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Galaxy Brain

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Everything posted by Galaxy Brain

  1. I mean fair lmao, said soon and it's been 3 months xD
  2. This is awesome @malonkey1!! Are the sets in the OP up to date?
  3. With the new fury changes, Ice's Slows are much more of a moot point. My Ice/Bio brute can fill up fury pretty damn quick with just Frost 🙂
  4. The only thing I will say, is that while possess is active itd be nice if it suppressed ToHit debuffs. It's kind of lame that you possess a guy to fight for you but because of your actions he cant even swing at your enemies effectively!
  5. Kind of want an all thugs/ team since enforcers buffs apply to any and all Thugs... that and 8 Gang Wars
  6. @JayboHis right, Toxic is technically the most resisted type... but few player powers actually use it. Lethal is the 2nd most resisted tho.
  7. Can confirm with @Infinitum that all beam rifle teams are godlike.
  8. With regards to distance, a stronger force would totally send an object further and thus logically they'd take more of an impact/damage than if they were sent less distance or knocked on their butt. Given the utility benefit of setting KB to KD, I would like there to be at least a lesser effect if "KB Damage" becomes a thing if the mag is below the threshold and becomes knockdown.
  9. One thing I wanted to touch on was how to handle Knockdown here... maybe a condition where KB mag needs to be >1 for the chance to even occur?
  10. dark melee now lowers the gamma on your monitor for each hit you land
  11. So, I've made a thread on this before but I had a thought today that warranted it's own thread. A common idea to make Knockback more "super" is to add some sort of damage component either just directly when you cause KB, or if your target hits something. What has been the question though is how do you balance it / etc. The idea of course is that Knockback in most media sort of ends the fight. Throw mooks into the wall or across the room and they dont get back up. Toss another super through a wall and you can tell it hurt and inconvenienced them but it's not usually a fight ender. While Single Target knockback is usually not complained about as you have a ton of control over that, mass AoE knockback that scatters foes is lauded for causing chaos. What makes up the majority of mobs? Minions. Who are usually shown as being blown away and defeated? Minions... Looks like there is a common theme here. Looking at some of the existing powers like judgements and even Scrapper criticals I realized... oh! We can have effects happen based on enemy rank! The idea: What if knockback attacks had some sort of reverse scrapper crit where you had a chance to deal "knockback damage", with the lower the rank the higher the chance? Just throwing numbers out: Minions and below = 50% damage chance LTs = 25% chance Bosses and above = 12.5% chance Damage Type = Smashing Damage = (Player lvl * 2) * (1 +(Magnitude / 10)) So for example, a power with mag 5 knockback would deal: 2 * 1.5 = 3 damage at lvl 1 100 * 1.5 = 150 damage at lvl 50 This could be flat, or work off the ATs (ranged?) Mod. Depending on the power this could be a substantial bit of damage! The trick though would be the chance of it occurring based on the rank. The lower tier enemies you send flying everywhere? Good odds that they will take the bonus damage and may be defeated outright. Bosses? Lower chance they get hurt, but it still stings when they do. The core here is that minions make up the majority of mobs, and so are the primary things to cause chaos when AoE scatter occurs. If the same power that caused scatter also directly helped eliminate the "fodder" it scatters, then it would be a lot more fun for all parties / sides of the fence. Thoughts?
  12. What are you guys on about? MoG makes me just do the fortnight dance for the whole 15 sec
  13. Obi Wan energy right there
  14. Regen's Revive power now takes you directly to character creation to make a new character
  15. I was more talking about the methodology you have where you are trying to compare an SR/Claw tank and a Claw/SR Brute. When comparing two like ATs, this may be as close as you get so you only really have to worry about strategy.
  16. @Bill Z Bubba, luckily by comparing the same combo against itself using your own playstyle, you should be in a good spot for a "fair" comparison as there are less variables due to your choices (outside of say, stopping o use Taunt on the tank). Something like 6-10 missions on the same build with only the AT changing should be a good benchmark assuming the same strategies and the like (also assuming Brute and Tank Claws are the exact same outside of damage / inherent stuff). Having run the mission many times across all Scrapper sets, I did get sort of used to how many of them operate in similar gameplay loops so when KM came in and benefits from a much different game plan it threw me off until a second whole set of runs where I got much better times. Something as simple as going left instead of right at that "fork" halfway through the map or even how you pull the tighter areas can add up over time too.
  17. why does he have my parents fighting on his mask? Also, @Bill Z Bubba did you happen to notice the Mobs in the sim running more often as of late?
  18. Where would be the best place for chain lightning? A triggered effect somehow off the ST attacks? A dedicated power?
  19. @Bill Z Bubba, This has been republished on Beta and should be useful to compare the offenses of sets.
  20. Just a PSA, but this arc is available again on Beta! It's been incredibly useful in helping test melee sets. Enjoy 🙂
  21. Tbf, in a pure ST environment VS does work
  22. I think so. Even if its just 2 maps, across just 5 missions each the terrain will be different enough from start to finish with the spread (5-0 to 3-2) to impact times in a way that is not controlled.
  23. @Bill Z Bubba, I would recommend the Mission Simulator map (to be published when I get home). It has a guaranteed 3 boss and 1 EB spawn, and a set map each time to limit variables. The DA missions, while nice, have different maps which WILL affect clear time unfairly.
  24. All various threads I've been part of, but the last one is a very relevant quote related to End Drain vs certain ranks of enemy. The issues with elec blast can be summed up as: 1) Clunkiness Short Circuit, Thunderous Blast, and Voltaic Sentinel are all very slow powers for what they do. SC and TB are very slow to animate, and SC deals its damage over time to further slow down the process while TB does not do the correct damage. Sparky has a long animation with would be ok if you didn't have to CONSTANTLY re-summon the little guy. These three powers are highlights of the set, but end up being very clunky in practice due to very slow animations/constant application. Not only is this very slow in today's game, but for a lightning-themed set its odd the powers are slow at all. At least the attacks *hit* instantly unlike most other blasts! If these got sped up, hit harder (either damage or end drain, other perks), or in Sparky's case lasted longer/stacked then it would be huge for the set. 2) End Drain vs the World In the last quoted thread, I went over how end drain is not really.... worth it in the bread and butter attacks most of the time. You will usually defeat enemies far faster than you drain them, outside of specific End Drain powers. Not only is End Drain binary by nature of it being all or nothing for taking effect, but powers also either do a bit of drain or they are one-shot wonders themselves. I'd rather a different secondary effect on a number of the powers with low ST drain and re-emphasize the heavy drain powers to be honest, if not have a chance for Critical Drain that @oedipus_tex had came up with a while back to actually leverage the effect on the majority of powers rather than just a few. As it stands, End Drain really only works if it is fast and constant like we see in Elec Control, and to do that we often see SC + X other power (Power Boost, Power Sink, Kinetics, Etc) which is honestly annoying since it makes any other pairing sub-par. An unsung part of elec blast though is the end-return. This only has a chance to occur, but if it were made much more consistent that could be something fun to lean into. Other suggestions such as applying a debuff that scales on lost endurance, bonus damage scaling on endurance (Proved possible by the prior Beta Dark Melee!), and the like would also be welcome. Edit: adding in a possible "+End Cost" debuff when hit by the attacks would stack wonderfully too. 3) Old Set vs New Themes Elec Blast is the oldest electrical primary, and it is lacking something that every set since has gotten: a Chain Power. As I mentioned in point 1, elec blast's unique powers are a ranged proper-nuke, a pseudo pet, and a PBAoE end drain but they all have their own issues... but the super iconic Chain Lightning is sadly not present in the set. Finding a way to fit that in there, even if it were attached to Voltaic Sentinel being active as @kiramon mentioned would be cool! In addition, the idea to have Aim have altered stats to include +End Mod would be sweet as well. Just something more to lean into the set's strengths on it's own rather than needing to double-dip into a paired Drain set.
  25. I think a 2nd FF-type armor has room for sure. I mean, we have WP, Regen, and Invuln as 3 types of "naturally tough" or "healing factor" style powersets.
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