change to get it from Synapse
- Defeat clockwork king, his court: leave as is
---- So the TF would be
- Defeat all clockwork in station (Steel)
- Stop all robots in headquarters (Steel)
- Go talk to the foreman (Steel)
- Stop Clockwork Lord its guards (Sky)
- Babbage Ambush (Sky)
- Get immobilizer from Synapse (Sky)
- Defeat clockwork king, his court (Sky)
-
On 1/6/2021 at 4:31 AM, Snarky said:
I suggest a "hot fix" on the Synapse. Very easy. No change, except one major one, easy to implement.
Do people think it would be good to do this in 2 phases - a quick fix for existing TFs to make them shorter, less repetitive, or otherwise better without major rework, followed by major rework?
If so, what proposals like Snarky's would be specific, simple changes to make the TF's dramatically better?
-
Two Task Forces especially worth revamping
While I would like all of the old task forces revamped, some of them have a cool element that makes revamping them more worthwhile - a unique map, important storyline, etc.
Synapse - The final map and the clockwork king deserve a better TF
Ernesto Hess - the final map with the giant robot is great. The rest of the TF could be better.
- 1
Weekly Discussion 85: T1 Immobilises in Control Sets
in General Discussion
Posted
Powersets should not be designed based on using IOs.