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summers

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About summers

  1. I very much miss the days where T9s weren't crashless and Judgements weren't around. Debuffs mattered. Control mattered. Powers other than nukes, mattered. The incredible recharge rates now allow for a great deal of nukes to go off at every spawn (I'm aware Judgements aren't affected, but T9s and similar are!), and I find that to be unsatisfying. As food for thought, using Judgements alone, a team of 8 can use one Judgement every 11.25 seconds in rotation. But, I don't think I can say to just take them away. They're in whether I like it or not. EDIT: Since we're in a suggestion forum, I'll throw in my own, off the cuff ideas: Judgements: Increase recharge (5+ minutes) so that a team of 8 isn't hitting every spawn with them. T9s: Increase recharge and/or make them unaffected by recharge (or global recharge). Return a 'cost' to them - a crash, a HP loss, something that causes a player to balance the decision to use it rather than just a free mob wipe. The better designed nukes IMO are the mini-ones, such as Hail of Bullets, Full Auto, etc.
  2. Like the title says, this proc no longer functions in Hail of Bullets. It used to be almost a guaranteed proc in a large group, and now I can't get it to go off at all. My character is a DP/Kinetics Corruptor, if that helps!
  3. The TPN Campus Trial has a big reveal about Cole/Tyrant, while the Post Praetoria content linked above fleshes out most of the rest.
  4. I like them the way they are since I don't feel any obligation to get the clicky ones on every single character at 50. They are nice niche powers and I'm happy with that 🙂
  5. That's it! What it says in the title 🙂
  6. The same happens with dual pistols, and it would be nice if it could be changed!
  7. Rumour mongering engaged! It's for knock inwards so you can drag people towards a central point!
  8. As simple as the topic title 🙂 I can't open the costume menu in Neutropolis without crashing to desktop.
  9. I don't think every 'type of buff' is subject to the same Defender/Corruptor modifiers. For instance Radiation Emission / Accelerated Metabolism both grant equal amounts of +recharge and +recovery, and Kinetics / Speed Boost follows suit. Time Manipulation / Temporal Selection similarly grants the same +recharge between Defender and Corruptor.
  10. I'm not sure if this change is worth the 'cost', and that cost is the faith/happiness/whatever you might call it of a portion of the community. I'm not saying this change is necessarily a good or bad thing, but with every change at least some people will be unhappy about it. Is this change so important that we should go through with that? Perhaps Paragon Studios decided not to do it because they knew there was almost zero benefit to the change and only community backlash. Again, I'll reiterate I'm not making any statement about whether the mechanics should or should not be changed, just wondering aloud whether it's worth the angst.
  11. I'm just posting to register my disappointment in this. I obviously don't have any insight into the negotiations, but from the outside you could call me 'cynical'.
  12. I’ve had nothing but wonderful experiences with the GMs. I am super grateful for everything they do and I pray that the few trolls we might have are not going to wear them and their kindness out
  13. It is, however, the most improved as a % change. It grew +159% which is more than any other Scrapper primary - the secret is getting out!
  14. Most and least improved: BLASTERS. If people like this, I can provide the numbers on the rest of the ATs (or anything by request) PRIMARY: AT Primary March September % change Absolute change Blaster Beam Rifle 986 430 129.30% 556 Blaster Radiation Blast 655 291 125.09% 364 Blaster Assault Rifle 610 272 124.26% 338 Blaster Energy Blast 1046 494 111.74% 552 Blaster Sonic Attack 221 106 108.49% 115 Blaster Fire Blast 2793 1354 106.28% 1439 Blaster Dual Pistols 1197 582 105.67% 615 Blaster Electrical Blast 795 387 105.43% 408 Blaster Water Blast 1034 509 103.14% 525 Blaster Archery 947 467 102.78% 480 Blaster Dark Blast 567 309 83.50% 258 Blaster Ice Blast 1255 693 81.10% 562 Blaster Psychic Blast 820 456 79.82% 364 SECONDARY: AT Secondary March September % change Absolute change Blaster Devices 1275 562 126.87% 713 Blaster Tactical Arrow 1270 575 120.87% 695 Blaster Martial Manipulation 1101 501 119.76% 600 Blaster Darkness Manipulation 333 152 119.08% 181 Blaster Ninja Training 304 139 118.71% 165 Blaster Fire Manipulation 1549 711 117.86% 838 Blaster Radiation Manipulation 1233 566 117.84% 667 Blaster Ice Manipulation 665 324 105.25% 341 Blaster Electricity Manipulation 538 278 93.53% 260 Blaster Plant Manipulation 892 463 92.66% 429 Blaster Time Manipulation 1409 739 90.66% 670 Blaster Mental Manipulation 698 380 83.68% 318 Blaster Energy Manipulation 1659 960 72.81% 699
  15. Changes in 50s, currently sorted by % change, under the following conditions: They must have had at least 10 representatives in September (so, no 1 -> 15 which is a 1400% increase!) I'm showing only those that have a +200% or more change AT Primary Secondary March September % change Absolute change Blaster Fire Blast Plant Manipulation 169 33 412.12% 136 Tanker Fiery Aura Radiation Melee 165 34 385.29% 131 Corruptor Beam Rifle Nature Affinity 60 14 328.57% 46 Corruptor Fire Blast Nature Affinity 58 14 314.29% 44 Corruptor Fire Blast Poison 40 11 263.64% 29 Blaster Fire Blast Tactical Arrow 111 31 258.06% 80 Stalker Savage Melee Super Reflexes 42 12 250.00% 30 Mastermind Thugs Storm Summoning 69 20 245.00% 49 Stalker Ice Melee Ice Armor 48 14 242.86% 34 Dominator Gravity Control Earth Assault 33 10 230.00% 23 Tanker Dark Armor Radiation Melee 56 17 229.41% 39 Dominator Earth Control Martial Assault 42 13 223.08% 29 Tanker Fiery Aura Titan Weapons 32 10 220.00% 22 Mastermind Robotics Sonic Resonance 32 10 220.00% 22 Stalker Ice Melee Shield Defense 35 11 218.18% 24 Tanker Invulnerability War Mace 35 11 218.18% 24 Tanker Super Reflexes Martial Arts 41 13 215.38% 28 Sentinel Beam Rifle Energy Aura 44 14 214.29% 30 Controller Fire Control Thermal Radiation 65 21 209.52% 44 Blaster Dual Pistols Tactical Arrow 37 12 208.33% 25 Blaster Water Blast Fire Manipulation 129 42 207.14% 87 Scrapper Claws Bio Organic Armor 46 15 206.67% 31 Sentinel Energy Blast Regeneration 52 17 205.88% 35 Corruptor Beam Rifle Poison 58 19 205.26% 39 Brute Ice Melee Ice Armor 48 16 200.00% 32 Scrapper Staff Fighting Bio Organic Armor 54 18 200.00% 36 Are Fire/Plant Blasters some kind of PVP meta?
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