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Galaxy Brain

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Everything posted by Galaxy Brain

  1. @Sunsettehad a great thread about alternate IOs for KD or just converting KB to other effects as well, which could be great!
  2. The group vs solo is a very good point. Or even solo vs small team vs big team... What if there was a way to apply it to an alternate build overall? I recall that build swapping is fairly easy, even mid mission (tho it restarts cooldowns) and could alleviate the supposed problem of needing to dedicate slots.
  3. So to reiterate, regen probably just needs slight tweaks to be up to par. It for sure could use some other debuff resistances (namely to recharge) in order to function, and having a bit of +absorb like in the sent version would also be nice. In today's meta tho... would IH being a toggle again actually be busted?
  4. It appears the consensus is overwhelmingly positive for the KB to KD proc being a net boost to powers that take it, to the point where it's almost as if those powers have an "IO tax" that demands the use of it to function. For said powers, is there an actual loss from having that slot used vs putting another boost?
  5. I think either option would be great, but I lean more on option 2 given the nature of Mercs over a set like Demons which also has a single target buff.
  6. I understand there are powers that are not effected by the damage crash, but other sets do not have to work around that. Like, for a set called "super strength" having a moment every minute or so where you are no longer strong feels off. Titan Weapons, STJ and even MA or Stone melee all can play off your character being super strong physically without stopping. Incarnate judgement aside as all melee sets can pick it up, and for the whole leveling process it is a weird stop to gameplay where you cant use your "strength" every so often. I agree that rage as is needs a downside for how long it lasts, but when given the option I'd rather go for non stop smashing than smashing a bit better then forced to break. Edit: even with stacked rage, where does SS currently sit compared to other melee sets to really warrant the harsh crash? If there are sets that are statistically better even with stacked rage... they do more without a downside.
  7. It makes them unplayable for 10 sec at a time as you cant deal damage. That isn't fun.
  8. Ok, so outside of granite how did you like it?
  9. Can you guys stop double posting? Jeez it's like a bad Twitter thread. Knockback is fun, yes, but on a short ranged character having it randomly happen and not being able to plan for it sucks.
  10. I do think a problem with the set though is that it is so drastically different in how it wants you to swap toggles, but the drawbacks for which toggles need to be on more often + how granite invalidates half the set makes it just janky.
  11. I like that too, where they self buff -> splash effect to allies. However, the core idea is to alter existing tank primaries. For example, RttC or Invincibility could provide a bit of regen or defense to allies too per enemy
  12. I still think that Tankers could be adjusted to fit this role. They currently have a weird problem where having multiple tankers on a team has supposedly diminished returns compared to multiple melee DPS characters, and in the current meta the melee dps ATs can be built to be about as tough (especially brutes). If Tanks got more "grant cover" style powers in their primaries, they could act as frontline support as they tank.
  13. PvP and PvE can be tweaked individually of each other. For PvE gameplay tho, the same build setting on a set without the drawbacks would still make you nigh unkillable without having unfun drawbacks, instead you enjoy the bonuses to recharge and damage.
  14. So, this broke my heart to make a costume with the crab backpack... only to load the character into mercy and see that I could not use it since I'm a brute. To avoid confusion, can it not appear on the menu if you cannot use it? (Or better yet... allow it to be unlocked or something? :D )
  15. What I find may be a bit overlooked is the -5%/-2.5% res/def we apply while attacking enemies. From what I can tell, this does not stack in any way, and while solo it is not very noticable given the value. What if instead, our hits applied a much smaller -1%/-0.5% debuff that was stackable? This would ramp up vs harder targets much more smoothly and combine with the big spike from proper opportunity.
  16. Simply put, its annoying if your character has stealth powers that they rely on for that extra bit of +Def, or other bonuses, that you need to disable for rescue/kidnap missions. Would it hurt to allow these specific enemies to see you always?
  17. Tankers give passive +AoE def to the party in some way perhaps? If we are looking at the idea for tanker primaries to get some minor team buff powers, maybe they could all give a token +X% aoe defense to all team mates on top of whatever else they have. Thematically, it's like the tanker stepped in the way of the bullets/explosion so that their allies wouldnt be hurt!
  18. In short, it's not fun when your role can be done by another character while they also have X advantages you cant match
  19. My bad if I missed that part! My mind went to like, an infinite loop of a tanker taking smaller and smaller portions of one hit iff another tanker lol
  20. Tankers taking a portion of damage seems like it would be sorta redundant with multiple tankers... unless tankers are exempt? Do they tank for tankers too? :p
  21. There are a lot of people who are new to CoH who may fly by them without knowing :)
  22. You could, but the point is that the natural progression of the game means you miss out in these guys unless you specifically skip mercy content to go to them. +1
  23. Knockdown and Knockup offer the exact same soft control without pushing targets away from power range. I dont specify melee either since many effects such as placed debuffs or AoE controls can miss a target or have a target leave the effect if they get pushed around.
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