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Galaxy Brain

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Everything posted by Galaxy Brain

  1. I don't think buffing sets automatically takes away from others. If you buff an under-performing set up, then its just usually at status quo without taking from anywhere else.
  2. Global fitness was done for diversity since literally everyone took it
  3. Wait, this is to make choosing harder though? Hasten is an easy choice to make due how potent it is, and unlike aim it's available for every single character.
  4. Thanks for the replies everyone! What was mentioned here is that hasten is not necessary to play the game, which is 100% true. That said, I still feel it is overall incredibly good for what it is and it's why so, so many builds have it. When building for performance, it's almost unheard of not to grab hasten which makes me think that the base recharge times of powers could benefit from a slight boost. Hasten will still be great, but then it may also not be as sought after or polarizing.
  5. Beam sounds fun! However, what do you mean by DoT powers? There are very few I can think of, but the ones that jump out are usually pretty good?
  6. Yeah, range isnt *that* big of an advantage in this game where people can hop around at 70mph to close distance
  7. Does anyone feel the benefits of each version of opportunity are worth them being separate? They each feel, I suppose toned down enough where combining them to "Combat Opportunity " wouldnt be too drastic, and allow either t1 or t2 blast to activate
  8. This would be awesome. Doesn't /Sr on sentinels have something like this too?
  9. Something I have yet to see talked about is the /Plant Manipulation. Is that any good....?
  10. I'm just gonna jump in here, but does anyone else feel that tankers got hit harder by IOs given nearly anyone can softcap now and make their defense tanker-esque? With their claim to fame taken away, other melee classes (brutes) just way outshine them
  11. Tbf, building defense onto a resistance base offers way more mitigation.
  12. The other part of this is that their way of building damage applies to the team as well!
  13. Looking at the upcoming changes to the set, as well as the sweet, sweet targeting drone, what would be a fun primary pairing? AR is the go to of course, but I dont wanna go for the classic this time around ;)
  14. I agree that the inherit needs a second look where it seems like it is forced on the 1st two powers. I've leveled a few sentinels now into the 30ish range and had solo and team experience. The opportunity mark is really nice if you have it ready on a hard target in a team setting and it *is* nice that it is triggered by an attack instead of a separate power like a debuff set would have. That said the downside is also that it is part of your most spammed powers so it can be akward to wait for the recharge when you have a target you want to hit with one or the other versions of Opportunity, or on the flipside it can be annoying to "waste" the main targeted debuff on a minion when the next group has something you would have liked to mark! I like the dynamic of choosing the offense or defense a lot, but I find the actual opportunity mark to be akward given how it is set up and how often I find it sort if wasted given how long you have to wait to mark a target + how comparatively weak the marked effect is. If marking was separate from opportunity, as weird as that sounds, I think itd be nicer.
  15. Would it be possible to make Rage an auto power, and make it a mini-fury? Each SS attack you activate builds Rage. You can stack rage up to 8 times for 10% damage a stack. Stacks last X time before decaying This replaces the crash penalty with a time penalty, which is sort of the same: the player has no rage for a time
  16. *This* The only problem is if you constantly keep the rage up as fast as you can. If you keep it to just under 2 min then it's fine.
  17. Can we get Clown Run that uses the panicked NPC animation?
  18. Knockback is important to the feel, but it is at odds with a ton of the game design unfortunately. If Knockback had a better effect to it, like knocked enemies took bonus damage when you launch them or treat it like DnD where prone enemies are "disadvantaged" and you can kill them faster it would not only feel more impactful to knock somebody on their butt but also be more team friendly in that it is useful to all?
  19. It sounds like having the bite attacks slow down enemies would be nice for them
  20. I'm down. I really wish the pet setups got changed a bit with some of them like this, you know?
  21. Well one of the Mastermind ATE sets provides a nice AoE defense aura which can help mitigate that. While true, it is still a huge burden that is inherit to the melee pets
  22. But yeah, VS could at the least use some love to stick by the caster better, if not make the dps a bit more impactful given the nuances over a standard attack (and being so high tier in the set wherever it appears). I do think as we have all said tho, elec blast could use a once over. The sentinel version has an actually damaging hold like Ice Blast does, which would be nice. End drain really does not hurt NPCs unless they get drained and kept at 0, at which point it becomes OP. Without changing combat as a whole this is a bit too black and white... but at least the end drain can have more consistent recovery debuffs and then return endurance much more frequently?
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