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Galaxy Brain

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Everything posted by Galaxy Brain

  1. Paragon wiki is giving a bad gateway error, but immobilized status does not inherently get rid of knockback on all immobs. I do clearly recall being able to immobilize and knock down certain enemies here and there, or even push them around.
  2. I know that there are certain immobs that dont prevent knockback. The immobilize just prevents movement by the target, it has to have an actual rooting component (knockback protection) to prevent outside forces from moving them
  3. Since only 1/2 of the bonuses to (HP) and Recovery are enhancable, is it worth pumping like 2/3 HP and/or EndMods into the powers?
  4. Side note, do they let you just make a kheld / Veat on the opposite side now?
  5. Clown summoning is nowhere near as pervasive as an elemental power :P sure it is. clowns are everywhere IRL, do you see people throwing around lightning bolts IRL, i thought not. clearly clowns are more important than lightning actually now that i think about it i haven't seen a single actual clown in CoH. there's a million powers that let you shoot lightning, but exactly 0 that summon clowns, so why not start with clowns and do the lightning thing later we were even promised a clown summoning set back on live before shutdown, clearly there has to be something in the works You know, clowns have those electric buzzers on their hands... we may be onto something here
  6. Illusion already has been around though, why fight for that when we can get Clown Summoning?
  7. You can if you like, but I'd like to have the mechanical functions of Illusion Control as a Dominator. mind control is actually a thing there are confusion powers in there confusion can be your own phantoms in the enemy group color your psychic attacks different and say it's an illusionary strike i once saw a fire/fire dom whose entire gimmick was that he was making people seem like they were burning alive, he still used his attacks but pretended that he wasn't actually hitting people so much as they tore themselves apart my dominator doesn't use ghosts from darkness in-character my Earth Dom uses magical light constructs on people there's plenty of ways to play pretend in CoH, the only limit is yourself
  8. Clown summoning is nowhere near as pervasive as an elemental power :P
  9. But cant we pretend that the current controls you have are illusionary?
  10. Yeah, which is where part of the problem is. Theres no Thor or even storm styled lightning attacks where you directly smack people with lightning. Storm summoning had a bit of that but it's not the focus
  11. On the flip side, unless you can get to that state reliably it is essentially useless and immediately questionable as a side effect compared to say, ice or psychic -rech Edit: I guess another thing is that elec blast in CoH seems more themed around like "electrical power" youd see in a house vs being zapped by lightning bolts. Modern interpretations of such elemental attacks usually have it focused on speed, stunning, chaining targets and the like moreso than draining power
  12. As others and I have noted, the way end drain works as a secondary effect really needs help to be meaningful as npcs really dont care unless they are kept at 0 end, and hit 0 end quickly. Still tho, making VS just friendlier to use either by increasing its effectiveness or sticking to you closer / moving faster would be nice. On paper it should be great but in practice it has a lot of nuances that other sets do not have to deal with to get equal or better output. Also make Tesla cage deal decent damage like on Sentinels? :p
  13. So back on topic here, regardless of the power we have all seen the tropes: Villain with a freeze gun Hero with a mythical blade made of super hot plasma Etc We have power sets and animations that could fit one another, it's just a question of possibility :/
  14. Not only does Elec have one of it's only AoE powers as a melee AoE, but essentially every blaster secondary encourages melee range, as do defender and corruptor sets with PBAoE effects. Dominators are literally half melee. Sentinels are all ranged, but also have significantly shorter range so they still engage mobs "close enough". On top of us moving faster than sparky 90% of the time, I'm not sure what you expect here.
  15. Sorry, disagree and agree with Red on this. That's the great thing about CoH, many paths are viable and the game is about more than min/maxing. Min/max culture can be incredibly toxic and often ends up forcing players into the same cookie-cutter builds. That said, knowing the comparative facts is useful, as long as that's not the only factor. Same here. While the MinMax mindset can out some off, we all naturally tend to do this even at the most casual level. If a set feels worse than another you tried, it suddenly becomes less fun.
  16. As of the i24 beta on live, and that was ported to here as well. You can check out the "sustain" powers on Paragon Wiki under the i24 changes, as well as the secondary powers on blasters themselves. They all now carry some form of massive recovery boost and anti chip damage (via regen or heal over time) to greatly boost survival against more trivial things as well as greatly decrease downtime. The blaster forums may have additional info :)
  17. Just saying, blasters all have a nutty 50% recovery boost now
  18. Well it costs 26 endurance and lasts 60 seconds. It can have a hard time keeping up with you and can aggro groups you didn't want to and waste its limited attacks on enemies you already killed. Let's not oversell it. This. If you are in an ideal spot where the sentinel only hits the target you want and doesn't miss for the entire duration it is comparable. But in normal gameplay it's not. It has trouble sticking to you depending on the map and it doesn't target what you specifically want it to, which makes it lose out on effectiveness vs something you control directly such as a targeted attack. This is what makes it stick out vs other traditional blast sets the most as it is an odd tradeoff where at best it is comparable over time, but at worst it brings the effectiveness down. As for Zapp, that is definitely nice but still all other blast sets get this so it's back to square one there.
  19. This got brought up for AR where somebody was curious if we could reattach the projectiles to like, hands and face for a power armor concept. Is not only this possible, but also adapting current weapons to fire other sets for both melee and ranged?
  20. An option to tone down KB on your powers would be sweet for those who care about it. That said, I still have always felt that knockback should carry more punch. Knockdown/Up is objectively better on comparable powers, except knockback is often associated with raw force as mentioned in this thread. If powers with KB naturally did more damage, or if knock back caused bonus damage when it occurred that would make it a bit more tolerable in teams with... let's say fresh players, but also just more fun to see you *smack* an enemy into a wall and knock them out that way. This of course tho comes with the caveat that turning off KB would lower the damage bonus a bit.
  21. Now that I have had time to sit on this, I just want to put out my 2 inf. My main on live was an Elec3 blaster. I loved having the voltaic sentinel out as it provided a free DPS boost while active and you had it near you, on top of being (at the time) pseudo mez defense as you had one more source of damage vs enemies than other blasters when mezzed. This all said, it pales in comparison to just having another blast in the set, especially looking at how Tesla Cage is low damage in basic electronics blast, but is treated like Freeze Ray on Sentinels where it is reliable damage. The secondary effect of electric blast is to drain endurance and have a chance of an endurance discount. The latter is nice, but still just a chance. The former is a great soft control but it is binary. You have to drain a foe dry to get meaningful effect, and even then it is only through short circuit + power boost or power sink. Even on ATs with better debuff values this is the case, but still the sets damage potential was brought down to accommodate this. Most of the time, the time spent draining end could have been used to help kill, or at least have a more immediate secondary effect on top of the damage like slow or -tohit, etc. Granted, the end drain can be nice on large targets but then that's not only situational compared to other side effects but also the way NPCs use end is minimal compared to players. A hard target can and will still swing at you with minimal endurance and hit with decent powers. So just to end this mini rant, end drain is good but flawed compared to other controllerish secondary effects and the hit to damage that electrical gets seems a bit undeserved given how that plays out. While making Tesla cage hit hard like with Sentinels would be nice for Blaster/Def/Corr, the main topic here is the (funnily enough) Sentinel. It adds free dps to a point, but in practice it doesn't do enough to patch the hole that electrical has with lacking a 3rd blast. If the little guy did more per shot, or simply attacked more often it would push elec that much more. Especially the latter as a faster attack rate allows for more -end per hit more often! Elec is a staple powerset but it's a shame it feels more like a static shock than bolts of lightning. Adding more dps to the sentinel to at least fit the theme of constant zaps, and adding some punch to Tesla cage would do wonders. Coming from somebody who played with those powers for years, I loved the pseudo control the combo gave. But after seeing how other similar sets perform while having useful control *and* damage it feels a bit lacking.
  22. True, but then it's a bit odd with it's own AI. I always thought itd be sweet if it worked like targeting drone and hovered around you, or at least if you could have multiples
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