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kelika2

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Everything posted by kelika2

  1. they do but if you are double stacking domination it knocks back sometimes also if you are using Overwhelming force stop now, that causes a lot of knockback. use sudden acceleration
  2. You know how the exp toggle in the options menu was nerfed because of firefarmers? And you know how incarnate powers dont work at level 44? And you know how the +exp boosters do not work at level 50? Bring that back, but just make -exp/+inf options to stop working at level 45. Potential numbers: 25% slower exp, but 20% inf gain 50% slower exp, but 40% inf gain 100% slower exp, but 60% inf gain 1.) potentially exploitable by firefarmers. someone halting at 44 will not have the killing power of a decked out incarnate, slots and mule powers from 45-50 will also be limiting but they sure will try 2.) im not going through every story arcs levels in ouro to check but the people in their mid 40s wont be missing much. meaning people at level 45-50 wont need to exemplar/ouro down for level 45-50 arcs 3.) this gives people the option to level slower and not be punished for it
  3. A lot of people do not and that default green gets to me I do change its color and I hope im not just mandelaing over here.
  4. Anyone else remember it being red/blue or red/white and not this uglyass baby poop broccoli paste green?
  5. i have two huntsmen one ranged and permahasten build. and bane spider only for buildup one melee and defense build. buildup, stealth and placate from bane
  6. i have a rad/fire sent thats pretty point blanky
  7. fire: backdraft. replace it with cinders or merge it with cinders. air sucking out holds because also heat inhalation ice: ice funnel, think frostfire mission earth: crater/sinkhole, everything falls to the center
  8. just go fire control/trick arrow and slot fire control stuff for damage bonfire + 5/6 bombardment + kb2kd hot feet slotted how you want, i said screw set bonuses and went 3 acc/dmg hamis and 3 50+5 end redux fire cages + 5/6 bombardment + end redux oil slick + 5/6 bombardment numbers will fucking flyby flash arrow + smoke is a powerful combo cinders cd is too long, skip slot flashfire for basic stunning, either regular IOs or an ATO. ring of fire and char are also for damage. both 5/6 decimation. add a 50+5 hold to char if you want
  9. is this the piccolo dick meme?
  10. how about jump height speed? its kinda agonizingly slow to get vertical height
  11. Boosters from the start vendor are 1000inf a click at level 1 booster + dib/dfb reward = something reasonable
  12. a part of it yeah the booster from the start vendor + dfb/dib gives a hefty amount of tohit. like enough to not totally suck in posi(all the -tohits and +def) or hollows (mostly +defs from bosses)
  13. its not about popularity resist based sets dont get anything regen types are.. regen types and support stuff like buffs and debuffs dont benefit at all. a radi def would get more -tohit with the new proposed rewards
  14. i tried that before, turned into people using AI to reply on varying reasons of no for.. reasons
  15. so many of you missed the point. im not reading the thread anymore. my note is put in the suggestion box and if folks want to strawman thats fine but im out
  16. this is wrong because 1000 char slots i just want the fighting to stop and i personally dont care about the badge i just want the fighting to stop
  17. Because of the name release thing I am doing more and more DFBs There are a lot of fights and people quitting because the badge failed. My proposal is this, Dr. Meinst is trying to poison the cities water supply with dead bodies. We need to click some valve release things that dumps/spawns cadavers out of the water supply. Just clicking the X amount of objectives will grant the badge. killing can be optional. can also increase the exp on the spawned vhaz enemies to 'normal' elvels either way im sick and tired of watching people kick masterminds who dont know any better or people flipping shit because xshadowxwarriorx's death shroud caused a(lot) massive meltdown(s).
  18. tohit/dmg merged into a single power defense gaining resistance into a single power recovery gaining regen into a single power new: +special. better holds, sleeps, buffs and debuffs all around
  19. kin/fire is my goto for blowing shit up as a stalker
  20. dont tell anyone since the number of forum viewers are vastly smaller than gameplayers but just make a mental note of november 29th or 30th to retry this is between you, me and the 30ish odd regular forum goers
  21. We might need a Sarashi and Fundoshi at some point asking for a friend
  22. Stacking DoTs or stacking snare pits and rains going into detail would be too much since there are so many combinations of fire tanks and corruptors even sentinels or pistol/fire blasters
  23. you now remember commanding shout that pretty much eliminates most cc
  24. maybe the arsonist can use a new single target attack i just cant think of anything that would be home made and small scale Smolotov Cocktail? Darts with firecrackers on them? maybe a wrist mounted aerosol thing?
  25. Overall, I would like to see more AoE and I want to see it introduced by having 5 or 6 target limit attacks with the level 6 upgrade, for example: Thugs > Punks(not arsonist) > Level 6 Upgrade > Empty Revolvers(new-ish ranged cone): 5 or 6 targets max, lethal damage. Because there are two Punks it will not be game breaking and will allow thugs more AoE at a lower level Thugs > Punks(not arsonist) > Level 26 Upgrade > Dirty Bomb(taoe) 6-10 targets max since lvl26, lethal/smash upfront damage followed up by a lethal dot. I cant remember the movie where I seen a mason jar with explosives and scrap metals in it but thats the idea Beasts > Level 6 Upgrade > Summon Wolves > Piercing Howl (pbaoe) 5 or 6 targets max, smash/energy damage to mimic sonic damage Beasts > Level 6 Upgrade > Lions > Pounce (taoe) 6-10 targets max, i dont know if porting Spring Attack is possible but that was generally the idea, just smashing damage Beasts > Level 6 Upgrade > Summon Dire Wolf > Chilling Howl (pbaoe) 10-16 targets since it is a tier3. pure cold damage? Robotics > Level 6 Upgrade > Drones/Prot Bots > Charged Shot (taoe) Just pure energy damage aoe, 5-6 target limit Ninjas > Level 6 Upgrade > Genin > Dragon's Tail (pbaoe) same as our tail but limited to 5-6 targets Ninjas > Level 6 Upgrade > Jounin > Lotus Drops (pbaoe) same as our lotus but limited to 6-10 targets Ninjas > Level 6 Upgrade > Oni > Fire Sword Circle (pbaoe) same as ours but 10-16 target limit. The oni has two fire sword melee attacks, and like 4 ranged attacks Note that the Oni's sword attacks are the old lethal/fire with no -def. FSC would balance out its kit Demons > Base > Demonlings > Spit [fire/frost/bile] (single ranged) All damage over time attacks, duration/ticks unthoughtof, uses Poison's spitting animation, fire/ice/toxic damage depending on the demon Demons > Level 6 Upgrade > Demonlings > Claw Burst (ranged cone) Basically the Widow's Dart Burst but primarily lethal damage/the demons element with possible DoT. 5-6 target limit. The Demon Prince's Shiver and Chilling Aura does no damage Shiver (wide melee cone) for players got damage added to it awhile back, maybe no DoT for the prince and swap Chilling Aura for Chilling Embrace (dominator ver. damage aura/pbaoe) Soldiers > Level 6 Upgrade > Soldiers > Incendiary/Napalm Grenade and Chemical Grenade (taoe) 5-6 targets max, soldiers get fire, medic gets toxic. due to the DoT nature of soldiers I think all that damage should be over time Necromancy > Level 6 Upgrade > Zombies > The vomits Wider cones would be all that is needed Necromancy > Level 26 Upgrade > Zombies > Empowered Brawl(new, melee) Just smash/negative energy. its simple, its kinda silly, and sounds lazy but i think merc soldiers use the same animation for all their powers
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