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Naraka

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Everything posted by Naraka

  1. You disagree that the idea of adding self nerfs isn't new? That means you think it's a new ideas not yet implemented? Are you sure about that? I just had to check but this thread is a few weeks old so maybe you don't remember the post you made in this thread over a month ago... That's more a commentary for the general dissenters but I included you since you wanted to comment about how those discussing possible additions seem to be trying to "tear everybody down" for "equity". But again, you weren't the only one shouted out there. Considering the devs are actively putting even more AoE on my toons as we speak, I think it's a worthwhile thing to discuss possible options to quell AoE, not by specifically nerfing powers (or at least not just) but other avenues on top of options we already have.
  2. Is it demeaning because it's true? Well I'm not one of those people. In fact, I tend to play ATs I don't have much experience with and aim to use the majority (if not all) of their primary/secondary/chosen pools specifically to gain insight on less used combos/powers. Minimal min/maxing, mostly solo and small teams, no purples/incarnate because I'm mostly playing alts and mid level locked characters. The thing is, if I get bored, I just stop playing. It's not so much about challenge, but rather variety. . . That all aside, I decided to come into the thread and criticise your posts. So what? It really supports my stance that you lack perspective because it's not particularly controversial to discuss about buffing a set that might not be meta... But apparently there is a problem discussing other issues in the game like the prevalence and abundance of AoE? So we have to devise extra ways ourselves to keep variation in combat ultimately but when buffs come down the line we also have to change course for that as well... But don't you dare touch other player's settings, they should be able to keep their arbitrary settings at the tippy top. Mmhm.
  3. Not sure what this quoted reply even is for. Didn't say anything about unique or useful. My main point and criticism is keeping functionality. If the functionality isn't useful to you, is that why we aren't keeping it? Or maybe the functionality is still there (no one has directly replied to me saying the set is better at stunning than before and maybe it is) but at what cost/hoops needed to jump through? Overall, some are a bit annoyed they have to work around mechanics at all but I just don't see a reason the particular functionality I'm talking about was altered or removed since it wasn't overpowered (thus not useful, as you say) and is so simple to keep in place.
  4. I didn't say pat yourself, I said pat each other.
  5. Perhaps try a target not resistant to END drain then? While it's a decent test set up, it doesn't give definitive results. I wouldn't be so bold to say resistant target should be made fully vulnerable by default. I'm assuming you might be able to turn an EB who is barely tickled by drains effectively drainage but probably not all targets.
  6. I think it's funny that posters suggesting self nerfs are here patting each other on the backs (like @Dragon Crush, @Lockpick, @RageusQuitus2, and @Epoch Paradox) like they came up with a new original idea but fail to see the overall perspective: We already have the ability to nerf ourselves so that's not new. If people are talking and discussing actually new ideas instead of self nerfs, it might be because they DON'T enjoy self nerfs and might want something else to add variety to the combat. If you opposed that notion, just say "I don't want new stuff" and save yourselves the effort of posting. EDIT: the ironic part is, those that are like looking out for the overall bottom line in difficult get completely washed out when discussing changes than over buff stuff that makes the game even easier. And the decrying of needed nerfs really touches on that irony too.
  7. But that was the main goal of my dark/em tanker, to keep aggro and stun on a lot of meaty targets (and even the little ones but they are mostly ignored). It also conserves my END since I have to use dark Regen less (actually used it more for an END replenishment with IOs). Having the guaranteed ST stun meant I could focus my hard hitters on the tough targets or spread them around to neutralize more foes. I could reliably contain 3 bosses/lts if need be with only my primary and secondary and possibly more if I get lucky with WH. If that is something not desirable for a tanker to have outside of a moderately IO'ed with good rech bonuses just say that then. Don't beat around the bush trying to justify some denial of Dom role or some such superfluous reason. Like I said before, the same functionality could be retained by just moving the EF disorient boost on BS over to PC primary target and not needing EF for it just like current Stun. Then you can keep the power as a stun tool and you don't have to slot it for damage unless you wanted to.
  8. And what's the duration of that stun? The deal is, with the power Stun (not the status), and only one additional slot, I can effectively neutralize an extra boss. It only costs a power pick and one slot and that boss can be juggled for the whole recharge of the power. BS can only have 5 additional slots and trying to fit in decent attack slotting with extra Mez slotting while requiring TF is the raw deal for just a normal build hinging on the Mez. I feel a late game tank would want to have more Mez since single target is their issue, not AoE they're usually half ignoring anything that's not a boss. Basically, you're picking Stun to juggle bosses which your going to get less of if you don't have it. Replacing it with conditional BS or fast ET is spreading your DPS to multiple hard targets. Now if having a hard Mez melee in dark armor is just something not balanced for, why not just say that?
  9. I specifically built my tanker to mass stun which is why I use dark armor and why I'm rather disappointed they changed stun into something completely different from stun. Personally, I think they should remove the 100% stun from BS and just make the new power always stun the primary target. That way I can actually slot for the effect as I don't need to waste slots enhancing BS's conditional stun.
  10. I'm not sure why you would tag me as I'm not a huge fan of Controllers... Not a fan of the power combination (control/support) but I do have a couple, the highest a 41 ice/TA. Personally, I think control needs a rework along with kill-time, AoE saturation and overall foe threat. A lot of things play into a lot of issues with other things and dominators are a whole other beast, perma-dom in particular. But putting the idea in a vacuum and only concerning bringing controller closer to dominators in control, random "crits" are probably not going to work as well, IMO. Control isn't DPS where you can stand to get lucky bursts that add up or getting overkill damage doesn't feel as disheartening as locking down a target that dies at the same time. If you want something more controlable, what about just giving controller is own version of domination that only powers up the next primary power (an over power button) that adds mag depending on who you target. Or to make it more simple, have your AoE controls behave differently on a controller where the actual target gets additional mag depending on the target (sans the AoE immob). I also had a thought about a "focus" button/mechanic where it'd take the next AoE control (like the AoE hold) and turn it into a single target power but all the potential control is applied to that 1 target (16 targets worth). Sounds like a lot but it still requires you to wait for that long cool down. The concept being a person turning an entire city block into an ice cube to hold one strong target.
  11. Oh please... If you were even playing DM before they changed shadow maul you were probably in the camp that skipped the cone all together. If anything, they over buffed some of the powers and now need to spread the effect since DM was pretty much matching the speed of moderate sets with only 1 cone power. I'm in agreement with @TC that the trend seems to me aimed at making everything "well rounded". Homogenization is going to become a problem just like saturation of AoE will be a problem (or already is, depending on your opinion).
  12. Overcomplicating it. Even with narrower cones like Jacob's Ladder, it's not necessary to fill the cone and if so desired, you can just outright skip the power (not sure to the cone size but more due to its activation time). The only time I'd advocate hopping to "make it easier" is for something like Shockwave to mitigate some of the KD but you start seeing a pattern when you look at more of the cones... The reason is probably to regulate AoE. Because if we just started swapping cones for PBAoEs, there would be a while other problem even if it solves "cones are hard". I didn't say multiple cones is absurd, I was making the point that it's not a standard. If anything, stacking cones is a minority feature you see for things like weapon melee set's and some blast sets like dark and AR.
  13. While I can agree with some of this, the overall premise is absurd. You don't need 2+ cones to have it be worthwhile for a set's AoE. You talk about complicating set's with combos and then go on complicating the use of cones for some bizarre reason. Here's how you use a cone: You see multiple targets close together that you want to hit? Use the AoE. That's it. The entitlement chain multiple AoEs of a similar range is purely on you.
  14. Just an idea, would be interesting for those that are interested in designing and modeling costume pieces, if they had a bit of sway if their piece(s) were locked behind some sort of achievement of their choice. Of course they could just make it available to everyone off the bat but some artists might want to put a bit of a story behind their art.
  15. What about gaining currency to trade to an NPC that will allow you to change any purple/atio to a purple/atio of your choice?
  16. Funny analogies aside (one of the few threads i enjoyed reading every post), I do feel the last issues that changed Stalkers really did blur the distinction between Scrappers and Stalkers. To some, it is good as it gives more people a reason to play Stalkers or to bring the AT into the spotlight (kind of antithetical to the concept tho) but only at the cost of Scrappers' niche. I'd still want Stalkers to compete, of course, but as a huge fan of the AT, even I concede that the mainstay of the AT is made obsolete after a certain point (talking about hide+AS). I still use it because I enjoy it and I accept that as my build matures it's less useful. Still think AT distinction could have been maintained. Not suggesting a change, just starting my opinion.
  17. Maybe they can use some features from this forum to offer a somewhat discreet pop-up window linked to your account that is easily navigatable and won't minimize the game window. Then you wouldn't have to worry about limitations. Might even be able to put in screen capture or art.
  18. To be fair, customer can and do screw over the industry too that them ruins the things for everyone else.
  19. I know someone had mentioned the proposition before in this thread but I don't remember if anyone ever answered: What if all the rewards were just maximized? Basically, and green to barely grey mob in the game has the same exp/drops as +4 boss mobs? Is basically the other extreme of the mentality of wanting to push for a more difficult game by de-emphasizes difficulty itself. If you think about it, it'd mean that the current standard difficulty for maxed out characters would be another form of nerfing yourself, so to speak.
  20. Purely depends on your perspective. +4/x8 is the standard difficulty level for maxed out characters NOW... But in the past it was more for specifically meta min/max builds as well as moderately good teams /teams with some buffing. All in all, I can perceive the perspective of most opinions here, it's just entertaining to see the mental gymnastics when you put forgot certain points that have to be logikt away.
  21. You can use Spines or thorns to also be crystal projectiles since it had the customization option although there is a green mist that is not colorable that is the set's toxic damage. Shield defense has a gem shield option. Earth control has custom similar custom options for molten rock as well as crystal. Beam rifle has a crystal powered rifle option. There's also ice blast out ice melee. If you already have your eye on ice control, theirs also cold Domination as a support set. There's also just the various costume options. It can blend with a lot of power effects too. Invulnerability has some nice sparkle effects and makes some sense with its effects.
  22. So? Do you play Mercs MM? Or MA Stalker? I don't think the game will end just because there's a set you don't like to play lol
  23. All this talk about blasters and no talk about ninja training. It had nice utility but said utility is highly accessible to most others, namely the stealth. Beyond that, it's pretty mediocre. Please don't forget that set. The melee attacks are quite weak, the PBAoE is wonky (it either does too little damage or recharges too slow), the damage buff is just broken. I hear a lot of complaints about /dark's sustain requiring a target but it also does have a use to stack (the extra mez) while kuji-en toh really gets no benefit from using it more once it's recharged since none of its effects stack. There's a lot you can shift around to help the set. A recommendation from me: add some kind of mechanic to bring Shinobi's damage buff back after you attack. Like using a ninja training power brings up the +DMG for the next hit. So using kuji-en toh during a fight charges up the next hit. Using a katana skill also charges the next power.
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