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Naraka

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Everything posted by Naraka

  1. It is a Tanker (a Bio/Fire one). And he took primarily cones. It's just he just specifically took cones that are breaths.
  2. I think the most frustrating but most satisfying concept character I've made was my draconian necromancer from a dimension whose population are magic dragon warriors. Their genetics determine what kind of magic breath they can use: wind, fire, electricity, ect. My character, on the other hand, being undead, can swap his body parts, specifically the throat, with other dragons. He can breath fire, ice, acid and a burst of sound in the game although his concept would include water and lighting breath as well but those don't exist.
  3. Give it a shot on Stalker if you want another row with it. Controlled crits and BU recharge proc is fun to juggle with Psi's kit.
  4. I don't know what you guys are talking about. DS is a fun and versatile tool. If you're a player that wants to experiment and not worry about the same herd and burn strats all the time, there are other users for this power. Of course someone could say you can duplicate these effects in other ways but that's entirely fine. But not everyone wants to duplicate the same thing the same way all the time lol The simplest application is just as a pocket corner pull: aggroing another group and then sitting inside the first with your DS on is similar to a corner pull but with the stipulation that the 2nd spawn probably wasted their ranged volley in the process. Or do it in reverse and drop the DS between you and the mob and add they run toward you, they get caught in the net. A flash-aggro tool that you can use around a corner in prep for an around the corner wormhole or just to prep for a team. I think one of the major strengths of Gravity is in unconventional control. It's not meant to stand behind a tank or keep a lot of foes held but rather to move and position foes. My Grav/Energy Dom often doesn't even throw out a hold or keep his Singularity out, he's sneaking ahead, scoping out where spawns are and scooping them up to dump or draw them back to the team. But it's been a while. This was before they implemented Fold Space which I think should be on a much longer cool down.
  5. Is Hibernate also a phase self power?
  6. Anything not a damage buff or resistance debuff doesn't really care about a 25% bump. Heck, hardly anyone cares about anything else, even if that buff was really meaty. Like, who is crazy about the abundant -def my Trick Arrow can apply? Or the +END in Shock Therapy?
  7. I'd sooner attribute Vigilance's damage bonus being added as Paragon viewing their own mistake after designing Corruptor. If anything, Corruptor is what Defender should have been but since they were locked into Hero vs Villain, they couldn't just copy it. The villain ATs were just seen as better (Stalker being the exception) than their hero versions for a long time until proliferation and side switching started happening. Heck, they still don't know what to do with Vigilance.
  8. You *might* be able to convince some posters to increase some Corruptor offensive debuffs to be *equal* to Defenders but the rest of the suggestion seems to be ignoring a lot of factors.
  9. And I feel that is a bad approach. Right now, the main mechanical difference between the two is corruptor gets some bonus damage on a for with low health and improving DoT to a degree at the cost of some support potency. Swinging the pendulum to make other sets a right or wrong choice depending on AT is just unintuitive and should be avoided all together.
  10. I think debuffs are a bit of a messy field. If I'm not mistaken, -END isn't scaled at all so such debuffs are nearly equal across the board. Then we hit the issue that blast sets come with debuffs so making the damage and the debuff both more effective for corruptor just makes the entire primary better in every way compared to the defender. Then there are sets that only debuff. That means sets like trick arrow, dark miasma (yeah, it's got one buff and a heal), storm summoning, poison and such just completely obsolete for defenders, making the correct choice be corruptor for those sets. Granted, I'm not one of those players that care that much for optimization. If anything, I value replayability. Make the sets uniquely different in a mechanical way so that there is a reason to play poison on a corruptor, a controller, a defender and a mastermind.
  11. Isn't that just Bio armor? Maybe I'm just cynical but at this point, I don't really think there are many options for different effect combinations left...so it's easier to differentiate sets by *how* they obtain their effects rather than what effects of the limited amount present and usable that could be smashed together. The most simplistic start would be "set and forget" vs "clicked-madness" and variations between them. The set you outlined is basically set and forget although possibly having an armor set that leans on the Tier 9 is slightly different. Still needs something to make its gameplay differ from your other standard set and forget sets. Phase Shift, despite its critics, could be a unique feature. Like, the set's mechanic being you have to "store up time" to fuel its heals and regen and you do that by hopping out of sync with reality and being attacked while phased (the attack doing nothing to you except giving you a stack of time with a max stack of 5). Your toggle that you hop in and out of phase would have a short recharge and a max toggle duration (like 8sec). But each stack of time could give heal-over-time and +regen for several seconds. Making the set heal-based with a focus on HoT with some regen and resists (your def would be your ability to phase) with the unique means of gaining that healing is how I'd try to make the set unique. You can even add in some ability to apply slow and immobilize.
  12. Mmm, I think this is just too nebulous. How is this not just Super Reflexes but with a heal (*Ninjutsu blushes*)? I want to even say that Ninjutsu has a principles of manipulation of perception of time in its concept. Unless you create some sort of gimmick to emphasize "time" or create a visual that does, this can be emulated by a lot of other sets and power combos.
  13. Defense debuffs are your friends. If you want your confused enemies to hit each other more easily, does it make more since for the game to just give you that functionality? Or would it be better if you *built* your character to do that? Controllers have access to easy -def in sets like Rad, trick arrow, or even in the control set itself (plant had a decent slathering of -def). Dominator had access to secondaries with -def as well.
  14. No one cares about debt. The game could get rid of it and, outside of badges, no one would likely notice. As for making self rez powers better, you could do that by nerfing other sources: P2W self rez could have it's rech substantially increases (talking about a 2hr rech), same with crafted/reward powers; inspirations increase their stun duration, mag and -recovery period while higher level awakens would only slightly decrease the -recovery period (making you still need multiple break free inspirations+blues to circumvent the death).
  15. I'm sure there's a work around for that. But changing the "death affects" of all of your pets being a passive effect of judgement could also be cool. Like putting the target cuffed and on their knees if you defeat them for all those "heroes". Would be cool if a bloody death effect could be an option.
  16. If I were suggesting customization for the Judgement powers, I'd like to make the defeat animations (when being defeated by your judgement power) have various effects: like freezing them in a block of ice, causing the foes to pause in place and vanish, disintegrate into dust, become transformed into random objects (a la gravity's propel mechanic), etc.
  17. Terrible idea, for Ice Melee or other. I don't think you're supposed to stand inside the ice patch, you're supposed to stand *behind* the ice patch. For ranged ATs, putting it between yourself and enemies is a basic strat. For melee, drawing foes to the patch is basically a pocket chokepoint when you don't have a corner. Making it a toggle means you now can't move or you release your foes from the vicegrip of the knockdown.
  18. What's wrong with just exemping down to the mission level? What if changes were made that allowed you to bypass Ouroborus, i.e. while you select a mission below your level, it just automatically exemps you?
  19. They need to reassess pet ATs. Maybe a new AT would be the excuse to do that but that's a separate topic.
  20. I don't think this design can work. Because the different support sets have different applications, properties, and strength and weaknesses, such an inherent would be somewhat decent on certain sets or downright unwieldy for others. Not only that but it emphasized a strategy of staggering your support after your attacks. This is just not useful when your support is supposed to be used tactically, which means the circumstance in which you want or need to use your support is going to vary wildly. Sure, you can say this will play into the combat considerations of the AT, balancing the needs of their support with the bonuses of their inherent... But support isn't always a shift in combat thus is a fickle point of the AT to lean on here. The more simple and static direction for the inherent to target would be the melee powers. More standardized, application is the same and easier to balance.
  21. Understandable. I do feel, if anything, the tanking role has become saturated in power so, unless it could deal similar damage to a furied out Brute, the AT might actually be considered weak. Overall, I think the difficult part is going to be making the AT seem powerful while filling a role but not overshadowing anything, not so much the roles it's taking.
  22. Not to mince words here, but Kinetics is primarily there for Speed Boost and Fulcrum Shift. Having one missing and the other muted does not equate to a one-man team nor does it invalidate other support, much less a Kinetics support. Why? Because spamming an AoE team heal is practically worthless in the grand scheme of things. Having a muted Fulcrum Shift just means you can complement a real Kinetics user to assure damage cap OR add extra damage if another support is present. To point out the difference of a muted Fulcrum Shift, the directed suggestion has a 10-target cap and a smaller radius on the target-per +dmg and the ally +dmg buff. You're not going to reliably hit every teammate or keep max targets for your buff in range. While I can understand your apprehension, you can't just ignore the points presented to attempt to appease those problems.
  23. That's why I actually like the idea I linked to. Mainly because as a melee support, it is aiming to be *NOT* vulnerable (i.e. the tank) but at the same time, only have a limited amount of the pluses of the support. For example: the pluses of Kinetics support is mostly Speed Boost, Transfusion and Fulcrum Shift...so just limit the melee/support so it only gets Transfusion and a muted version of Fulcrum Shift. On the other-hand, as far as being outshined by the other supports, that's sort of the point. The other support (Defender, Corruptor, Controller, Mastermind) will still have their place and still out-support the suggestion I'm pointing to...but those that don't want to be limited by the lack of mez protection and personal vulnerability would have an option to help their team via both support AND tanking.
  24. Ok that might be what it is and I just somehow blended it with other unrelated changes.
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