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SkyeSharpe

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Posts posted by SkyeSharpe

  1. 7 hours ago, PeregrineFalcon said:

    Super Strength already has the whole Rage up/down mini-game, let's not add another combo system to another powerset that doesn't need it.

     

    Add a KB to KD IO and some damage procs to Handclap and now you've got two AoEs. Problem solved.

     

    Like I said, overinvesting in Hand Clap for the memes is something I do. It just doesn't solve the major problem. I love my Hand Clap for the soft control and space-filler attack it provides, but it doesn't help with AoE damage in any significant capacity. Also I'm not asking for a combo system, I'm basically asking for SS's lamest moves to have "chance for AoE damage", in addition to/instead of what they have now (whatever works better for overall balance.)

     

    3 hours ago, MTeague said:

    I acknowledge there's a difference between "what feels thematic" and "what would bring a performance boost to the set".

    But rather than adding AoE splash damage, I'd rather see Impact provide something like the extra damage gravity controllers get with grav distortion / propel.  

    That is, additional single-target damage to the affected mob.

     

    If I punch enemy number 1, I just .... have trouble taking seriously the idea that that punch affected someone 3 feet away from him. 

    I mean, I get it, comic books, we don't need no stinkin' reality, etc. 

     

    But I also don't consider it such a bad thing to have some melee sets that are more Single Target focused vs AE focused.

    Even if that goes against the "what is most efficient" meta.

     

    I have no problem at all with there being ST and AoE focused sets - in fact I really like the balance and gameplay aspect of them existing. I just don't agree that being so strong you can crack pavement, clap your hands hard enough to knock people off their feet, and throw boulders the side of your entire body *doesn't* translate into being an AoE-friendly set with explosive hits of force. The animations show these bursts of impact, and it makes less sense to me that those explosions aren't translating to anything but damage to the guy I'm hitting. Shockwaves are a thing for any sufficiently strong hit, and hitting something hard enough would create one around the point of impact - hence my idea.

    • Like 1
  2. So, SS has AoE Problems (tm). Foot Stomp aside, it really doesn't do much unless you're fighting a single target, or you're like me and overinvest in Hand Clap for the memes. And it's also a really old, dusty set that could use a little life injected into it in any case. Not that I'm biased - my super-strength/invuln Brute says so. I've seen a suggestion here or there about moving powers around or changing powers entirely, but I have my own idea; one which could maybe solve the problem while retaining a good feeling of "SUPER STRENGTH" with heavy hits and thunderous impacts.

     

    That being: "Impact" - An effect like Rad-Melee's Contamination. I'm thinking a dead simple idea: Jab, Punch, and Haymaker have a chance to inflict a special "Impact" status on enemies they hit. If those powers hit an enemy who's already afflicted with "Impact", they have a chance to instead create an "Impact Burst", a small AoE that does a some light Smashing damage and causes knockdown. Or maybe more damage with only a chance for KD. The concept here being that Super Strong punches hit so hard that the shockwaves from each hit hurt enemies nearby. If it suits the balance-gods, you can take the secondary effects off of Jab, Punch, and Haymaker to make room for Impact.

     

    That's it, that's the idea. Some tepid chance-for-AoE damage on their most boring normal attacks to give a greater feeling of big-smashy hits, and give more AoE control and damage beyond Foot Stomp.

    • Like 16
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