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Galaxy Brain

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Everything posted by Galaxy Brain

  1. Blasters are already blappers by design 90% of the time... how would this be different?
  2. If anything maybe give TW a slap on the wrist with like, -1 sec momentum time or something just to scootch it close to everyone else. Anyways, random thought there but Rage is currently a +80% to *all* damage, yes? What if Rage only effects *smashing damage*? It would no longer touch secondary attacks like most auras, and allow SS to then focus its buffs on your own physical attacks.
  3. I duo a lot with my GF and we enjoy running the story arcs as she is new to the game. However, I noticed that it can be a little annoying each time we get a mission that either of us will need to open the mission tab and manually set the team task. So while overall a minor QoL request, would it be possible to give players an option where you can "lock in" the team leader's current story arc?
  4. I like this idea too, but as Vanden said how about giving them low lvl mez/in protect at all times too? Like mag 2 just to avoid minor stuff. Then when activated it gives much bigger boosts. I like the dynamic between the no target / has target, but I think meeting in the middle with just an AoE serum might be better. :)
  5. Hard agree. Itd be nice if commando also had Ignite, but alas. I also think Serum needs a look as the power is atrocious, and could help mercs along with this!
  6. Hm, reapplying is a fair point. What about treat it like the bubbles FF gets where its fast rech, hits the mercs, and has to be applied every ~2 min. Then it gives 10% to all stats (hp, regen, recovery, movement, slow resist, damage, acc, resist, def, etc)
  7. So, thinking on this more I think the resistance it gives is really kind of moot given that most MM secondaries can keep your pets alive relatively well, and as an "oh crap" type of power it is sort of meh as it would only make a difference on the commando since it has some HP. Gonna do something dangerous and link up tv tropes: https://tvtropes.org/pmwiki/pmwiki.php/Main/SuperSerum The trope of a super serum is that it pretty much changes the taker of said serum into a super being for an extended time. Current serum definitely makes them super, but really not for long. If possible, could we just gut the effects down to like a generalized "20% boost to every stat!", on a ~4 min recharge and high end cost? This would take about 25 minutes to fully serum up your mercenaries at base, but once done you have a team of truly super soldiers. The boost should last a very long time, if not perma like normal MM upgrades, and would help mercs as a set by allowing you to pretty much slap a 1.2x modifier to any relevant stat. Thoughts?
  8. +1 Not sure if I read correctly, or if I just never ever played axe before, but are all the 10ft powers AoEs?
  9. So MA is better on brutes.... assuming the numbers line up like with Tankers?
  10. Claws being that low is suprising.... doesn't it have amazing actual results?
  11. How much psy defense can be built? SR has a bit of that now as well.
  12. I mean, other sets can achieve the same defenses as FF (softcaps) + other debuffs or buffs.... and if we wanna get meta, tons of people build for defense which also mitigates the defense FF brings if thats all it brings
  13. With shield charge and lighting rod now being able to go to the brute caps, is that still the case?
  14. No need to call out PvE play. The issue is that many people have been burned by games that do huge changes to PvE for the sake of PvP, especially if it was not in there from the start. It is almost alien to think about that in modern games since they have PvP as an intended system and it's already different than the standard gameplay.
  15. Yeah, the idea would be an opt in much like how you choose to play "ranked" in most online games. Or special missions that are set up from a special contact that would essentially require people to know what they're in for. Side note, I wonder if PvP zones could.be instanced in a way that you can choose PvP or PvE on entry and then the two sides would not interact?
  16. +100 INF. It has no place unless PVP stats / environment is different than PVE. This is already the case in CoX.
  17. A very small minority fraction of the playerbase enjoys PvP. The majority either doesn't care, or actively loathes it. A small portion is still a decent chunk of people, and that is only for current *direct* pvp. A new mode could have different audiences where you can use PvE strategies and stats.
  18. Scrappers are the most consistent Melee class between the three, but the numbers seem to make all three ATs somewhat comparable to each other aside from playstyle preference. What individual sets or set combos do you feel truly stand out on Scrappers compared to how they perform on other ATs?
  19. Many people find PvP to be a blast! However, strict "fight another player head on" may not be everyone's cup of tea. Having special PvP missions that are more like Team vs Team objectives could be just as fun! This could be as simple as a leaderboard for who cleared a TF the fastest with X parameters, to something as complex as a Hero vs Villain mission where the actions of each team can effect the others (get to a glowie and spawn an ambush for the other side, etc), and the first to finish X objectives wins. Would people be interested in this?
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