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Galaxy Brain

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Everything posted by Galaxy Brain

  1. Give certain enemies an aura that gives massive AoE defense, tactics then have to change up.
  2. This would be nice, I feel that high KB should def have bonus effects that make slotting for +Knock great.
  3. Too exploitable, using this on test only would allow people to effectively test out things in rapid time. @Rylas, true just some way of easily going through and quickly loading in slots or something would be nice. Or a built in store with all enhancements / IOs that doesnt require the jerk hack menu 😕
  4. As the title says, FOR TEST SERVER USE ONLY, would it be possible to have a way to import Mids built characters?
  5. Make Tesla Cage deal actual damage Boost Voltaic Sentinel in some way to make it either just better or more user friendly Eyeball Short Circuit and TB animations or recharges These seem to be the consensus so far Stretch goals: Add in a chain lightning ability. Currently, Zapp seems to be the forerunner for something that could chain attack but Tesla Cage has had mention too Change Aim into a new power with more thematic boosts to electric attacks. Tag all elec attacks as "EMP" to show robots who's boss
  6. Dont tell me what powers I have to take 😉
  7. Making knockback to knockdown doesnt break any dang cottages. Anyways, I'll always be in favor of options and stand by that knockback should be better. More damage when they get flung, something to make it actually attractive rather than groan inducing.
  8. I meant investment from pairing a secondary and Incarnate slot just for more -end as opposed to being able to efficiently use the effect by itself. Elec control abilities iirc have a -10% end base for most of the powers (fences does at least) on top of Conductive Aura and Static Field just draining quickly and safely. Those two also give you back endurance on top of sapping, while outside of boosting with power boost / stacking with power sink, Short Circuit needs to juggle end mod and damage investment. I'm not saying it isnt good, I've played elec3 the most of any character on live and it's super fun! It's just in terms of being an effective blaster or sapper there are better alternatives that dont require as much specific pairings.
  9. Still a great source of debuffs + oil slick arrow This is a touchy subject but... I would argue no it's not. SS was designed to "work" with rage running much like MM sets are meant to have pets. Can you do it? Sure! Will it make everything way harder than it should be? Yes.
  10. Tesla Cage is legit bad compared to pretty much every other ST hold you see in blast sets 😞 With heavy investment and a complimentary secondary you can make the sapping work out for sure. That said, it does require sizable investment and if you want to be a sapper then Elec control does the job out of the gate with 2 powers.
  11. Ok fair lol. In general, there are no sets that are unplayably awful though. Even EM and Mercs "work" even if they are a slog. Elec Blast just needs some love to be brought to par.
  12. Are you talking MCU star lord or comics star lord?
  13. Elec is not spectacularly bad, no set is that bad. Compared to other blast sets though it definitely is on the low end. Mercs comes up every so often but MM balance is weird.
  14. No enemy has weakness to toxic, in fact it is the most resisted type. Fire is second least resisted right behind negative.
  15. I know you're gonna, but what point is it gonna prove? What would an elec blaster bring to the table that's different than another set with the same slots?
  16. Part of it comes from incarnate nukes and the general high output that maxed out characters can achieve. There are times when mobs can be wiped from non nukes as well in the time your nuke fires off, which means that faster AoEs become more reliable to fire off as the team keeps momentum. Nukes, and TB, still do work when you're first to the fight sure, but in the same time frame there are other AoEs at the high end that can make the efficiency take a hit. But anyways, tagging elec sets as all EMP attacks would be interesting but it needs careful consideration for how many enemies are actually tagged as such.
  17. I'm talking about other AoEs going in before TB finishes and applies damage.
  18. Due to having a bit extra time to cast, even with the range I find TB to miss out on some targets on a team setting as other attacks get flown in compared to how other nukes can more reliably wipe the floor a bit more quickly. I think that some tests are in order like with Scrappers though to get some data on the matter. I'll say I do like how SC does bonus EMP damage.... but why not all Elec attacks? The set deals less damage unless bots are involved and even still SC has a long cast time too. Come to think of it, electricity has a trope of being "fast" but elec blast is saddled with a handful of very slow powers 😛
  19. @Frostweaverno need to call Crysta a monkey / etc. That doesnt lead to anything but negativity. As for the base comparison, I mean using the same secondary / same enhancements (or as close as possible) for comparison. I've recently done this for every single scrapper primary on Test and gotten very interesting results based on several criteria set by both other forumites and the GMs themselves. Im not the only tester there either, just to show variance based on player. Perhaps this should be expanded to blaster primaries too? Anyways, in my experience comparing elec blast on it's own vs other blast sets it gets the short end of the stick. It has a second AoE attack but it has an incredibly slow animation, and it loses out on a t3 blast in exchange for Sparky which is not as reliable given how it follows you and might not always target the guy you want (and you have to resume it every minute in another lengthy animation). So before we get to the secondary effects and so on, it already has a little struggle compared to comparable blast sets that have a solid t3 and / or secondary AoE attack. When we look at Sparky's DPS if it were on a single target combined with how you gotta resummon it, on top of the actual damage lost on Thunderous Blast and Short Circuit compared to what the actual damage formulas say they should deal it shows that elec blast is a bit under par. That is without talking about end drain as an effect compared to other secondary effects. That is not to say it doesnt have advantages. The return of endurance on several attacks is nice when it triggers, and pure energy damage is rare to have resisted. The end drain when it works is also great, but we have talked about how it's odd as a mechanic especially for a blaster without heavy investment. A buff to it as a whole would be welcome as it has inherit annoyances that other sets dont have to deal with. If anything they should play to its strengths and work with Short Circuit, Sparky and Thunderous Blast rather than make it conform to other sets as much. Edit: @Leogunner, on the note of conforming to different ATs... why not? Why cant Defender and Blaster versions of a set be tweaked to better fit their roles / styles? This already occurs with say, Scrappers and Tanker melee sets.
  20. I've played elec/elec/elec for 7 years on live, I had that guy IOd out as well. I switched to friggen energy blast on HC and noticed it way outperformed the damage and mitigation for far less risk to myself. Saying a set is fine when you are super IOd out is meaningless. Try it at the base level, compare it directly to other sets at the base level, and get back to me.
  21. What @Frostweaversaid about alphas is very poignant. For Blasters, especially with the sustain powers, they can deal with damage after the initial start of an encounter. If they love past an alpha, their damage and regen / absorb means they can often deal with the situation well enough to succeed anyways. Defenders, Corruptors, and by proxy Dominators all have ways of mitigating that alpha strike back at them through debuff/buff or control powers to where the -end is a nice perk that they can take their time with or they dont notice that much. Dominators in particular have access to Elec Control which is the best sapping set in the game on it's own as it can efficiently drain mobs of enemies and keep them drained safely over time. Elec assault on top of that is just gravy, but in general they still have the means to mitigate an alpha strike no matter the primary and let /elec do its thing over time. Blasters either are the alpha vs a bunch of mobs, or they get alpha'd. Effects that are immediate are vastly more valuable than ones that take even 5 sec to kick in since those effects can alter the return fire from any surviving enemies. If a blaster cant reliably wipe out a ton of threats with damage nor make the ones that stick around a little less threatening immediately they are in trouble. The same sort of applies to the other ATs too given that they do not get better scalars for end drain IIRC. Their support or control sets would usually cover the immediate threat and as I mapped out in the blaste thread most enemies aside from bosses will die before they are fully drained by most attacks. Short Circuit (and thunderous blast) really carrys all the weight of effective end drain for EB, but those powers are super slow to wip out compared to power sink or elec control powers. It's sort of telling that Elec Melee has no specific end drain power to it, and elec control correctly trades damage for amazing end management. The blast set (and assault by proxy) could use some tuning based on these later electric examples.
  22. Steering off of distinct new factions, we can always update existing units to make them more distinct or challenging, or even pulling a fambly and having low lvl enemies appear later again but souped up. Like, imagine advanced Outcasts with crazy elemental powers.
  23. Or make it more engaging / locked as a super move. Get X kills or use Y powers to recharge the attack. But that's a while another thread. I really dig expanding on containment and a controller stacking controls up. Making so seperate primary powers give you +mag or weaken enemy mez resist would be gucci.
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